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Bir çeviri sorunu bildirin
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.
[] [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.
Exo's damge obviously outdo sg's in bursts.
Rail is pretty awesome actually.
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.
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.
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.
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.
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.
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.