8 out of 10 games marines loose in public

MetaMindMetaMind Join Date: 2012-12-06 Member: 174358Members, Reinforced - Gold
edited December 2012 in NS2 General Discussion
Hi there,
I m playing this game for half a month now an its the best team game i played so far but what really strikes me is that 8 out of 10 games I play: marines are loosing!
I know balancing a game with asymetrical game-mechanics is very hard to accomplish, and now there is another guy(me) who screams: unbalanced but many people I spoke with, fully agrees with me.
UWE once said that they monitored the win/lose ratio of aliens/marines and stated that they are pretty much balanced. I m sorry but I just cant believe that !!!
Maybe the game is balanced for competetive/pro players BUT NOT IN PUBLIC GAMES!
I played so much games where marines had conquered 70% of the map and still lose in the long run, this never happended to me while playing aliens!!!


UWE plz do something about it !!!
This cant continue otherwise the players will get frustrated and quit playing this game that has changed how we play FPS games forever :)


<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--fonto:Impact--><span style="font-family:Impact"><!--/fonto--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->Update:<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec-->
I thank you all for your insightful suggestions, further on I will state some quotes of this thread that addressing the key issue in my opinion.

MetaMind:
I think aliens are better in protecting there territory and this is giving them a huge advantage in the mid to
end game.

xxswatelitexx:
Problem is game style, Most marines will bunch and and forget to harass alien nodes. They will keep pressuring
one point. You will see the marines which win games are constantly harassing the aliens RTs are the ones that
eventually win.

Seahunts:
The marine team is more reliant on team work and communication than the alien team. Two things that are not
always in abundance on pub servers.

hus:
A good marine comm still has to earn a win, whereas a very average alien comm only has to accumulate enough
res nodes so people can go onos and work out the rest.
The differences in effort required can be frustrating.

HeatSurge:
It takes a lot more skill and coordination on marine side to push positions than it does on alien side. I'm
not saying aliens don't need coordination, they definitely do. I'm saying that in two teams comprised of
average/bad players aliens usually win pretty easily - and a strategic mistake on marine side is punished much
more severely than a mistake on alien side.

Roobubba:
For me, it boils down to the need for marines to build (and therefore not be killing aliens or moving out),
whereas the Khamm can just build while his aliens push out and harass.

Viajero:
Solution: Devs or modders balance the two races to an acceptable level for pub gaming (possibly ensuring
higher level of play and comp play remains also balanced... this may be a tough challenge).

Necro:
(If you buff marines for bad players, you automatic buff them for good players too!) Thats why we need to nerf
the play-style of good marines in exchange. For balance!

grazr:
Unfortunately TF2 has taught us you can't balance against stupidity; and that game has symmetrical teams.

Apheirox:
No. I think the real issue is being overlooked here.
The real reason Aliens win is a very simple one: Superior K/D ratio. Aliens are simply getting more kills,
Marines are dying more
It is too easy for Aliens to desorientate Marines by constantly jumping around them and it is equally silly to
have Marines jumping around frantically while firing a pulse rifle. There's too much Quake in this and too
little 'tactical shooter'.

Seahunts:
Contra to Apheirox: Especially don't nerf skulk jumping. WTF would skulks have without it?

Alregard:
I would suggest to not make any balance changes befor both performance and the hitreg problems are fixed.
Improvements in those caegories help aiming so much.

RaZDaz:
...without maintaining early pressure and holding key locations thanks to inaccuracy or hitreg issues, the
game snowballs out of control for aliens.

Savant:
In short the marines need to work as a team, while the aliens need to work as a collective. The latter is much
easier to pull off with a group of people who don't know one another.

...if you check the stats marines win 57% of games under 5 minutes. However from 5-10 minutes the alien win
rate is 63%, and marines don't see a win rate go back over 50% until you reach the 35 minute mark.

...Electrified extractors would be ideal (aliens get hurt when attacking extractor while powernode is active)

...Well marines can't afford those upgrades when they can't protect their early game extractors.
Give the marines the resources and they can remain competitive.

include:
... playing too defensively will cause a marine loss. You simply cannot let the aliens get away with free res
with many of their res towers being untouched all game.
I think you're spot on with electrified RTs.

<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->I hope UWE reads this and get somewhat of an impression of what the average player is thinking about balancing etc.
Again thank you all for your contribution.<!--colorc--></span><!--/colorc-->
«13

Comments

  • SoulfighterSoulfighter Join Date: 2012-11-05 Member: 167432Members
    This has nothing to do with the game itself , the players just need to learn more about the game. Marines are loosing because commanders are spamming sentry nests and because players keep turtling, thinking they'll win the game by defending bases when they should just rush and rape hives and RTs.
    Also most players will focus on a single part of the map instead of spreading everywhere which gives an obvious advantage to the alien comm as he can freely get all the res points.
    When mariens will stop being noobs and won't actually be afraid to rush an hive and just kill it, they'll start winning, right now the general strat is "turtle until exo and then try winning"
  • MetaMindMetaMind Join Date: 2012-12-06 Member: 174358Members, Reinforced - Gold
    edited December 2012
    It's definatly true that alien resourcetower gathering is overpowered in public, maybe you re right that marines will adapt but there are so many games i played as marines where my fellows tried really hard to push and try to succeed but its pointless when aliens are rushing in the mid to end game with fades and onoses having regen upgrade to conquer corridor after corridor until raping marine main base!
    I think aliens are better in protecting there territory and this is giving them a huge advantage in the mid to end game.
    Again I just speak about public play not competitve.
    But this has to change quick, its really really frustrating !!!
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2041270:date=Dec 6 2012, 07:52 PM:name=MetaMind)--><div class='quotetop'>QUOTE (MetaMind @ Dec 6 2012, 07:52 PM) <a href="index.php?act=findpost&pid=2041270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi there,
    I m playing this game for half a month now an its the best team game i played so far but what really strikes me is that 8 out of 10 games I play: marines are loosing!
    I know balancing a game with asymetrical game-mechanics is very hard to accomplish, and now there is another guy(me) who screams: unbalanced but many people I spoke with, fully agrees with me.
    UWE once said that they monitored the win/lose ratio of aliens/marines and stated that they are pretty much balanced. I m sorry but I just cant believe that !!!
    Maybe the game is balanced for competetive/pro players BUT NOT IN PUBLIC GAMES!
    I played so much games where marines had conquered 70% of the map and still lose in the long run, this never happended to me while playing aliens!!!


    UWE plz do something about it !!!
    This cant continue otherwise the players will get frustrated and quit playing this game that has changed how we play FPS games forever :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    For the record, you're quote of UWE is quite old. They have openly stated that aliens are winning more than they want them to right now. It's a known issue.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    One of the reasons this tends to happen is in the late game it's possible for the Khammander to spent tRes on stuff that soaks up marine fire-time.

    Pub marines aren't especially smart about target selection. They will tend to fire on the closest unit or structure with whatever weapon they have. Some weapons are obviously much better at taking out units and others are better at taking out structures. A smart Khammander can create an imbalance by occupying a portion of the marine team killing crags/whips/cysts etc which means there are fewer marines engaged in containing the whole alien team.

    If you think any of what I've said might be related to what you've seen in game, I'll make some suggestions on how to work around it...

    Periodically get on the microphone and encourage smarter target selection - that means telling shotgunners and riflemen to only shoot at lifeforms, flamethrowers to focus on killing cysts and grenadiers focusing on killing structures.
    Periodically check the teams list (hold tab) to ensure the marine team has an appropriate mix of weapons - it should generally be shotgun and rifle heavy, with one or two FT/GLs.
    If you see a grenadier shooting at/near whips, tell all the nearby marines to use their pistols to kill the whip, then the grenadier can actually be effective.
    If it becomes clear the Khammander is using this strategy extensively, you have to get the marine commander to build ARCs to counter it. It's not 100% effective, but it is effective enough to make the Khammander's alternative tRes spends a better choice (alternatives being: egg buying, drifter/enzyme, bonewall, mist etc)
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    The khammander simply does not really have a necessary tres sink in the beginning. His only job is to cyst the map for the first five minutes and set RTs up and maybe to choose a tech path and deploy a matching chamber upgrade, but that's it. As soon as you hold ~5 RTs constantly, the resources are just piling up for the khammander and he can even start to drop two hives at the same time and will still be at enough res again to research all the nice upgrades once the hives finished building. You usually have plenty of res left to get your aliens some nice lifeforms.

    On the marine side is the commander always short on resources and has to distribute them between Arms Lab upgrades, forward outposts, supplying his folks in the field, emergency-beaconing, scanning, building upgrades and new weapons. Dropping equipment for his teammates is not viable at this point, but they are also afraid to buy them on their own before enough Arms Lab upgrades have been researched because they will otherwise quickly lose their investment. Early Lerks make a marine's life without Shotgun so much harder, though.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--quoteo(post=2041273:date=Dec 6 2012, 08:02 PM:name=Soulfighter)--><div class='quotetop'>QUOTE (Soulfighter @ Dec 6 2012, 08:02 PM) <a href="index.php?act=findpost&pid=2041273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This has nothing to do with the game itself , the players just need to learn more about the game...thinking they'll win the game by defending bases when they should just rush and rape hives and RTs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I absouetly agree that the marines are generally 'playing wrong' on pubs and this leads to their eventual lose. Even though I agree, I still think that has everything to do with the game itself. It's the game's responsibility to teach people how to play. NS2 needs significant improvement in training and education. There are many, many ways to go about it but I feel like something needs to happen fast.
  • xxswatelitexxxxswatelitexx Join Date: 2012-11-16 Member: 171754Members
    Problem is game style, Most marines will bunch and and forget to harass alien nodes. They will keep pressuring one point. You will see the marines which win games are constantly harassing the aliens RTs are the ones that eventually win.

    Personally I think Aliens resource towers should be slightly more expensive or less HP. Since they build by them selves
  • TimariusTimarius Join Date: 2012-11-15 Member: 171220Members
    edited December 2012
    <!--quoteo(post=2041294:date=Dec 6 2012, 06:55 PM:name=xxswatelitexx)--><div class='quotetop'>QUOTE (xxswatelitexx @ Dec 6 2012, 06:55 PM) <a href="index.php?act=findpost&pid=2041294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Problem is game style, Most marines will bunch and and forget to harass alien nodes. They will keep pressuring one point. You will see the marines which win games are constantly harassing the aliens RTs are the ones that eventually win.

    Personally I think Aliens resource towers should be slightly more expensive or less HP. Since they build by them selves<!--QuoteEnd--></div><!--QuoteEEnd-->

    For each harvester, make sure to add in the cost of all of the cysts leading to it, and that it cannot be recycled. They also build pretty slowly (in my opinion) without a Gorge nearby.

    EDIT: Also, the reason you see marines losing so much is mostly the marine mentality. If they kept up the harass and hit key positions, or if they had one guy sniping upgrades, you'd have it a lot easier.
  • hushus Join Date: 2012-11-25 Member: 173206Members
    More importantly, why are they loose? Have they been drinking?
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited December 2012
    <u><b>MetaMind:</b></u>

    <img src="http://i3.minus.com/jbuWmgHNHM0nIL.png" border="0" class="linked-image" />

    Image from ns-2 stats . org as of today when I posted this

    I'd also like to point out that there are <u>a lot more public games</u> going on than tournament style matchups or gathers so the data should be sound

    The 8% that aliens are getting is almost 100% due to cloak + bilebomb use turning around games that would otherwise be losses
    Why do I say this? It's because Onos sure isn't doing it like it used to when marines get weapons 3

    -
  • MisterYoonMisterYoon Join Date: 2012-08-18 Member: 155747Members
    edited December 2012
    What problematic is that there are still so few good commanders. There are plenty who have passion to play as commander and communicate a lot, of course, this is fantastic, but that doesn't mean that they are good enough to maintain map control, and win the game.

    What true is that some really tiny mistakes will gradually make marines just lose game even if they are completely dominating. (So i'm not mentioning about a match which marines are losing since the beginning of the game.)

    I would like to list down some very frequent mistakes of most of marine commander on dominating pub game, which make step by step marines lose.

    1. Keep losing RTs
    2. Unnecessary rush / let marines lose all their equipments and pres
    3. Unnecessary fail on every marnie rush / let marines lose everything(weapons, map control)
    4. Unnecessary order which make marines stack on one place / let marine lose other side of the map, and eventually lose whole map control
    5. Doing nothing, not telling marines what to do=just let them play whatever they want after he finishes upgrade everything. / will give aliens enough time to revive and marines will eventually lose the game.
    6. In contrast, not rushing or attacking or defending when needed / will give aliens both time to revive and chance to counter attack. marines will eventually lose.
    7. Maybe most importantly.. Being tired! Being tired just cause all of those mistakes above.

    This just happens if a marine commander cannot see through whole map in one blick enough and understand the situation and make the most rightful decision. (Of course, also happens if he's personally bad at concentration or not that healthy enough.)

    Therefore the conclusion is as already mentioned firstly, there are not that many commanders who can do this. That means, also as mentioned earlier, that there are already lots of commanders who do really good job at upgrade, expantion, communicating since the start of game till mid-game, but not that many who can keep doing almost same also at the stage of complicated mid-late game. I watch streams a lot as i cannot afford to play ns2 currently, and i saw so many commanders who was so active and full of communication and did very good job at the beginning of the game, maybe till 15 minutes but just lose words and even his conscious after 20 minutes of the game and eventually lose game by a single base rush or gradually in 50 minutes or something.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    Well that's funny you say 8 out of 10 cause I player marines quite a bit and we win all the time.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    I only play pub, my thoughts on this are that a disorganized rabble alien team will generally beat a disorganized rabble marine team, provided the alien com is average or better.

    The marine team is more reliant on team work and communication than the alien team. Two things that are not always in abundance on pub servers.
  • hushus Join Date: 2012-11-25 Member: 173206Members
    A good marine comm still has to earn a win, whereas a very average alien comm only has to accumulate enough res nodes so people can go onos and work out the rest.
    The differences in effort required can be frustrating.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Couldn't you have just said 4 out of 5?
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited December 2012
    <!--quoteo(post=2041302:date=Dec 6 2012, 09:30 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Dec 6 2012, 09:30 PM) <a href="index.php?act=findpost&pid=2041302"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u><b>MetaMind:</b></u>

    <img src="http://i3.minus.com/jbuWmgHNHM0nIL.png" border="0" class="linked-image" />

    Image from ns-2 stats . org as of today when I posted this

    I'd also like to point out that there are <u>a lot more public games</u> going on than tournament style matchups or gathers so the data should be sound

    The 8% that aliens are getting is almost 100% due to cloak + bilebomb use turning around games that would otherwise be losses
    Why do I say this? It's because Onos sure isn't doing it like it used to when marines get weapons 3

    -<!--QuoteEnd--></div><!--QuoteEEnd-->
    I have the suspicion NS2Stats is being screwed over by modded servers (specifically Co mode). On most of the Co maps I'm seeing marines taking the lead in wins vs losses. However, when I boot up the big 3 maps, veil, tram, and summit, all of them except veil are worse than 60/40, with veil being at 59.6/40.4. The other official maps are also well over 60/40, with refinery leaning VERY NEARLY to 75/25

    I don't think it's right to bunch co mode stats with classic mode stats, they're really entirely different games.

    [edit]NS2 stats "competitive" stats are higher leaning for aliens than any of the public stats... I have no idea what skill level that represents however.
  • beyond.wudgebeyond.wudge Join Date: 2012-10-19 Member: 162731Members
    edited December 2012
    I think people are over-reacting. Most of this stuff is coming from players not knowing how to play. People should look at how the player culture can be more 'learn about it, master it, win with it' than 'I can't win, somebody fix this please.'

    Hydra use is a classic example of this. So was bile-bomb in earlier times.
  • MavickMavick Join Date: 2012-11-07 Member: 168138Members
    <!--quoteo(post=2041290:date=Dec 6 2012, 07:50 PM:name=CrushaK)--><div class='quotetop'>QUOTE (CrushaK @ Dec 6 2012, 07:50 PM) <a href="index.php?act=findpost&pid=2041290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The khammander simply does not really have a necessary tres sink in the beginning. His only job is to cyst the map for the first five minutes and set RTs up and maybe to choose a tech path and deploy a matching chamber upgrade, but that's it. As soon as you hold ~5 RTs constantly, the resources are just piling up for the khammander and he can even start to drop two hives at the same time and will still be at enough res again to research all the nice upgrades once the hives finished building. You usually have plenty of res left to get your aliens some nice lifeforms.

    On the marine side is the commander always short on resources and has to distribute them between Arms Lab upgrades, forward outposts, supplying his folks in the field, emergency-beaconing, scanning, building upgrades and new weapons. Dropping equipment for his teammates is not viable at this point, but they are also afraid to buy them on their own before enough Arms Lab upgrades have been researched because they will otherwise quickly lose their investment. Early Lerks make a marine's life without Shotgun so much harder, though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ^Absolutely this. Almost 100% of the problem from what I've seen. You will almost never see a dual exo before an onos. And if you do, it means the marines sacrificed getting jetpacks and probably half their upgrades first, or they just flat out dominated the alien team enough early through superior skill. It is just far too hard for marines to keep up in t-res unless they are just better at the start in getting more res nodes up quicker. It does happen, but not nearly enough.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I'm sorry, but "learn to play" is not a valid excuse for the imbalance of marine/alien wins.

    There are far too many 'new players' to suggest that somehow only the 'vets' are playing alien and only the 'newbies' are playing marine. There are new players on both sides, yet aliens seem to be doing better.

    The game has a balance issue, and UWE knows there is a balance issue. To their credit UWE doesn't want to over-react, but right now they are taking baby steps when they should be taking normal ones.

    I won't bother posting my thoughts on what can be changed to improve balance, but I will say that unless balance is addressed people are going to start losing their patience.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited December 2012
    <!--quoteo(post=2041321:date=Dec 6 2012, 08:31 PM:name=hus)--><div class='quotetop'>QUOTE (hus @ Dec 6 2012, 08:31 PM) <a href="index.php?act=findpost&pid=2041321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A good marine comm still has to earn a win, whereas a very average alien comm only has to accumulate enough res nodes so people can go onos and work out the rest.

    The differences in effort required can be frustrating.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Put in a simplified way, basically this ^ . It takes a lot more skill and coordination on marine side to push positions than it does on alien side. I'm not saying aliens don't need coordination, they definitely do. I'm saying that in two teams comprised of average/bad players aliens usually win pretty easily - and a strategic mistake on marine side is punished much more severely than a mistake on alien side.

    Nevermind that you have to watch 3 power nodes like a hawk, while delivering ammo and medpacks, and scanning if camo. It turns out it's just more difficult to play marine com for most people.
  • ViajeroViajero Join Date: 2012-09-21 Member: 160238Members, Reinforced - Shadow
    edited December 2012
    <!--quoteo(post=2041321:date=Dec 7 2012, 04:31 AM:name=hus)--><div class='quotetop'>QUOTE (hus @ Dec 7 2012, 04:31 AM) <a href="index.php?act=findpost&pid=2041321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A good marine comm still has to earn a win, whereas a very average alien comm only has to accumulate enough res nodes so people can go onos and work out the rest.
    The differences in effort required can be frustrating.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also +1 to this and the other posts in the thread along the same lines.

    I believe we all fully understand that at higher levels of play (comp or not) things may even out as players get savy(er) in the ways of the game. But you can not expect pub gamers, for the most part casual and erratic in committment, to consistently get to that higher level of play. That would be most unreasonable. Pub gaming is just pub gaming.

    Two main options I see to solve this... asuming it is indeed an issue (ns2stats.org only shows ns2stats modded servers which I am unsure if are representative of mainstream pub gaming):

    1- Devs or modders balance the two races to an acceptable level for pub gaming (possibly ensuring higher level of play and comp play remains also balanced... this may be a tough challenge).
    2- We eliminate the race balance factor of the "winning/losing" equation altogether with a different match mode that can eventually be made optional at game/server creation (so no one is "forced").

    Bullet 1 above is pretty much out of our hands casual NS2 pub gamers. And the solution is probably quite complex and will probably require endless iterations... talking years here probably.

    Bullet 2 is also out of our hands but a solution can be probably much more easily found. One example that has worked since the inception of assymetric and/or unbalanced table top games is the "2 round switch". Instead of playing just 1 round as currently, make teams play 2 rounds, where each teams switches races in each round and Victory is awarded only after the 2nd round to the team which tallies the most points, based on the current point system (or an improved one): <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125590" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125590</a>
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    But there's only so much a comm can do. I think it boils down to the players. Most of the latest games I lost as marine is not because we had a sub-par comm, but because people don't follow his instructions. It's one of the most frustrating aspect of commanding marines. Most of them tend to go their own way and have little sense of strategy, even when you repeatedly tell them to do otherwise, and then start complaining when they realise we're gonna lose. "Where are the jetpacks, the exo's? Why don't we have this, and this? Commander you noob. Aliens are OP." :/
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=2041413:date=Dec 7 2012, 05:59 AM:name=Neoken)--><div class='quotetop'>QUOTE (Neoken @ Dec 7 2012, 05:59 AM) <a href="index.php?act=findpost&pid=2041413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But there's only so much a comm can do. I think it boils down to the players. Most of the latest games I lost as marine is not because we had a sub-par comm, but because people don't follow his instructions. It's one of the most frustrating aspect of commanding marines. Most of them tend to go their own way and have little sense of strategy, even when you repeatedly tell them to do otherwise, and then start complaining when they realise we're gonna lose. "Where are the jetpacks, the exo's? Why don't we have this, and this? Commander you noob. Aliens are OP." :/<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is definitely also my observation in several (not all!) games I've played. For me, it boils down to the need for marines to build (and therefore not be killing aliens or moving out), whereas the Khamm can just build while his aliens push out and harass. I mainly play on smaller servers, and this is an acute issue at 6v6, less so at 8v8 and higher. The natural play style for aliens is to push out and rush marines. The natural play style for marines is to camp in base waiting for aliens to run into your gunfire. It's already been mentioned, but education and communication are the two key factors to change this playstyle for marines to give them a fighting chance in pubs especially on smaller servers. I can't see an easy way to make marine comming less difficult, and making alien comm harder seems pointless (for the sake of it...).

    Either way, I still love the game, and enjoy playing as both teams. With proper teamwork and a non-godlike alien team, marines can have some roflstomp action too :)

    Roo
  • AM|Angry_AGAINAM|Angry_AGAIN Join Date: 2012-11-24 Member: 173061Members
    Marines lose because they got 400h game exp in blobs ...
    yesterday 10 minute.
    3 Dual exos with 5-8 mac and 3-5 marines with wielder and 2 of them with jp turteling in the gap.
    Blocked by 2 gorge 1 lerk and some skulks....
    1 Exo reached the upper stairs and shot 5 seconds on the hive b4 he fall back.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I think we need to find a solution, that makes the performance of very good marines (harassing alien RTs and Upgrades; playing aggressive) less powerful and increases the performance of bad marines (base camping; slow advancing) to make this less punishing.

    Don't get me wrong, we shouldn't try to eliminate aggressive marine play as valid tactic! But we need to make the normal play-style of the casual pub player more powerful. This leads in most cases to even more powerful marines if they are played by skilled players. (If you buff marines for bad players, you automatic buff them for good players too!) Thats why we need to nerf the play-style of good marines in exchange. For balance!

    How this could exactly look? I don't know, but this is the base, if we are all right that marines are underpowered in pubs but overpowered in competitive. Because they are more teamwork-reliant. On top of that, the solution should not lead to something that encourages rambo-play or discourage teamwork.
  • grazrgrazr Join Date: 2012-10-12 Member: 162195Members
    edited December 2012
    Marines usually lose because either the marine team think killing skulks wins the game rather than killing hives or because the marine comm rushes for robotics and sentries on 2-3 RT's. Leaving the marines fighting fades with armour 0 10 minutes in.

    As much as i believe the aliens have a general advantage that needs to be toned down, the general attitude of a marine player is piss poor. The amount a marine team improves when just 1 person gets a microphone is enough to make me think the game is just about balanced. Unfortunately TF2 has taught us you can't balance against stupidity; and that game has symmetrical teams.
  • ApheiroxApheirox Join Date: 2012-11-05 Member: 167297Members
    No. I think the real issue is being overlooked here.

    The most important reason Aliens are winning aren't Marines prioritizing wrong targets, Marines advancing slowly, Marines not spreading out properly or anything else suggested. The real reason Aliens win is a very simple one: Superior K/D ratio. Aliens are simply getting more kills, Marines are dying more - and this means Aliens are free to ravage Marine structures while Marines slowly get pushed back.

    Ask yourself: In just how many of your games played where Marines were beating Aliens in combat, maintaining the superior team K/D ratio, did Aliens still win? I assure you that the answer is: Very few.

    I've already made a suggestion that I believe won't imbalance the game nor detract from it (rather add) but will benefit weak Marine players (as is being suggested by Necro). I'll just quote myself here:

    Bah, I can't find it and this silly forum apparently has no options for searching or finding one's former posts - so I'll just repost. Anyway, my idea is simply to decrease the amount of jumping permitted for both teams, ie. eliminating bunny hopping. It is too easy for Aliens to desorientate Marines by constantly jumping around them and it is equally silly to have Marines jumping around frantically while firing a pulse rifle. There's too much Quake in this and too little 'tactical shooter'. I want Marines locked to the ground while firing or reloading! And while jumping is of course a central part of Skulk gameplay it is simply too much currently. Eliminate their ability to constantly jump and you force them into a more sneaky style play rather than how they currently can bounce around like freaking rabbits while snapping at Marines - this is horrible gameplay, get rid of it! Lessen the twitch idiocy of bunny hopping and you automatically add more brains to the game where elements like stealth, positioning and flanking play a greater role. As already stated, I think a such change both improves the game overall and helps balance Marine teams with Aliens.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    <!--quoteo(post=2041500:date=Dec 7 2012, 09:54 PM:name=Apheirox)--><div class='quotetop'>QUOTE (Apheirox @ Dec 7 2012, 09:54 PM) <a href="index.php?act=findpost&pid=2041500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's too much Quake in this and too little 'tactical shooter'.....<!--QuoteEnd--></div><!--QuoteEEnd-->

    I disagree entirely with this sentiment. I would hate if the mechanics became more BF3/militaryshooterclone like. There are enough boring games out there like that already. "Bunny hoping" does not work in the traditional sense in NS2 anyway.

    Especially don't nerf skulk jumping. WTF would skulks have without it?
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2041500:date=Dec 7 2012, 01:54 PM:name=Apheirox)--><div class='quotetop'>QUOTE (Apheirox @ Dec 7 2012, 01:54 PM) <a href="index.php?act=findpost&pid=2041500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's too much Quake in this and too little 'tactical shooter'.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Too much Tactical lame reality simulator not enough Quake...
    Honestly would you rather have a realistic game with limiting mechanics or a Quake style you-are-a-killing-machine simulator where the mechanics allow you to be more and more maneuverable the better you get at utilizing them.

    Seriously... Bring back warp speed 8 blink and jet-packs that feel like your flying.
    I want it to play the ###### <a href="http://www.youtube.com/watch?v=USLTQVt8QyA" target="_blank">light-speed</a> screen from star-wars every time I use leap as a skulk

    I played natural selection 1 because it was the fasted paced game I have ever played BAR NONE. I dont want the game to be slowed down even more...
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    <!--quoteo(post=2041500:date=Dec 7 2012, 06:54 AM:name=Apheirox)--><div class='quotetop'>QUOTE (Apheirox @ Dec 7 2012, 06:54 AM) <a href="index.php?act=findpost&pid=2041500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No. I think the real issue is being overlooked here.

    The most important reason Aliens are winning aren't Marines prioritizing wrong targets, Marines advancing slowly, Marines not spreading out properly or anything else suggested. The real reason Aliens win is a very simple one: Superior K/D ratio. Aliens are simply getting more kills, Marines are dying more - and this means Aliens are free to ravage Marine structures while Marines slowly get pushed back.

    Ask yourself: In just how many of your games played where Marines were beating Aliens in combat, maintaining the superior team K/D ratio, did Aliens still win? I assure you that the answer is: Very few.

    I've already made a suggestion that I believe won't imbalance the game nor detract from it (rather add) but will benefit weak Marine players (as is being suggested by Necro). I'll just quote myself here:

    Bah, I can't find it and this silly forum apparently has no options for searching or finding one's former posts - so I'll just repost. Anyway, my idea is simply to decrease the amount of jumping permitted for both teams, ie. eliminating bunny hopping. It is too easy for Aliens to desorientate Marines by constantly jumping around them and it is equally silly to have Marines jumping around frantically while firing a pulse rifle. There's too much Quake in this and too little 'tactical shooter'. I want Marines locked to the ground while firing or reloading! And while jumping is of course a central part of Skulk gameplay it is simply too much currently. Eliminate their ability to constantly jump and you force them into a more sneaky style play rather than how they currently can bounce around like freaking rabbits while snapping at Marines - this is horrible gameplay, get rid of it! Lessen the twitch idiocy of bunny hopping and you automatically add more brains to the game where elements like stealth, positioning and flanking play a greater role. As already stated, I think a such change both improves the game overall and helps balance Marine teams with Aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just... No...

    Obviously whichever team is doing a better job of killing the other team is probably going to win. Very few times have I lost on marines when I had a score of like 24 to 2 or something, and if I did the reason was because the comm didn't beacon. But see here's what you're saying, aliens win because they have a better K/D ratio. You're saying the better players are playing aliens. This has nothing to do with any balance or jumping issues. This is entirely to do with bad players on the marine team.

    I really wish you'd all stop trying to fix things that aren't broken. I have no problem winning on either team, in fact marines are generally an easier win as long as we have a halfway decent comm. Marines can easily steam roll an alien team if they know how to shoot and position themselves, end of story.
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