Why are the initial confrontations so important?
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
It's been said quite a few times that the first encounters pretty much decide the game in a competitive match. Why do you think this is?
Personally I think this is because the marines have to invest so much tres in the first minute and need to hold so many nodes to recoup it. Losing the first couple of encounters means that it's that much harder for marines to place & hold the first few nodes and then that much harder for them to tech up.
So, while it's a subtle distinction, I think that it's not so much that marines losing the first couple of encounters wins the game for the aliens, it's that it loses the game for the marines.
Personally I think this is because the marines have to invest so much tres in the first minute and need to hold so many nodes to recoup it. Losing the first couple of encounters means that it's that much harder for marines to place & hold the first few nodes and then that much harder for them to tech up.
So, while it's a subtle distinction, I think that it's not so much that marines losing the first couple of encounters wins the game for the aliens, it's that it loses the game for the marines.
Comments
1 alien res = 1.5 marine res
3+ alien res up for whole game = alien probably wins
if you lose encounters you lose pressure or ability to kill alien RT's
Having 7 RTs to bite on one at a time and having 3 RTs to bite on one at a time are vastly different worlds.
On the marine side, you are trying to first delay the lerks until you get shotguns. If that fails, it's very hard to be able to hold the hive (2x lerk + 2x skulk ball will clear 3 LMGs holding a hive every time). If that fails, it's very hard to hold the incoming fade ball, and the aliens will expand behind any aggressive action you do.
Just a thought.
Smart tactical play can be a real pullaround for a poor earlygame. if your midgames great it doesnt matter how bad you did at the start. mattering on how 'great' you do, midgame, or lategame, of course. and your own personal definition of the midgame, earlygame, and lategame, is.
Those things in themselves are not game breaking but then your advantages gained echo throughout the rest of the match in your improved ability to hold rts and pressure the other teams and thats a really big deal, an extra few sets of mines can break a match in the first 5minutes of the game. Also if you can afford to go for phasegates earlyish it increases your map control in a huge way. If the marines are sitting on a good forward phase gate position like sub- summit in crossroads well before fades, aliens are basically screwed.
Not saying that winning the first engagement = phasegates but winning the first couple certainly does.
One of the problems is sometimes teams start with an advantage by simply spawning in a better location then there opponents. Example would be Veil with Aliens start Pipe.
I think this can be fixed by adding passive res gain by just being in the game. While reducing the res gain from RTs. This means less advantage for the team with 6 resource towers to the enemies 4 resource towers. There would still be an advantage for the team with 6 res but it would be less then the current system. This would leave more room for skilled gameplay and comebacks rather then one team snowballing over the other one as hard as it happens right now.
Currently about 80% of my NS games are massive stomps only about 20% of them are even.