Actually I see it as the opposite. Powering res nodes would make electricity <b>mean something </b>outside marine base. Why waste time chomping a power node when there is a res node sitting there? Not only does killing the node deprive them of res, it also costs them the money to redrop *plus* it means the comm has to direct his attention to 'fix' the issue. If an alien was forced to chomp the power node first, a marine squad could 'save' the res node and recover the power without any commander intervention, but there would still be an interruption in res flow, which is the main objective anyway.
Otherwise why bother killing power nodes outside occupied tech points? Kill the res node and go find the next one. Once the res node is gone the only thing killing the power node does it cost the marines less than 30 seconds to rebuild it, which they will do anyway when rebuilding the res node. As an alien your time is far more valuable killing res towers than the power node sitting beside it.
Strategy really doesn't mean ###### in pubs when the entire marine team can't kill a skulk without reloading
Not trying to brag but these types of games seems really common (whether it's me or someone else while i'm on alien, and I see it quite a bit in decent streams too): <a href="http://cloud.steampowered.com/ugc/902105538170589131/B251BD93DAF543B09AF12080136A65B36A88F22A/" target="_blank">http://cloud.steampowered.com/ugc/90210553...6A65B36A88F22A/</a>
Aside from the early onos debate, this really just seems like a pebkac issue...
<!--quoteo(post=2025747:date=Nov 16 2012, 07:11 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Nov 16 2012, 07:11 AM) <a href="index.php?act=findpost&pid=2025747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think lack of combat skill has a lot to do with it as well - you would think that playing marine is something everybody is already accustomed to, but you would be surprised. It's very common for me to be in a 2v1 fight as a marine where I do like 80 damage to the skulk, it kills me, and then it kills the other guy. Basically meaning he didn't land a single bullet the whole time. I commanded a game in Refinery where I had one guy build at the start and everyone else rush Lava falls hard - every last marine died on the bridge before even reaching the RTs. Not a whole lot you can do as a commander like that. It's just going to take time for people to learn how to play properly.<!--QuoteEnd--></div><!--QuoteEEnd-->
people won't ever really learn how to aim if they aren't good at it in other FPS games if anything they'll learn how to play skulk more effectively and make it even harder for the marine
a lot of it really is that the strongest computers can't even get 60 FPS on the lowest settings and that tracking fast-moving enemies is too hard
The starting guns in NS2 are designed around the player having pinpoint accuracy. There is virtually no spread to any of the guns you will use up until mid-game, minus the obvious one-shot-shotgun. Even then, the shotguns spread isn't nearly that bad. Notable exceptions are the GL and the Flamethrower, and only one of those weapons is likely to kill a player. (Hint: It's not the flamethrower.) This punishes crappy Marines overly hard early-game, as all they will have access to is an LMG, and <i>maybe</i> a shotgun.
With this is mind, someone who can't aim very effectively will probably not land any bullets. A better recoil mechanic, or the inclusion of one, would be a good thing in my mind. It would allow newer players to spray-and-pray more effectively, and force better players to use burst-fire that they're probably more used to anyway.
I know that accuracy is almost never viewed as a bad thing, but when trying to hit fast-moving skulks it can be incredibly daunting to a new player, even if they are experienced in other FPS games. Leaving the pistol as-is would still give pro players a nasty, highly accurate skulk killer while allowing newer players to contribute without being deterrent meat-shields.
<!--quoteo(post=2026117:date=Nov 16 2012, 06:11 PM:name=Canucck)--><div class='quotetop'>QUOTE (Canucck @ Nov 16 2012, 06:11 PM) <a href="index.php?act=findpost&pid=2026117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Strategy really doesn't mean ###### in pubs when the entire marine team can't kill a skulk without reloading<!--QuoteEnd--></div><!--QuoteEEnd-->This is actually a whole other issue altogether. I've had games - one after the other - and in one server I was doing great, and the other not able to kill a thing - despite seeing the hits register. There may very well be an issue here, because there are some people who I *know* should be topping the scoreboard who are having the same trouble. I wouldn't be surprised if this is a sneaky bug that people aren't really seeing since it isn't happening all the time.
<!--quoteo(post=2024357:date=Nov 15 2012, 05:11 AM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Nov 15 2012, 05:11 AM) <a href="index.php?act=findpost&pid=2024357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I could say something but there is a saying picture says a thousand words ! So look at this for a good half an hour ok, then post again.
<img src="http://www.unknownworlds.com/cache/thumbnails/WinLoss_450x375.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> Yes, because the stats posted 2 weeks ago during the public launch are still valid now after a major balance patch and 2 weeks of everyone learning how to play properly. Seriously...
Comments
Otherwise why bother killing power nodes outside occupied tech points? Kill the res node and go find the next one. Once the res node is gone the only thing killing the power node does it cost the marines less than 30 seconds to rebuild it, which they will do anyway when rebuilding the res node. As an alien your time is far more valuable killing res towers than the power node sitting beside it.
Not trying to brag but these types of games seems really common (whether it's me or someone else while i'm on alien, and I see it quite a bit in decent streams too): <a href="http://cloud.steampowered.com/ugc/902105538170589131/B251BD93DAF543B09AF12080136A65B36A88F22A/" target="_blank">http://cloud.steampowered.com/ugc/90210553...6A65B36A88F22A/</a>
Aside from the early onos debate, this really just seems like a pebkac issue...
people won't ever really learn how to aim if they aren't good at it in other FPS games
if anything they'll learn how to play skulk more effectively and make it even harder for the marine
a lot of it really is that the strongest computers can't even get 60 FPS on the lowest settings and that tracking fast-moving enemies is too hard
With this is mind, someone who can't aim very effectively will probably not land any bullets. A better recoil mechanic, or the inclusion of one, would be a good thing in my mind. It would allow newer players to spray-and-pray more effectively, and force better players to use burst-fire that they're probably more used to anyway.
I know that accuracy is almost never viewed as a bad thing, but when trying to hit fast-moving skulks it can be incredibly daunting to a new player, even if they are experienced in other FPS games. Leaving the pistol as-is would still give pro players a nasty, highly accurate skulk killer while allowing newer players to contribute without being deterrent meat-shields.
So look at this for a good half an hour ok, then post again.
<img src="http://www.unknownworlds.com/cache/thumbnails/WinLoss_450x375.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, because the stats posted 2 weeks ago during the public launch are still valid now after a major balance patch and 2 weeks of everyone learning how to play properly. Seriously...