Marines have too difficult start compared to aliens

VolccisVolccis Join Date: 2011-12-11 Member: 137452Members
edited February 2012 in Ideas and Suggestions
First my english may not be 100% perfect but hope you get the idea.

Usually in random public matches aliens controls early and mid match. Without extremely good teamplay marines are wiped out easily in public matches (dont know how its in clan wars) and that leads people to go to aliens more often. In my exprience from NS 1 and NS 2, being an alien is more fun than being a marine.

1. Marines would have something eletrical field on resource towers so skulks couldn't eat them. Thats pretty annoying when you are playing in low ppl public server (6v6) and you have to constantly defend your resource towers. Aliens are faster, they have super units and its ridiculous easy to keep marines busy by attacking their resource tower as skulk until your team get second hive and you can evolve to fade. If marines haven't made in that time enough good defend in their bases or havent upgraded weapons/armors its instant loss to marines because they cannot kill fades. Even if you have a shotgun research completed.

2. You can tech to shotgun and its fine until aliens get fades. Then you start dying and losing your personal resources very quickly. I don't say that fades are untouchable/unkillable units, but against good fades even if you are in group of 4 teammates the fade will get one and escape. Not even speaking when you are against 2 fades + lerk and they may kill full group of shotgun marines and escape. Of course its not so critical to die as marine, but after time and time you will lose all your personal resources and you come to the point when you cannot kill fades without shotgun/jetpack. When the match comes to that point, marines will lose.
So I would want to have an option to buy a weapon for rest of match (ex. would cost 3x more than 1 amount). Example shotgun costs 20 PRES and you would buy it for rest of match for 60 PRES (just like aliens keep saving their PRES to get FADE/ONOS). Or an option to buy it for 5min for a cost 2x more or something.

3. Aliens get quite early their super units (LERK/FADE) which can harass marines/resource towers without having a risk to die. Perhaps having jetpacks little earlier would give marines a chance to harass aliens hive/harvesters without being in a suicidal trip. Also it would give the same threat to aliens to be ready to defend their harvesters constantly. Also having jetpacks earlier would increase the marines playing style more comfortable. Jetpackers aren't super tough targets for fades/lerks (they are if they are skilled and know how to use jetpacks fuel wisely). But for skulks they are, just like fades are impossible to kill as rifle marine.


I hope someone is thinking same and would want to increase the marines gameply more comfortable. I usually go to marines just because I dont want to be a jerk and play only in aliens side.

- Extra thinking would give an ability for lerks when aliens have 3 hives to do more damage to structures. Sometimes aliens have controlled the whole map all the time, but marines have done so much turrets in their base that it takes forever to go through.

Comments

  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    1. I would agree with this. NS1 had electrical charging of resource towers. Kept skulks from constantly killing them.

    2. I disagree. Games atm start pro-alien with the skulk rush, but then marines get shotguns and its a pretty good fight unless multiple fades appear. Once HMG are added to the game, the two sides will be pretty well balanced. Once exoskeletons are added, aliens may be at a loss.

    3. You think the lurk is a super unit? To be honest I think they are rather tame compared to NS1.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Yes, marines have a hard time starting. But when they can pull through and tech up, aliens have a hard time.
    I call that the 'potential ramp' of NS.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited February 2012
    Marines only at start very weak, but the longer the game take, the stronger they are.
    The most thing which happend is that every marine do it counter-strike like and run alone...but he died and thats the lose for marines.
    Aliens can walk alone and kill a lot of marines.
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    edited February 2012
    True for pubs. Like some of you guys, I attribute the difficult start to the pub effect:

    NOTE: I'm talking specifically about pub games. Organized clan matches are an entirely different game!

    1) Oftentimes I see more than half the team leave the marine start. This is bad. Stay and build IP(s) and an armory or you're all screwed no matter who 'wins' the mad dash to an RT or tech point. More people building = faster build times & power in numbers!
    2) Many, many, many (yes, that many) players DO NOT use range to their advantage. This is KEY to marine survival (with low FPS anyway). Compound this with strength in numbers and you can defend a position for quite a few kills and you can easily go 2:1.
    3) Newbs. I feel new players have a tendency to go marines since they're more comfortable with the concept. This forces the better players to go alien, thus naturally putting more pressure on the marines.

    Ideally, for a 'standard' start w/ 8 player team:

    1) 2-3 marines guard each entrance, using rang to their advantage. This could be 4-6 marines in total on defense.
    2) The rest build.
    3) After two IPs and an armory are down (two for redundancy and to prevent IP clogging), everyone resupplies and go different directions.
    4) Each squad claims an RT and defends it, using range to their advantage.
    5) That's it. Smooth start!

    The key is Strength in Numbers, Defensive Positions, and Range. Skulks HATE ALL THREE. Trust me, I've played a skulk!
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