Problems in beginning round and some problems end game.
Meldity
Join Date: 2013-03-03 Member: 183593Members
Beginning game:
I've been playing for a quite a long time now, ever since this patch i can agree the aliens are in dire need of some kind of buff. the statistics may say that the %win rate is near around 60% but i can suggest that if you do the stats on any 24 non pub server the rates are very bad. when faced with a marine that has a comm backing him with medpacks in a place that MUST be taken, the aliens always fail to take it out because its within the first few minutes of the round. even for marines facing against a couple of gorgers, just a few packs of ammo and medpacks will allow marines to break through if done right. only non pro marine commanders don't notice this and don't tell their marines to force through a just-built gorge wall.
Nanoshield/Mac in end game:
Nano shield and mac spam on marine fortresses is almost impossible to destroy. you can have 2-3 onos's and maybe a gorger, but with enough macs(i'm aware a gorger can bile bomb macs, but its still hard if they move all over the place) and a nano shield on the power node following a beacon, the aliens will fail in the rush. it's hard to notice this aspect because only pro marine commanders take notice of this and act quickly. but when facing a rush on an alien hive, the aliens have nothing to protect the hive with when facing a heavily guarded arc as every single structure dies quickly anyway. even with crags its hard to keep any structure alive.
The unnoticed edge in the game is the mac/nano shield. this aspect makes a marine commander nearly invincible from any attack. of course its not easy when the marines don't have at least 4-5 towers, the real problem is the start of the game. however this also requires a pro commander, while a pro alien commander is pretty much helpless except yelling at team mates to kill guarded ARC's.
Why aliens need a buff in start:
The aliens need some kind of buff early game in order to contend with marines that have medpack/ammo drops. the change in recent skulks in this patch made it much harder to contend with these marines. without this buff, its too easy for marines to take most of the areas of any map. you may think it costs too many resources to do medpack/ammo and scans, but it DOES SO MUCH MORE when you successfully build a gate and resource tower.
Recommendations:
1) Give aliens an edge to utilize in the beginning of a round
2) Give aliens something to assist in defending structures against an ARC
3) Reduce the amount of repair utility a mac has due to the power of the nano shield
4) Give aliens a more competitive edge at killing structures as attempting to kill any structure with 1-2 mac is hard to achieve before a marine gets there in time
I've been playing for a quite a long time now, ever since this patch i can agree the aliens are in dire need of some kind of buff. the statistics may say that the %win rate is near around 60% but i can suggest that if you do the stats on any 24 non pub server the rates are very bad. when faced with a marine that has a comm backing him with medpacks in a place that MUST be taken, the aliens always fail to take it out because its within the first few minutes of the round. even for marines facing against a couple of gorgers, just a few packs of ammo and medpacks will allow marines to break through if done right. only non pro marine commanders don't notice this and don't tell their marines to force through a just-built gorge wall.
Nanoshield/Mac in end game:
Nano shield and mac spam on marine fortresses is almost impossible to destroy. you can have 2-3 onos's and maybe a gorger, but with enough macs(i'm aware a gorger can bile bomb macs, but its still hard if they move all over the place) and a nano shield on the power node following a beacon, the aliens will fail in the rush. it's hard to notice this aspect because only pro marine commanders take notice of this and act quickly. but when facing a rush on an alien hive, the aliens have nothing to protect the hive with when facing a heavily guarded arc as every single structure dies quickly anyway. even with crags its hard to keep any structure alive.
The unnoticed edge in the game is the mac/nano shield. this aspect makes a marine commander nearly invincible from any attack. of course its not easy when the marines don't have at least 4-5 towers, the real problem is the start of the game. however this also requires a pro commander, while a pro alien commander is pretty much helpless except yelling at team mates to kill guarded ARC's.
Why aliens need a buff in start:
The aliens need some kind of buff early game in order to contend with marines that have medpack/ammo drops. the change in recent skulks in this patch made it much harder to contend with these marines. without this buff, its too easy for marines to take most of the areas of any map. you may think it costs too many resources to do medpack/ammo and scans, but it DOES SO MUCH MORE when you successfully build a gate and resource tower.
Recommendations:
1) Give aliens an edge to utilize in the beginning of a round
2) Give aliens something to assist in defending structures against an ARC
3) Reduce the amount of repair utility a mac has due to the power of the nano shield
4) Give aliens a more competitive edge at killing structures as attempting to kill any structure with 1-2 mac is hard to achieve before a marine gets there in time