Anyone else think aliens in general need an armor/health buff?
Davil
Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
<div class="IPBDescription">Better performance and hitreg = marines winning everygame I've pla</div>So after dealing with the hitreg issues I've noticed that now aliens are back to being no fun at all. I actually liked playing aliens for awhile cause I wasn't dying immediately upon entering a room as a lerk or fade. Now it's back to a few builds ago where it seems like death is assured if you are a higher life form other than onos against any number of marines greater than 1. a0 w0 marines feel about right, but once they get their upgrades it seems pretty lopsided.
Comments
Aliens need scaling armour buffs and maybe weapon buffs as well if focus doesn't come back.
I think Skulk, Gorge and Onos are fine...
I think Fade and Lerk need a buff though.
Main problem I have seen recently with lack of health is GL + Mine spam with a side order of turret crawl = pointless skulks, lerks and fades.
Yea I try to stick with atleast 1 or 2 other guys when I do stuff, but even just flying into the marine base on a spore run with celerity results in me being killed or brought to near death. Lerks and fades are so much fun to play but it's incredibly frustrating to spend so much res and just die immediately even with carapace. On the marine side though I generally get about a 12/1 k/d ratio.
I think Fade and Lerk need a buff though.
Main problem I have seen recently with lack of health is GL + Mine spam with a side order of turret crawl = pointless skulks, lerks and fades.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would agree with this. Skulk, gorge and onos were all big enough that hitreg usually hit.
Lerk and fade both were evading alot from bad hitreg. Now they are dying in droves.
But, at this stage of the game, it'd be almost impossible to fix this. Battles becoming longer would mean all timings screwed up. Like, everything. Reload times, maturations, build times, healths, upgrades, ...just rebalancing eveything. Not gonna happen.
But it's not that bad. Atleast stuff is fast paced.
I never complained about marines being too bad. I didn't have a terrible problem killing fades when they had more hp and armor and lerks have always been cake to kill with a shotgun for me.
I haven't played yet with the new hit reg, but I'm down for better movement (ie. a bit faster base skulk speed). Xenocide should maybe cause temporary darkening of vision and some disorientation, like a flashbang grenade. So even if the xenocide doesn't kill outright, it can act to disorient marines before a big rush.
Instead of faster Aliens, I'd rather have slower Marines. :P
Xeno is fine, watch a team who actually use it with gas and you will see.
Only problems with Xeno is the <b>fundamental </b>flaw that whilst dead
you don't get resources and that you cant bite whilst its active.
<!--quoteo(post=2001216:date=Oct 30 2012, 07:19 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Oct 30 2012, 07:19 PM) <a href="index.php?act=findpost&pid=2001216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Overall, I have for long been of the opinion that Kharaa need more health. Too many fights are over in the blink of an eye.
But, at this stage of the game, it'd be almost impossible to fix this. Battles becoming longer would mean all timings screwed up. Like, everything. Reload times, maturations, build times, healths, upgrades, ...just rebalancing eveything. Not gonna happen.
But it's not that bad. Atleast stuff is fast paced.<!--QuoteEnd--></div><!--QuoteEEnd-->
If this is more complaints that you are dying in 1 hit as a skulk, dont get hit...
I am of the opinion that by the time lvl 3 weapons come out unless you are a damn jedi as skulk you should
either be using your res to go fade/lerk/onos or if you have died instead of re-saving res going gorge and bile
bombing EVERYTHING/serving as a healer for the rest of the team.
In NS2 the commander can drop life forms, yet I still see people spam dying as skulk instead of going gorge
because they want to "save up" for a life form instead of just asking for one. Gorges win games.
Which makes me really sad cause noobies are going to have a hard time playing as Aliens because they are just hard but now in addition because they are underpowered.
Why don't we have both?
Way ahead of you :P
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122468" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=122468</a>
Ever game i see marines that go 35 to 6 oe 60 to 10
Aliens are lucky if they have equal K/D but most of the time its always higher death than kill.
1 marine can easly take on 3 skulks. 1 alien is lucky if he can take on 1 marine. 1 aliens vs 3 marines never gonna happen, even as Onos 3 marines will own you.
Marines have level 3 weapons / armor, why dont aliens have level 1 - 2 -3 health tiers.
For onos it doesn't really matter much cause it's so huge that even the old hit registering was fine.
It's really not fun being a lower alien life form through mid-game to late-game because you die very fast and it's really hard to kill anyone... and fyi turrets still suck and can't kill anything. I don't even know why you were worried about marines dragging the game longer than it should by making turrets... maybe that was an issue in ns1 but it's definitely not one in ns2 as the turrets are generally weaker in all areas (angle of attack, damage, limit to 3 turrets per room, etc.)
I mean marines walk through teleporters and get instantly healed up. The basic regen is way to slow, and even with regen unlock its still slower than marines that almost instantly heals up.
So aliens besides having to run the entire map, have to sit idle for god only knows how long to heal to be ready again, because even at full health marines will kill you in hit most of the time, you certainly cannot risk running with less that max health.
and why do marines that have teleporters get that recall ability, its so imbalanced, where is the aliens version of that?. Aliens should have an ability with same cooldown or cost whatever that emergency recall is, that makes said hive grow tentacles and attacks to defend it self if you dont wanna give alien a teleport.
honestly, i think increased performance DOES help marines... it also helps skulks.. landing bites.. lerks and spikes... fade with swipe... but i do get what you guys mean.
the few games i played today, ppl were aliens were OP...
Aliens are not designed for frontal assault.
Try the following:
- Skulk feigns (1 skulk runs in but just runs randomly all over the walls to abuse bad animation, hopefully the marine targets you while your mate runs in for the kill)
- Ambushing
- Not going straight for the bite, instead moving around so they burn through their clip
- Abusing movement speed + map positioning
- Engaging marines where the advantage is for you (closed in corridors, not open spaces)
- Walljump
Fades still go 50-5 in pub servers, marines still go 50-5 in pub servers. It doesn't really mean anything, those players are NS1 competitive vets.
++++
Skulk is easy mode with glancing bite. Everyone has it easy at the moment, if anything I think skulk bite needs a nerf / or remove glancing bite