The "walk into the hive and kill it" strategy

ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
<div class="IPBDescription">does anybody else find this a little too...</div>I can't even think of word to describe this "strategy". Maybe unstrategic?

So anecdotal evidence is never useful when trying to balance a game overall, but let me just give you some perspective. So there we are, playing veil, cargo hive spawn, marines quickly took both sub and pipe, we are in some trouble. My brilliant team rallies, however, and they storm sub hive with 5 or 6 skulks, and 2 gorges. The marines there are taken completely by surprise, and the battle is won, with no casualties no less, and we have the hive room!

Now any retard knows what happens when the aliens take the hive room with force 5 minutes into the game, they drop the hive. So the hive is down, I'm scrolling around as commander, and I hear a beacon. Oh ######... BZWAP, I hear all the marines spawn. Oh no... I hear the armoury restocking ammo. ###### ###### ######! I hear 9 sets of footsteps walking down, past twilight, past overlook... into the hive. And they open fire.

Now keep in mind, all of this took less than 30 seconds to transpire, and I knew it was coming. I told the team what to expect, in fact I told them it was probably a shotgun rush, so they were expecting worse. Nobody left that hive room. We had a team of skulks, backed up by gorges, with a hive in the room, and infestation everywhere. The hive was lost within 20 seconds of the first shot being fired.

In the end we won the game, so the marine team couldn't have been strictly "better". It was a case of too much fire power in too small and mobile a package.

Now I know that with team work and organisation, comes great power and reward, but lets get real. That commander probably beaconed his marines and said something to this effect "Ok guys, what we are going to do is this. You are going to walk from here, to here. I just pinged where you currently are, and I just pinged where you need to go. When you get there, you are going to walk inside, and you are going to kill everything that is there. Now go and do it". And that's exactly what he did. He didn't support them in any strategic way. He didn't set up a forward base for rapid reinforcements. He didn't get an armoury and a powerpack up for resupplies. He didn't outfit them with an array of assorted weaponry to best compliment the squad as a whole. He just beaconed in some default light marines, sent them to a destination, and they shot at a big barn sized blob until it died.

This happens so often, and it even happens to single hive aliens. Like I said, I understand that the marines are all together, and are "organised", but seriously, there is no strategy here, its just steamrolling an opposition that has nothing to fight back with.
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Comments

  • DggMuffinDggMuffin Join Date: 2012-05-28 Member: 152684Members
    That is part of the strategy though. They suspected a hive drop after you secured the room, and hives have very low health before they've matured (even less when still constructing). Marines have a lot of early firepower, and can drop health/ammo to support their troops. If they fail, however, they lose all the res they spent on guns/ammo/health packs. Its a game of trade offs. People don't like going shade hive first, but I enjoy it because 90% of the time I can get a very fast second with little effort.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1969857:date=Sep 2 2012, 01:37 AM:name=DggMuffin)--><div class='quotetop'>QUOTE (DggMuffin @ Sep 2 2012, 01:37 AM) <a href="index.php?act=findpost&pid=1969857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is part of the strategy though. They suspected a hive drop after you secured the room, and hives have very low health before they've matured (even less when still constructing). Marines have a lot of early firepower, and can drop health/ammo to support their troops. If they fail, however, they lose all the res they spent on guns/ammo/health packs. Its a game of trade offs. People don't like going shade hive first, but I enjoy it because 90% of the time I can get a very fast second with little effort.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes but what is the tradeoff here? Where is the choice, where is the investment? It was literally a full team of default light marines. The only cost involved was that of the distress beacon. Its akin to a skulk rush, except when a team of skulks hits a team of marines, the skulks get decimated.
  • DggMuffinDggMuffin Join Date: 2012-05-28 Member: 152684Members
    <!--quoteo(post=1969860:date=Sep 1 2012, 04:41 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 1 2012, 04:41 PM) <a href="index.php?act=findpost&pid=1969860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes but what is the tradeoff here? Where is the choice, where is the investment? It was literally a full team of default light marines. The only cost involved was that of the distress beacon. Its akin to a skulk rush, except when a team of skulks hits a team of marines, the skulks get decimated.<!--QuoteEnd--></div><!--QuoteEEnd-->

    gorges should be able to clog up a good amount of the room and slow down vanilla marines. hydras provide a bit of a distraction as well (gorge spit does a lot of damage too and blinds, so they should keep fire on marines as they scramble over the clogs.

    you could probably only win that with early cara. if aliens had no upgrades, or your team wasn't strong skill wise, your commander should have gotten basic upgrades before trying to drop a hive. Or maybe keep them on one side of the map and drop the other side. If they have early phase gates down and start locking the map down its game for the aliens.
  • salorsalor Join Date: 2004-02-21 Member: 26771Members
    <!--quoteo(post=1969860:date=Sep 1 2012, 06:41 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 1 2012, 06:41 PM) <a href="index.php?act=findpost&pid=1969860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes but what is the tradeoff here? Where is the choice, where is the investment?<!--QuoteEnd--></div><!--QuoteEEnd-->


    You guys (aliens) could have

    - rushed their base while they are away (defenseless base)
    - cleared out a few extractors
    - etc etc etc

    Keep in mind that this is an "all-out/do-or-die" move, with high cost for failure, and high reward for success.

    if they fail then the map is open for a few minutes for the aliens to do whatever they want.

    Also note that you guys applied the same "strategy" when you initially rushed them with your whole team and 2 gorges..

    This is "strategy", and its very valid.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I'm not really seeing the problem here. You don't like the idea that Marines can walk into a hive and shoot it with shotguns? What do you want to change to "fix" this?

    I agree with everyone else that there's definitely strategy here, though (and that your strategy of taking the Hive room by rushing it was the same...). Marines give up map control with a beacon + push, which means if you sacrifice the Hive to hit res nodes or base rush the Marines and take out the Obs + IPs or the Armory or whatever, then they can end up in trouble. They can end up in double trouble if you fake them out and don't drop the hive, or if you at least don't drop the hive until you know you're safe.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited September 2012
    <!--quoteo(post=1969864:date=Sep 2 2012, 02:06 AM:name=salor)--><div class='quotetop'>QUOTE (salor @ Sep 2 2012, 02:06 AM) <a href="index.php?act=findpost&pid=1969864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You guys (aliens) could have

    - rushed their base while they are away (defenseless base)
    - cleared out a few extractors
    - etc etc etc

    Keep in mind that this is an "all-out/do-or-die" move, with high cost for failure, and high reward for success.

    if they fail then the map is open for a few minutes for the aliens to do whatever they want.

    Also note that you guys applied the same "strategy" when you initially rushed them with your whole team and 2 gorges..

    This is "strategy", and its very valid.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Rushing their base would have resulted in another beacon. Consider that marines are roughly the same speed as aliens when it comes to getting from location to location, and marines do far more damage than skulks do. Chances are they would have taken the hive before we even reached their base.

    We would have had to clear out 4 extractors in order to equalise the cost of the hive. However, going for something like extractors, instead of defending the hive, is not a fair trade.

    The difference between our rush and there's was that they over extended. They had both pipe and sub, yet it still took a concerted effort from our entire team, as well as strategic coordination to include gorges, in order to take sub back. They rushed a central location, effectively "locked down" to the best of aliens abilities, and surrounded by the entire alien team, and they still took it. 9 marines clashing with 9 aliens will always result in a marine victory.
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    <!--quoteo(post=1969872:date=Sep 1 2012, 05:53 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Sep 1 2012, 05:53 PM) <a href="index.php?act=findpost&pid=1969872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rushing their base would have resulted in another beacon. Consider that marines are roughly the same speed as aliens when it comes to getting from location to location, and marines do far more damage than skulks do. Chances are they would have taken the hive before we even reached their base.

    We would have had to clear out 4 extractors in order to equalise the cost of the hive. However, going for something like extractors, instead of defending the hive, is not a fair trade.

    The difference between our rush and there's was that they over extended. They had both pipe and sub, yet it still took a concerted effort from our entire team, as well as strategic coordination to include gorges, in order to take sub back. They rushed a central location, effectively "locked down" to the best of aliens abilities, and surrounded by the entire alien team, and they still took it. 9 marines clashing with 9 aliens will always result in a marine victory.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And if they beacon again, they give up their current map presence and 10 resources to regroup at a tech point, which gives you another opportunity to chomp on an objective.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    What about waiting for the second rush to be cleared out before dropping the hive?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I believe the OP is complaining about how aliens must work together in a class structure, supporting and complimenting eachother, in order to win. Marines just need to stick together and charge.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited September 2012
    The worst is when a bunch of marines just focuses down the hive while hopping around like jackrabbits so none of the skulks cant kill them quick enough. You really do have to intercept them in the hallways on the way to hive rooms, or have a mature hive. As a point of curiosity, I have noticed that gorges heal a hive much faster if there is no comm (like 2-3% per spray) than when there is one (<1% per heal).

    Also sprint is a worthless piece of crap, there I said it.
  • RMJRMJ Join Date: 2012-08-09 Member: 155190Members
    Why doesnt half map start out covered in infestation and is dark.

    Why does entire map start out for marines advantage. if 50% of the map was dark and covered in creep, that would make it a lot harder than these skill-less and mindless rushes.

    There needs to be risk vs reward, case and point risk is to low, reward is to high. this is where balance needs to come in.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited September 2012
    I think a big part of this too is also the alien spawn system being capped at 3 per 'wave'. When a major fight like this takes place, full team vs full team, if the marines can get a couple kills off quickly, then they're able to press their advantage and there's nothing the aliens can do to stop them because they respawn so slowly. You can very easily get into a situation where 6 marines only need to kill 3 skulks every 10-15 seconds to keep the aliens totally spawn-locked.

    The problem is getting worse and worse as performance improves since servers are now running with up to 24 players, and we're still stuck with 3 per wave no matter how many alien players there are. Meanwhile, marines can just drop another IP to keep up with the casualty rate, and even beacon if necessary.
  • greenpeegreenpee Join Date: 2012-04-10 Member: 150218Members
    Part of the problem is you guys waited until they were actually in the hive room to engage. If there was gorge support, the doorway should have been fully clogged, and skulks either going around to backdoor their power node/IPs, or catch them from behind. Skulks head to head against marines is usually bad for the skulks. Don't fight them on their terms.
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    One more reason to go Shift... If you had gone shift and know they were comming by dropping a shift in the new hive, and then a few eggs, now your team is spawning to support the hive instead of on the other side of the map....
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Issue comes about because gorges cant place anything comparable to the NS1 OC's, hydras dont stop marines..smart marines just bypass the hydras unless gorge has built clog wall.

    Whips are costly and not really effective as most times marines can stay at a distance and simply shoot from safety.

    Let gorges have a hydra with the armour and HP of a whip for the cost of 15 P-Res each (no max) so they can actually be helpful for defending all but the most claustrophobic hive locations (ie lockerroom).

    This will help address what your talking about...as would hive telepporting from MC's like in NS1.
    Allow aliens who may spawn at the other hive to quickly get to the action this was something NS1 got right that is hurting balance.
    Marines having 2 teleporting devices (beacon and Phase Gates) compared to 0 for aliens is a balance breaker no matter what way you look at it.
    Way it is marines have mobility dominance from about 2 min mark when they get phase tech.
    or
    Celerity gets boost to the point aliens are warping around the screen.

    The alternative to these two situations is bringing back the Movement Chambers teleporting to hive function.
    Then these hive rushes will be easier for aliens to counter...its not a case of finding quickest way across veil...but finding way to nearest hive...Much more new player friendly as they often dont know the maps as well and are often slower to arrive as a result.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    1) Sounds like a legit all-in strat that worked
    2) Alien spawns probably hindered you
    3) Aliens need more ways to concentrate forces probably (MCs or hive warp or Gorge Nydus networks)

    As previously noted, Marines in large masses grow much better than Aliens enmasse. So you HAVE to harass and take control of the rest of the map and use superior mobility and class synergy to take down death squads. Or bypass them altogether. Fairly reasonable situation in general. But we could tweak a few things to help the Aliens out on the mobility side now that Marines have Sprint and Aliens don't have Hive Teleport and longer respawns.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited September 2012
    well this is one reason why i prefer to play with fewer playercounts, it makes structures matter a bit more. if the alien team is very coordinated, it works the other way around as well. you can tear down powernodes before the beacon even has a theoretical chance... so how big was the marine team?

    anyway, i would like to point out that the investment was not only a beacon, it was a shotgun for every marine as well. if you think about it, that equals 4 mines per marine or 2x jetpack or 40% of an EXO. i know you cannot directly compare the latter two (since jp and EXO are lategame) but i think you get my point.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1969981:date=Sep 2 2012, 07:16 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Sep 2 2012, 07:16 PM) <a href="index.php?act=findpost&pid=1969981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) Sounds like a legit all-in strat that worked<!--QuoteEnd--></div><!--QuoteEEnd-->
    It works a lot more often and does a lot more damage than a similarly numbered alien push and I think thats the area we need to consider.
    I think we need to be careful not to just write it off as a well played strat all the time and not accept there might be some underlying issues..

    Until bile bomb late game 3-4 skulks are not going to do much damage if the marine comms awake and has beacons or phase tech.
    You get 3-4 aliens in a marine base and they will do some damage sure.
    If you get 3-4 marines in a hive and kiss goodbye upgrades (assuminglocated there) and the hive will take a huge battering and possibly be lost.

    The all in aspect of the strat I dont think there is an issue with but the almost total freedom (especially early game) that marines waltz into a hive is a problem...the poor state of hydras is part of the problem.
    Comms generally wont waste money on whips early in the game so unless you have someone gorge and throw 3 res hydras down (not likely) your bases often totally undefended.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1969996:date=Sep 2 2012, 04:17 AM:name=hakenspit)--><div class='quotetop'>QUOTE (hakenspit @ Sep 2 2012, 04:17 AM) <a href="index.php?act=findpost&pid=1969996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It works a lot more often and does a lot more damage than a similarly numbered alien push and I think thats the area we need to consider.
    I think we need to be careful not to just write it off as a well played strat all the time and not accept there might be some underlying issues..

    Until bile bomb late game 3-4 skulks are not going to do much damage if the marine comms awake and has beacons or phase tech.
    You get 3-4 aliens in a marine base and they will do some damage sure.
    If you get 3-4 marines in a hive and kiss goodbye upgrades (assuminglocated there) and the hive will take a huge battering and possibly be lost.

    The all in aspect of the strat I dont think there is an issue with but the almost total freedom (especially early game) that marines waltz into a hive is a problem...the poor state of hydras is part of the problem.
    Comms generally wont waste money on whips early in the game so unless you have someone gorge and throw 3 res hydras down (not likely) your bases often totally undefended.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Issue is that all marines can devastate buildings with any of their weapons.

    Only a few aliens can do that. Skulks are not one of them. It takes ages to do any damage. Only the bilebomb and onos can take down buildings as well as a marine.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1970020:date=Sep 2 2012, 10:31 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 2 2012, 10:31 PM) <a href="index.php?act=findpost&pid=1970020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Issue is that all marines can devastate buildings with any of their weapons.

    Only a few aliens can do that. Skulks are not one of them. It takes ages to do any damage. Only the bilebomb and onos can take down buildings as well as a marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah aliens lack any real way to break up a base short of bile, so they are really susceptible to the "waltz in guns blazing" strat, more so than NS1 due to lack of MC teleport.
    Onos costs 75 Res and is too weak to do much damage for long even with support, think we would both agree gorge with biles better than onos at breaking up a base.
    But to have the default marine so strong against structures and no "real" scaling on alien side makes this less of a strat and a little bit more of an exploiting a game mechanic (or lack of) on the alien side, that shell is as strong as it will ever be when it built (and thats vulnerable to w0 marines!).

    I dont think the hive rush is in itself a problem but the lack of scaling and hive travel for aliens has caused it to look like one (symptom though not cause).
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    <!--quoteo(post=1969924:date=Sep 2 2012, 06:56 AM:name=RMJ)--><div class='quotetop'>QUOTE (RMJ @ Sep 2 2012, 06:56 AM) <a href="index.php?act=findpost&pid=1969924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why doesnt half map start out covered in infestation and is dark.

    Why does entire map start out for marines advantage. if 50% of the map was dark and covered in creep, that would make it a lot harder than these skill-less and mindless rushes.

    There needs to be risk vs reward, case and point risk is to low, reward is to high. this is where balance needs to come in.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They devs did say they were looking into dimming the lights and perhaps having them flicker every 10 seconds in neutral areas where nodes aren't built yet.
    Subtle cues like these would really help players understand the territorial control aspect of NS2.
  • koewikoewi Join Date: 2007-08-25 Member: 61984Members, Reinforced - Shadow
    I would criticize two things related to the topic ...
    the overall balance advantage for the marines, as well as the lacking range of the arcs ...
    the small range is, in my opinion, one of the mainreasons, why arcing isn't that attractive, than sieging in ns1.
    Other reasons are the allready mentioned advantage of the rines ... where you dont need to arc a hive, you won't do it ...
    the point, that u need a powered area to set up the buildings
    and the overall longer buildingtime of arcs in comparison with sieges in ns1

    i'd love to see the good all sieging strategies from ns1 in ns2
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1970059:date=Sep 3 2012, 01:19 AM:name=koewi)--><div class='quotetop'>QUOTE (koewi @ Sep 3 2012, 01:19 AM) <a href="index.php?act=findpost&pid=1970059"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would criticize two things related to the topic ...
    the overall balance advantage for the marines, as well as the lacking range of the arcs ...
    the small range is, in my opinion, one of the mainreasons, why arcing isn't that attractive, than sieging in ns1.
    Other reasons are the allready mentioned advantage of the rines ... where you dont need to arc a hive, you won't do it ...
    the point, that u need a powered area to set up the buildings
    and the overall longer buildingtime of arcs in comparison with sieges in ns1

    i'd love to see the good all sieging strategies from ns1 in ns2<!--QuoteEnd--></div><!--QuoteEEnd-->
    Err you dont recall the arc trains of a few builds ago? followed by JP rushes, shotties, GL's etc....that alien spawns easy picking for cheap points (ie upgrades, eggs) I am assuming your jesting about arcs lacking range.
  • koewikoewi Join Date: 2007-08-25 Member: 61984Members, Reinforced - Shadow
    edited September 2012
    im not jesting at all ...
    i dont think that it can be intended that u have to drive the arcs into the hiveroom ...
    that doesnt make sense overall, when u think about the fact, that they can shoot trough walls ...
    if i compare the sieges from ns1 to the arcs of ns2, the sieges were much better and at least in some situations, needed ...
    in my opinion u dont need the arcs at all ...
    3-4 exos, which are able to get into one hiveroom, will kill the hive in 10 seconds ... the aliens don't even get to the hive before its down ... with jetpacks its nearly the same ...
    of course ... if you see them early enough, you can try to kill them, but u wont stop an exotrain with welding support, if the marines are playing together ...
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Someone should mod in sieges and we can give them a spin on veil (which is theoretically balanced for them isnt it?)
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1970101:date=Sep 2 2012, 10:04 AM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Sep 2 2012, 10:04 AM) <a href="index.php?act=findpost&pid=1970101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Someone should mod in sieges and we can give them a spin on veil (which is theoretically balanced for them isnt it?)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Uhhhhh, no?

    'Cause we kinda changed like a lot of other gameplay features. So porting directly from NS1 is asking for failure. Perfect example is how without the innate extra mobility of Aliens (Marine Sprint, cyst spreading, Celerity stops on damage, no Hive teleport, long wave spawning timers) it's harder for Aliens to concentrate forces. Therefore it's much easier to walk in and shoot instead of have to setup outside.

    That doesn't mean I won't reference NS1 a lot since 1) it was stable and 2) it's the closest to NS2, therefore it provides the perfect context to think about what the differences are and how they affect gameplay.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    Other than jetpacks I have no real issue, the problem is that its far too easy to fly up ontop of a hive and axe it, then fly over and shoot it andj ust solo a hive. Especially on rooms like generator or cargo etc it becomes incredibly hard, if not impossible to remove a solo JP from your base
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    Hives do seem a bit more squishy than in NS1, they might need a little HP boost.

    I remember 3+ sieges hitting a hive and the surrounding structures for like a minute or two before everything was down.
    NS2 hives seemed to go down in a few volleys from 3 or so arcs.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1970164:date=Sep 2 2012, 10:15 PM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Sep 2 2012, 10:15 PM) <a href="index.php?act=findpost&pid=1970164"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hives do seem a bit more squishy than in NS1, they might need a little HP boost.

    I remember 3+ sieges hitting a hive and the surrounding structures for like a minute or two before everything was down.
    NS2 hives seemed to go down in a few volleys from 3 or so arcs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This

    Back in the day, a siege was a siege. A siege is not a quick solution to a problem. A siege is a moderate to slow solution to a problem that is just safer for the siegers. There are meant to be two options. Rush into the hive, putting yourself in danger, in order to take out the hive quickly, or siege from a protected position, where it will take longer but you will be in less danger.

    I think when "siege" weapons are the fastest way to kill a hive, there is a problem.
  • koewikoewi Join Date: 2007-08-25 Member: 61984Members, Reinforced - Shadow
    ok ... lets pretend the hive would get a hp buff ... and exos or onos get some balance too ...
    u would still have the arcs, that have on some maps just a too small range to siege from a "saver position"
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