There we are again. Raging about the patch before having played it enough. I don't like such people and tend do defend UWE and their changes. But I can't think myself of anything that defends some of the changes this time. But first things first. Thanks for the patch. While I couldn't play it yet, I think the changes may do good for the balance of the game. Aliens were somewhat overpowered in 229.
The Onos-change was needed, but would be better with the same effect if it were: "<b>One player needs to go onos from pres first to allow tres drops.</b>" This way the onos doesn't appear to often and early in games, but is also not degraded to a unit you see only when the game is decided anyway. But overall it is not a bad change.
I don't understand the shift-egg change. Sure, I have heard of that egg spam tactic. But there is also the problem of egg spawn scaling badly on larger servers. A 5 seconds cooldown for egg-drops would have been more than enough to counter the first problem. To counter the second, just change shift ability from "spawn egg" to "<b>teleport egg from hive to shift</b>" and <b>allow egg-spawning at any hive for 1 tres when no marine is near that hive</b>.
^ A damn easy fix that keeps the viability and function of the shift.
Lastly, increasing the build time of hives will only lead to much more early hives. Because it takes so long to grow it, better start with it right at the beginning. If you want to discourage the use of the early second hive strategy a bit, you need to create more upgrade options from 1 hive. (Beside 2 upgrades!) Leap could be able to research from one matured hive for example. Another upgrade tree that is independent from the 3 ways would also be nice. Ideas for such a "general tech tree" are enough in the forums. Like hydra count upgrades, gorge tunnel upgrade. Overheal and revive for the gorge. Eating corpses for pres for skulks... and so on. The alien com just needs more options beside 2nd hive. What does he have now? Chose a upgrade path and build 2 upgrades. Thats it.
True, but marines can pickup any weapon that their buddy drops when they die, so it balances out. I would hate to ever see aliens and marines mirror each other in types of weapons and upgrades. Sorry, but that's just boring. I'm not against stopping early onos, but these changes were far too wide spread and big to be considered "balance" changes. They used a shotgun where they should have used a knife.
<!--quoteo(post=2030008:date=Nov 20 2012, 01:30 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Nov 20 2012, 01:30 PM) <a href="index.php?act=findpost&pid=2030008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The game is not in beta anymore and it's unacceptable to affect competitive play every week with "swings" in balance. Especially as it gets zero balance testing.<!--QuoteEnd--></div><!--QuoteEEnd-->
a lot of comp players weren't happy with "natural selection 2: balls to darwin, onos has already won".
remember the release tournament where almost every game was alien win due to onos rush?
remember the arc vs exertus esl match where marines won almost every game because the aliens put all of their eggs in the onos crutch basket and it failed due to armory walls and early pressure/RT sniping?
the game was messed up, and clearly UWE saw that ns2 had way more potential than was being shown.
the nerf hammer was likely in motion long before the forum community started complaining en masse about the pub imbalance.
<!--quoteo(post=2030022:date=Nov 20 2012, 01:44 PM:name=Genomaxter)--><div class='quotetop'>QUOTE (Genomaxter @ Nov 20 2012, 01:44 PM) <a href="index.php?act=findpost&pid=2030022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True, but marines can pickup any weapon that their buddy drops when they die, so it balances out. I would hate to ever see aliens and marines mirror each other in types of weapons and upgrades. Sorry, but that's just boring. I'm not against stopping early onos, but these changes were far too wide spread and big to be considered "balance" changes. They used a shotgun where they should have used a knife.<!--QuoteEnd--></div><!--QuoteEEnd-->
you could be right with them going a bit overboard with the nerfs, but f*** sake i don't like this *its not the beta anymore don't change it* philosophy.
the game deserves more than 'oh an onos, gg' (exaggeration but you get my point).
p.s. it's true that marines can pick up any weapon that their buddy drops, however that is balanced because they can't escape from a fight. alien have a much easier time retreating to hang onto their expensive units. of course you occasionally see pub fades who thickheadedly continue to attack when they have <100 ehp left.
Balance changes should be made like suspension adjustments on cars. You never do 2 or more changes at a time otherwise you don't know which change produced/ didnt produce the desired affect.
<!--quoteo(post=2030025:date=Nov 20 2012, 03:49 PM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 20 2012, 03:49 PM) <a href="index.php?act=findpost&pid=2030025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a lot of comp players weren't happy with "natural selection 2: balls to darwin, onos has already won".
remember the release tournament where almost every game was alien win due to onos rush?
remember the arc vs exertus esl match where marines won almost every game because the aliens put all of their eggs in the onos crutch basket and it failed due to armory walls and early pressure/RT sniping?
the game was messed up, and clearly UWE saw that ns2 had way more potential than was being shown.
the nerf hammer was likely in motion long before the forum community started complaining en masse about the pub imbalance.<!--QuoteEnd--></div><!--QuoteEEnd--> I played in that tournament (not the final, obviously). The onos strat was used in every game because it is the only viable alien strategy right now. They have removed that strategy without providing aliens with viable alternatives. Why not properly assess balance changes with longer dev cycles where they actually focus on solving those balance issues, you know, like normal games do.
We don't need a patch every week changing the game and the strategies, we need BALANCE patches to be slower, you can still fix issues weekly, but balance needs to be taken more seriously and slowly testing results of tweaks with direct input from the community. Releasing balance patches into the wild and expecting them to work is not the way to go.
This was handled better in NS1, I suppose, partially, because you couldn't release a patch every week.
the problem is the same as its been in beta and the same ive been saying for what seems like a year+
mid game alien classes are trash. they were nerfed before performance allowed marines to actually HIT ANYTHING due to stupidity and whining. and then were never un-nerfed. so now alien teams have to rush to get the only class that is viable. this wont change so get used to it.
I don't mind changes. This is NS, I expect changes for years to come. That's not my issue. I want methodical changes. These changes, while in sorta the right direction, were far too much and wide spread to reliably be able to tell their affect.
<!--quoteo(post=2030038:date=Nov 20 2012, 01:58 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Nov 20 2012, 01:58 PM) <a href="index.php?act=findpost&pid=2030038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I played in that tournament (not the final, obviously). The onos strat was used in every game because it is the only viable alien strategy right now. They have removed that strategy without providing aliens with viable alternatives. Why not properly assess balance changes with longer dev cycles where they actually focus on solving those balance issues, you know, like normal games do.<!--QuoteEnd--></div><!--QuoteEEnd-->
well i can't say... i'm guessing that a lot of competitive feedback was taken into consideration with regards to the tres onos issue and 3-hive is the obvious 'temp fix' (in addition to other sources such as playtesters and game stats).
i obviously can't predict what will happen in competitive play in build 230, but the wasabione showmatch on friday between all-in and inversion (gentlemans agreement to not use tres onos) was a lot more exciting than every other tres onos match. granted, marines did look strong and aliens seemed to be chasing the game a lot, but for the sake of entertainment i still prefer this situation to the alternative of semi-stalemate tres onos.
let's not forget the problem in pub servers either. pub servers in 228-229 were almost unwinnable for marines if the alien commander found a half-decent player to hop into his onos egg. i've only played a few games in 230, but even when aliens are stuck on two hives they're a tough nut to crack with (slightly) improved regen and (greatly) improved camo.
camo is quite devastating in fact... skulks can't really lose 1v1 against a marine unless obs/scan. the use of camo in that wasabione showmatch was totally awesome, there were like 3-4 skulks waiting on the ceiling near locker rooms and ambushed a cluster of marines. i really hope it stays in the game.
<!--quoteo(post=2029765:date=Nov 20 2012, 02:02 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Nov 20 2012, 02:02 AM) <a href="index.php?act=findpost&pid=2029765"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It has less to do with the skill differences and more to do with the inaccessibility. It's bad enough that a player has to learn one set of complex rules, balance values and all that. Creating another, partitially overlapping rule and balance combination that only gets play on very specific context and servers would be horrendously inaccessible and greatly reduce the potential player pool of comp games.<!--QuoteEnd--></div><!--QuoteEEnd-->
If a competitive player can't adjust to a tighter rule set in a competitive environment I would really begin to question their skill level.
On the flip side, new and casual players constrained to a narrow and rigid rule set will find the game less fun and harder to play.
I am not a huge fan of multiple modes of game play; however, being a former competitive player, I understand the need for the game to be "tighter" if you will. But to expect the majority of players to adapt to the more strict and unforgiving rule sets that are generally the norm in competitive play is to alienate the majority of players. Anyone who wants to go down the competitive road will be able to adapt to competitive rules.
-Aliens players can now digitize their tears, they can just drown the Marines and win within 5 minutes time.
LOL<!--QuoteEnd--></div><!--QuoteEEnd-->
If that were to be true, it would get nerfed drastically anyway in the next patch and exclusive marine players have already created oceans of tears in the past.
<!--quoteo(post=2030052:date=Nov 20 2012, 02:17 PM:name=MMZ_Torak)--><div class='quotetop'>QUOTE (MMZ_Torak @ Nov 20 2012, 02:17 PM) <a href="index.php?act=findpost&pid=2030052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If a competitive player can't adjust to a tighter rule set in a competitive environment I would really begin to question their skill level.<!--QuoteEnd--></div><!--QuoteEEnd--> It's not about established comp players being unable to adapt. It's about the two modes creating a barrier that blocks any casual player from getting into comp play. One of the most vital things in any competitive environment is that the community has a healthy player intake and access point from the more casual gaming habits. With two separate game modes a big share of that connection is lost.
The thing that killed NS1 comp play wasn't any flaw in the game itself (while the game has its flaws, it's still amazing fun at best), it was the lack of healthy player intake, mostly due to the aging HL1 engine that no longer attracted new players to the game. A separate comp mode would be likely to suffer a similar kind of fate, even if it happened for a bit different reasons.
<!--quoteo(post=2029994:date=Nov 20 2012, 01:04 PM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 20 2012, 01:04 PM) <a href="index.php?act=findpost&pid=2029994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->since when do you even need 2 hives to get a pres onos?
@alien commanders - give your team lerk/fade eggs... they will most definitely need them.<!--QuoteEnd--></div><!--QuoteEEnd-->
<< used my Pres to get onos couple of times, and we always had 2 hives. Was under the impression it was also the requirement for Pres onos. If it is not - that it's actually a good change for the egg drop, as aliens will now value RTs more like they did in ns1.
The shift change seems pretty harsh. Although something needed to be tweaked with it I don't see going shift hive early as a viable option now. It's just too many resources tied up in something easily killed and expensive. There really is no reason to go shift hive first now. Celerity is good but trying to counter a marine push by running there faster to die is going to put the team way behind in eggs.
I also don't see a good way early for aliens to counter phase gates. Phase gates are much more powerful than shift even before the change. Right now if marines put up a phase gate early game anywhere it's going to be very hard if not impossible for aliens to counter with aliens getting egg locked early on with massive battles.
Right now I think the best first hive is Shade. Crag has very minimal benefit for skulk and early game in general. With eggs at a premium early going camo and basing attacks around ambushes seem much better. Getting up close and getting the first bite is going to give way more benefit than any of the crag upgrades. Second hive would depend on the map. Crag if you only realistically have a shot at 2 hives when P. res onos comes out shift if you plan to get a third hive since celerity and adrenaline are going to have a bigger impact mid game.
<!--quoteo(post=2030077:date=Nov 20 2012, 09:49 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Nov 20 2012, 09:49 AM) <a href="index.php?act=findpost&pid=2030077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not about established comp players being unable to adapt. It's about the two modes creating a barrier that blocks any casual player from getting into comp play. One of the most vital things in any competitive environment is that the community has a healthy player intake and access point from the more casual gaming habits. With two separate game modes a big share of that connection is lost.<!--QuoteEnd--></div><!--QuoteEEnd-->
I get that and completely agree; however, I don't see forcing the more strict environment of the competitive scene (the minority of players) on casuals and newbies (the majority).
I'm fine with the learning curve of the game, and fine with certain things being difficult to accomplish. I like the skill bar to be fairly high, but reachable; even if I personally cannot reach it. I am not fine with the skill floor being so high as to chase away perspective players because there is a serious problem when the game starts to be balanced towards the more skilled players.
-Aliens players can now digitize their tears, they can just drown the Marines and win within 5 minutes time.
LOL<!--QuoteEnd--></div><!--QuoteEEnd--> build 232 - due to unbalances tears cool down increased to 5 seconds and increased to 5 tres per tear, per hive/com chair
Fades did get a buff, shadowstep spamming is very useful. Remains to be seen if that's good enough, but I think they made plenty of balance changes for one patch.
build 233 - VeNeM finally got bored of posting this crappy "build XXX" nonsense in every thread.
On another note, I laugh at that irony. Competitive players are crying about to many changes in the game. They can't adapt to changes in a game called "Natural Selection"! :D
<!--quoteo(post=2030149:date=Nov 20 2012, 08:08 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Nov 20 2012, 08:08 AM) <a href="index.php?act=findpost&pid=2030149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->build 233 - VeNeM finally got bored of posting this crappy "build XXX" nonsense in every thread.
On another note, I laugh at that irony. Competitive players are crying about to many changes in the game. They can't adapt to changes in a game called "Natural Selection"! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Because natural selection hits the life forms, that doesn't fit. That can't adapt to changes, you know? Darwinism and stuff? Some countries don't like it that much, I heard. ;)
<!--quoteo(post=2030149:date=Nov 20 2012, 11:08 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Nov 20 2012, 11:08 AM) <a href="index.php?act=findpost&pid=2030149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->build 233 - VeNeM finally got bored of posting this crappy "build XXX" nonsense in every thread.
On another note, I laugh at that irony. Competitive players are crying about to many changes in the game. They can't adapt to changes in a game called "Natural Selection"! :D<!--QuoteEnd--></div><!--QuoteEEnd--> The only way for aliens to be able to fight the marines effectivly before was with the early onos, thats the reason why that strategy was always used. Its not the problem of adapting to changes, the problem is the viability of other ways to play the game.
I recommend playing/studying competitive play before really judging, you might be supriced how many problems in public play is actually a problem in competitive as well.
1. Google what irony is. 2. Natural Selection = survival of the fittest. Lifeforms who cannot adjust to changes in the environment are doomed to die out, like the dinosaurs for example.
Scuse me to reply late to some of you guy's replies , but competitive players in a game is first a minority and secondly they dont actually "perfect" the game design, they create a meta-build to victory which usually just ends up being a cluster###### every competitive match and then destroys the whole competitive scene , so if you guys think balancing the game just from those presumptions is a good idea, i feel sorry for ya.
<!--quoteo(post=2030152:date=Nov 20 2012, 04:10 PM:name=statikg)--><div class='quotetop'>QUOTE (statikg @ Nov 20 2012, 04:10 PM) <a href="index.php?act=findpost&pid=2030152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How is that at all ironic lol<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
But first things first. Thanks for the patch. While I couldn't play it yet, I think the changes may do good for the balance of the game. Aliens were somewhat overpowered in 229.
The Onos-change was needed, but would be better with the same effect if it were: "<b>One player needs to go onos from pres first to allow tres drops.</b>" This way the onos doesn't appear to often and early in games, but is also not degraded to a unit you see only when the game is decided anyway. But overall it is not a bad change.
I don't understand the shift-egg change. Sure, I have heard of that egg spam tactic. But there is also the problem of egg spawn scaling badly on larger servers. A 5 seconds cooldown for egg-drops would have been more than enough to counter the first problem.
To counter the second, just change shift ability from "spawn egg" to "<b>teleport egg from hive to shift</b>" and <b>allow egg-spawning at any hive for 1 tres when no marine is near that hive</b>.
^ A damn easy fix that keeps the viability and function of the shift.
Lastly, increasing the build time of hives will only lead to much more early hives. Because it takes so long to grow it, better start with it right at the beginning. If you want to discourage the use of the early second hive strategy a bit, you need to create more upgrade options from 1 hive. (Beside 2 upgrades!) Leap could be able to research from one matured hive for example. Another upgrade tree that is independent from the 3 ways would also be nice. Ideas for such a "general tech tree" are enough in the forums. Like hydra count upgrades, gorge tunnel upgrade. Overheal and revive for the gorge. Eating corpses for pres for skulks... and so on. The alien com just needs more options beside 2nd hive. What does he have now? Chose a upgrade path and build 2 upgrades. Thats it.
a lot of comp players weren't happy with "natural selection 2: balls to darwin, onos has already won".
remember the release tournament where almost every game was alien win due to onos rush?
remember the arc vs exertus esl match where marines won almost every game because the aliens put all of their eggs in the onos crutch basket and it failed due to armory walls and early pressure/RT sniping?
the game was messed up, and clearly UWE saw that ns2 had way more potential than was being shown.
the nerf hammer was likely in motion long before the forum community started complaining en masse about the pub imbalance.
you could be right with them going a bit overboard with the nerfs, but f*** sake i don't like this *its not the beta anymore don't change it* philosophy.
the game deserves more than 'oh an onos, gg' (exaggeration but you get my point).
p.s. it's true that marines can pick up any weapon that their buddy drops, however that is balanced because they can't escape from a fight. alien have a much easier time retreating to hang onto their expensive units. of course you occasionally see pub fades who thickheadedly continue to attack when they have <100 ehp left.
remember the release tournament where almost every game was alien win due to onos rush?
remember the arc vs exertus esl match where marines won almost every game because the aliens put all of their eggs in the onos crutch basket and it failed due to armory walls and early pressure/RT sniping?
the game was messed up, and clearly UWE saw that ns2 had way more potential than was being shown.
the nerf hammer was likely in motion long before the forum community started complaining en masse about the pub imbalance.<!--QuoteEnd--></div><!--QuoteEEnd-->
I played in that tournament (not the final, obviously). The onos strat was used in every game because it is the only viable alien strategy right now. They have removed that strategy without providing aliens with viable alternatives. Why not properly assess balance changes with longer dev cycles where they actually focus on solving those balance issues, you know, like normal games do.
We don't need a patch every week changing the game and the strategies, we need BALANCE patches to be slower, you can still fix issues weekly, but balance needs to be taken more seriously and slowly testing results of tweaks with direct input from the community. Releasing balance patches into the wild and expecting them to work is not the way to go.
This was handled better in NS1, I suppose, partially, because you couldn't release a patch every week.
mid game alien classes are trash. they were nerfed before performance allowed marines to actually HIT ANYTHING due to stupidity and whining. and then were never un-nerfed. so now alien teams have to rush to get the only class that is viable. this wont change so get used to it.
Seriously, what alternative have you given aliens?
Sigh....
well i can't say... i'm guessing that a lot of competitive feedback was taken into consideration with regards to the tres onos issue and 3-hive is the obvious 'temp fix' (in addition to other sources such as playtesters and game stats).
i obviously can't predict what will happen in competitive play in build 230, but the wasabione showmatch on friday between all-in and inversion (gentlemans agreement to not use tres onos) was a lot more exciting than every other tres onos match. granted, marines did look strong and aliens seemed to be chasing the game a lot, but for the sake of entertainment i still prefer this situation to the alternative of semi-stalemate tres onos.
let's not forget the problem in pub servers either. pub servers in 228-229 were almost unwinnable for marines if the alien commander found a half-decent player to hop into his onos egg. i've only played a few games in 230, but even when aliens are stuck on two hives they're a tough nut to crack with (slightly) improved regen and (greatly) improved camo.
camo is quite devastating in fact... skulks can't really lose 1v1 against a marine unless obs/scan. the use of camo in that wasabione showmatch was totally awesome, there were like 3-4 skulks waiting on the ceiling near locker rooms and ambushed a cluster of marines. i really hope it stays in the game.
If a competitive player can't adjust to a tighter rule set in a competitive environment I would really begin to question their skill level.
On the flip side, new and casual players constrained to a narrow and rigid rule set will find the game less fun and harder to play.
I am not a huge fan of multiple modes of game play; however, being a former competitive player, I understand the need for the game to be "tighter" if you will. But to expect the majority of players to adapt to the more strict and unforgiving rule sets that are generally the norm in competitive play is to alienate the majority of players. Anyone who wants to go down the competitive road will be able to adapt to competitive rules.
On a completely side note:
Hi Savant! Still keeping up the good fight I see!
-Aliens players can now digitize their tears, they can just drown the Marines and win within 5 minutes time.
LOL
-Aliens players can now digitize their tears, they can just drown the Marines and win within 5 minutes time.
LOL<!--QuoteEnd--></div><!--QuoteEEnd-->
If that were to be true, it would get nerfed drastically anyway in the next patch and exclusive marine players have already created oceans of tears in the past.
So far I think its reasonably balanced.
Servers not refreshing after initial refresh, or after disconnection. Sometimes they do not appear at all.
Actually recieved a new router today, so we'll see if it is that. I don't think so though, as previous router is netgear with old surfboard modem.
It's not about established comp players being unable to adapt. It's about the two modes creating a barrier that blocks any casual player from getting into comp play. One of the most vital things in any competitive environment is that the community has a healthy player intake and access point from the more casual gaming habits. With two separate game modes a big share of that connection is lost.
The thing that killed NS1 comp play wasn't any flaw in the game itself (while the game has its flaws, it's still amazing fun at best), it was the lack of healthy player intake, mostly due to the aging HL1 engine that no longer attracted new players to the game. A separate comp mode would be likely to suffer a similar kind of fate, even if it happened for a bit different reasons.
@alien commanders - give your team lerk/fade eggs... they will most definitely need them.<!--QuoteEnd--></div><!--QuoteEEnd-->
<< used my Pres to get onos couple of times, and we always had 2 hives. Was under the impression it was also the requirement for Pres onos.
If it is not - that it's actually a good change for the egg drop, as aliens will now value RTs more like they did in ns1.
Although, I expect fade buff pretty soon.
I also don't see a good way early for aliens to counter phase gates. Phase gates are much more powerful than shift even before the change. Right now if marines put up a phase gate early game anywhere it's going to be very hard if not impossible for aliens to counter with aliens getting egg locked early on with massive battles.
Right now I think the best first hive is Shade. Crag has very minimal benefit for skulk and early game in general. With eggs at a premium early going camo and basing attacks around ambushes seem much better. Getting up close and getting the first bite is going to give way more benefit than any of the crag upgrades. Second hive would depend on the map. Crag if you only realistically have a shot at 2 hives when P. res onos comes out shift if you plan to get a third hive since celerity and adrenaline are going to have a bigger impact mid game.
I get that and completely agree; however, I don't see forcing the more strict environment of the competitive scene (the minority of players) on casuals and newbies (the majority).
I'm fine with the learning curve of the game, and fine with certain things being difficult to accomplish. I like the skill bar to be fairly high, but reachable; even if I personally cannot reach it. I am not fine with the skill floor being so high as to chase away perspective players because there is a serious problem when the game starts to be balanced towards the more skilled players.
-Aliens players can now digitize their tears, they can just drown the Marines and win within 5 minutes time.
LOL<!--QuoteEnd--></div><!--QuoteEEnd-->
build 232 -
due to unbalances tears cool down increased to 5 seconds and increased to 5 tres per tear, per hive/com chair
VeNeM finally got bored of posting this crappy "build XXX" nonsense in every thread.
On another note, I laugh at that irony. Competitive players are crying about to many changes in the game. They can't adapt to changes in a game called "Natural Selection"! :D
VeNeM finally got bored of posting this crappy "build XXX" nonsense in every thread.
On another note, I laugh at that irony. Competitive players are crying about to many changes in the game. They can't adapt to changes in a game called "Natural Selection"! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
How is that at all ironic lol
VeNeM finally got bored of posting this crappy "build XXX" nonsense in every thread.
On another note, I laugh at that irony. Competitive players are crying about to many changes in the game. They can't adapt to changes in a game called "Natural Selection"! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
The only way for aliens to be able to fight the marines effectivly before was with the early onos, thats the reason why that strategy was always used. Its not the problem of adapting to changes, the problem is the viability of other ways to play the game.
I recommend playing/studying competitive play before really judging, you might be supriced how many problems in public play is actually a problem in competitive as well.
2. Natural Selection = survival of the fittest. Lifeforms who cannot adjust to changes in the environment are doomed to die out, like the dinosaurs for example.
<a href="http://en.wikipedia.org/wiki/Natural_selection" target="_blank">http://en.wikipedia.org/wiki/Natural_selection</a>