Sandshark márc. 24. @ du. 9:35
Exos- underrated, overrated, or both?
Exo's are one of my favorite things as marines, but sometimes they just don't seem worth it. Being so fragile and all. So, are exo's really worth the 40 - 60 res? Or is it better spent on jetpacks grenade launchers and flamethrowers?
115/39 megjegyzés mutatása
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ThunderCougarFalconBird márc. 24. @ du. 10:37 
Exos suck. Jetpack, Assault rilfe, and welder are all you need
Sandshark márc. 24. @ du. 10:43 
ThunderCougarFalconBird eredeti hozzászólása:
Exos suck. Jetpack, Assault rilfe, and welder are all you need
That is the sterotypical response I expected... I'm not saying it's false either.
Nali Warcow - Mooing' márc. 24. @ du. 11:59 
ThunderCougarFalconBird eredeti hozzászólása:
Exos suck. Jetpack, Assault rilfe, and welder are all you need
Or dont rambo and actually tell team to weld you.
ShadowSoulAssassin márc. 25. @ de. 6:14 
Depends on the situation I guess. If you want a quick in-and-out operation jetpacks are the best thing you can get. They can get you around the map faster (useful for quick hive rushs) and increase your agility, giving skulks and fades a hard time.
If you want to siege a hive with arcs I'd say exos all the way. At least if you have a decent team. Exos rely on teammates, unlike jps. If nobody welds you you're basically dead already. Plus you may want to have a flamethrower at your side to intercept incoming bilebombs. But if your team is planning a siege a flamethrower should be there anyway for the sake of the arcs alone. But if you have these things an exo can block off entire corridors, giving you some room for resting and resupply and enough time to do what your commander wants to do.
Keijo márc. 25. @ de. 7:19 
Problem with exo is not really if it's useless or not but it's the fact that you risk losing the game to fades and skulks if you don't use your res on shotgun and mines. So even if exo would be more powerful it still wont help if you lose map control while saving res for it.
[#OMEGA] - K2 márc. 25. @ de. 8:29 
Exo vs JP + SG
[ ] [X] Can weld
[ ] [X] Can build
[ ] [X] Mobility
[ ] [X] Can use phasegates
[X] [ ] Immune to Gas
[ ] [X] Can easily be healed (i.e. meds, armory)
[ ] [X] Is cheaper
[ ] [X] Surviability
[X] [o] Damage potential - yes, there are quite similar. Minigun exos can do more continous damage, which is good at wearing down enemies or buildings, but lack stopping capabilites. Rail is pretty vulnerable inbetween charges, but it's like a weaker range shotgun.
[o] [X] Taking down high lifeforms - SG wins here. Rail is OK for that job (better vs lerks, not so much vs fades or onos), minigun not, for the lack of burst dmg (smart people will run away when their health is low); plus lack of mobility

If you consider GL or FT, they are situtional. Technically you only need one of each in a push groups, GL is good vs buildings (and if you abuse it, you can spam skulks to death without any skill), FT cripples the enemy cause you can remove bile, deactivte buildings, and stop their regen, making it easier for your team to push.
Nali Warcow - Mooing' márc. 25. @ de. 8:52 
#OMEGA - K2 eredeti hozzászólása:
Exo vs JP + SG
[ ] [X] Can weld
[ ] [X] Can build
[ ] [X] Mobility
[ ] [X] Can use phasegates
[X] [ ] Immune to Gas
[ ] [X] Can easily be healed (i.e. meds, armory)
[ ] [X] Is cheaper
[ ] [X] Surviability
[X] [o] Damage potential - yes, there are quite similar. Minigun exos can do more continous damage, which is good at wearing down enemies or buildings, but lack stopping capabilites. Rail is pretty vulnerable inbetween charges, but it's like a weaker range shotgun.
[o] [X] Taking down high lifeforms - SG wins here. Rail is OK for that job (better vs lerks, not so much vs fades or onos), minigun not, for the lack of burst dmg (smart people will run away when their health is low); plus lack of mobility

If you consider GL or FT, they are situtional. Technically you only need one of each in a push groups, GL is good vs buildings (and if you abuse it, you can spam skulks to death without any skill), FT cripples the enemy cause you can remove bile, deactivte buildings, and stop their regen, making it easier for your team to push.
Dunno about you but while onos may be soloable as a jp + sg... in most maps you wont find enough space if onos is proper player....

Exo's damge obviously outdo sg's in bursts.

Rail is pretty awesome actually.
RaZDaZ márc. 25. @ de. 10:27 
Nope, exosuit is just worse in every scenario than a jetpacker.

Exosuits have too many negatives than positives to be a worthwhile investment. Before 250, they were good, they did less DPS but they had more health.

IF they had a bit more hp, then their cons would be largely irrelevant because that extra health would allow them to do so much more and fully utilize their burst potential but at this point, exos are vulnerable to even a single skulk in the right hands.
Rogger márc. 25. @ du. 5:42 
They're very good for holding down narrow hallways and choke-points, etc.

But they aren't magical beings, they need support from marines for welding, getting pesky skulks etc. Too many people have the lone-wolf attitude and then whinge when they get taken down by 3 skulks as they were pushing Nano by themselves as an exo.

Also though like a lot of things in NS2, its situational.
Hooter márc. 25. @ du. 8:15 
Part of the thing is that Exos cost 40 res to start with, right? And a jetpack and grenade launcher costs 15+15=30 res right? But problem is that not only is the JP+GL cheaper, its also arguably more powerful than the Exo. I regularly see people lose Exos against single skulks that know how to strafe. And I regularly see skilled players with a JP+SG single-handedly occupy an entire team inside its base.

I don't really know how to quantify this disparity, but it does seem pretty clear to me that Exos are severely underpowered, especially considering their cost. What I don't get is why this was changed. It used to be Exos were walking tanks you needed to have the whole team focus on to take down (assuming the Exo is backed up properly). Now all you need to do is skulk rush it a few times.

So heres what I think needs to be done:
1. Just double Exo armor.
2. Disable Exo Beaconing.
3. Half Exo move speed.
4. Increase repair rate? It seems like the time it takes to repair Exos is just insane to me. Not sure about this one.
Basically retcon the Exo back to whatever it was previously.

To me the purpose behind having the Exo is to have a counter for the Onos. Onos is meant to be a Offensive meat shield, and Exo is meant to be a Defensive room holder, except Exos just fall apart like a rock'em sock'em. Sure sure a skilled team shouldn't need them just play better etc. You could argue that in most matches the game is decided well before either team gets Exos/Onos. But I just don't see the point in even having Exos in their present form. It's just sad.
Legutóbb szerkesztette: Hooter; márc. 25. @ du. 8:18
Sandshark márc. 25. @ du. 9:09 
Hooter eredeti hozzászólása:
Part of the thing is that Exos cost 40 res to start with, right? And a jetpack and grenade launcher costs 15+15=30 res right? But problem is that not only is the JP+GL cheaper, its also arguably more powerful than the Exo. I regularly see people lose Exos against single skulks that know how to strafe. And I regularly see skilled players with a JP+SG single-handedly occupy an entire team inside its base.

I don't really know how to quantify this disparity, but it does seem pretty clear to me that Exos are severely underpowered, especially considering their cost. What I don't get is why this was changed. It used to be Exos were walking tanks you needed to have the whole team focus on to take down (assuming the Exo is backed up properly). Now all you need to do is skulk rush it a few times.

So heres what I think needs to be done:
1. Just double Exo armor.
2. Disable Exo Beaconing.
3. Half Exo move speed.
4. Increase repair rate? It seems like the time it takes to repair Exos is just insane to me. Not sure about this one.
Basically retcon the Exo back to whatever it was previously.

To me the purpose behind having the Exo is to have a counter for the Onos. Onos is meant to be a Offensive meat shield, and Exo is meant to be a Defensive room holder, except Exos just fall apart like a rock'em sock'em. Sure sure a skilled team shouldn't need them just play better etc. You could argue that in most matches the game is decided well before either team gets Exos/Onos. But I just don't see the point in even having Exos in their present form. It's just sad.
I agree, this does sound like a noteworthy proposition.
Nali Warcow - Mooing' márc. 26. @ de. 12:34 
?? eredeti hozzászólása:
They're very good for holding down narrow hallways and choke-points, etc.

But they aren't magical beings, they need support from marines for welding, getting pesky skulks etc. Too many people have the lone-wolf attitude and then whinge when they get taken down by 3 skulks as they were pushing Nano by themselves as an exo.

Also though like a lot of things in NS2, its situational.
But theyr more 'lone wolfs' as in rambo's that waste res and not play as a team w/o exo :)

SG used to be what, 10 res? Or 15? Recently SG was raised to 20 res. Which is alot too. While you get to fly out, a ton of jp's do die after 3 kills or so.
Legutóbb szerkesztette: Nali Warcow - Mooing'; márc. 26. @ de. 12:35
Rogger márc. 26. @ de. 2:12 
Hooter eredeti hozzászólása:
Part of the thing is that Exos cost 40 res to start with, right? And a jetpack and grenade launcher costs 15+15=30 res right? But problem is that not only is the JP+GL cheaper, its also arguably more powerful than the Exo. I regularly see people lose Exos against single skulks that know how to strafe. And I regularly see skilled players with a JP+SG single-handedly occupy an entire team inside its base.

I don't really know how to quantify this disparity, but it does seem pretty clear to me that Exos are severely underpowered, especially considering their cost. What I don't get is why this was changed. It used to be Exos were walking tanks you needed to have the whole team focus on to take down (assuming the Exo is backed up properly). Now all you need to do is skulk rush it a few times.

So heres what I think needs to be done:
1. Just double Exo armor.
2. Disable Exo Beaconing.
3. Half Exo move speed.
4. Increase repair rate? It seems like the time it takes to repair Exos is just insane to me. Not sure about this one.
Basically retcon the Exo back to whatever it was previously.

To me the purpose behind having the Exo is to have a counter for the Onos. Onos is meant to be a Offensive meat shield, and Exo is meant to be a Defensive room holder, except Exos just fall apart like a rock'em sock'em. Sure sure a skilled team shouldn't need them just play better etc. You could argue that in most matches the game is decided well before either team gets Exos/Onos. But I just don't see the point in even having Exos in their present form. It's just sad.

1. That would be nice to see, but I HOPE the whole thing behind 415 armor is to encourage team-work and constant welding etc.
2. Exo's can't beacon?
3. They move slow enough as it is.
4. Mmmm, seems fine to me.

I do agree tho Exo's are hardly comparable to Onos at this point, the only time they are even remotely able to take them on is with dual chainguns, but that's hardly worth the 60 res as all it takes is one skulk.



Nali Warcow - Mooing' márc. 26. @ de. 3:25 
Why shouldnt exo's beacon. That would be silly, Exo's cant use PG's allready so... While they get beaconed, and you kill or herass another base, you deont get to deal with them.
100% Recycled Awesome márc. 26. @ du. 3:10 
Nali Warcow - Mooing' eredeti hozzászólása:
Why shouldnt exo's beacon. That would be silly, Exo's cant use PG's allready so... While they get beaconed, and you kill or herass another base, you deont get to deal with them.

Exos couldn't beacon in prior patches. That I think was fair because they also had significantly more health. It was a good alien tactic to get a beacon and then destroy the exos.
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Küldés ideje: márc. 24. @ du. 9:35
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