Comp Strategy - Marine Limitations vs. Kharaa
DeskLamp
Australia Join Date: 2013-02-03 Member: 182783Members
It seems to be watching competitive matches that there is a discrepancy between a wide usage of Kharaa capabilities vs. a narrow focus on Marine capabilities.
By this I mean that you see Aliens use a variety of strategies, every single lifeform gets a look in with a variety of combinations, and each Hive type and drifter ability is used to varying degrees.
However I have rarely (if ever) seen in competitive play the use of flamethrowers, grenades, exo-suits, grenade launchers etc. It will always boil down to upgrades vs. phases, shotguns a must, jetpacks as the closer with the potential option of late arcs and/or early sentries.
What I am wondering is...
Is this a result of these items not being viable strategic options given the others available? And if so, how could these be improved to provide a greater level of variety?;
or
Is this a result of a lack of experimentation on the part of competitive teams to explore the potential for these options?
By this I mean that you see Aliens use a variety of strategies, every single lifeform gets a look in with a variety of combinations, and each Hive type and drifter ability is used to varying degrees.
However I have rarely (if ever) seen in competitive play the use of flamethrowers, grenades, exo-suits, grenade launchers etc. It will always boil down to upgrades vs. phases, shotguns a must, jetpacks as the closer with the potential option of late arcs and/or early sentries.
What I am wondering is...
Is this a result of these items not being viable strategic options given the others available? And if so, how could these be improved to provide a greater level of variety?;
or
Is this a result of a lack of experimentation on the part of competitive teams to explore the potential for these options?
Comments
Shade is mostly redundant at this point, although I will admit the choice between crag/shift hive is a balanced one.
Lifeform upgrades arent fair either: fade spells are much weaker than gorge or lerk spells.
And shells/spurs are generally a better investment than lifeform upgrades because they benefit all lifeforms, so you will generally see those as a higher priority in each game.
Stuff like exos and grenades are expensive and not incredibly valuable for that expense. Flamers are cool but a shotgunner is generally more valuable.
Both flamers and grenade launchers do have a niche use, and if deployed carefully can be very effective, but it really is a niche use. 5 shotguns decimates most things very quickly. 4 shotguns and a flamer is fantastic in a hive push to stop whips, healing, hydras etc, but outside of that hive push it's less useful...
Exos are just a liability. They can be effective in large servers where you have enough bodies to maintain map control, but in 6v6 there isn't enough mobility for them to be useful, plus each one needs at least 1 support guy with a welder or it will get swarmed VERY fast.
Ups + SG into gates seems to be the staple of comp marine play since it simply trumps all other options.
Flamethrowers are garbage, GLs are so situational they're barely ever worth getting an AA for.
Exosuits are a disaster zone. Would take some serious tinkering to make them properly viable at a high level. Like being able to replace that damn fist with a welder.
As for alien strategy. There's probably more lifeform diversity than ever before right now. But all the alien commander boils down to is if you're going to be spamming enzyme or muccous today. And which whip to build first.
Actual evolution tech paths, like getting bio+bio+hive+bio+shift+lerk upgrades for an early umbra isn't going to be happening anytime soon in a match.
On pubs, where playercounts are bigger and skill levels of alien players are lower, one flamethrower/GL guy can be quite useful to throw in the mix, but in the comp 6vs6 format it would just be a liability for most of the time.
Gas grenades are all right though imo (cluster and pulse not really). And exos are not mobile/flexible enough and very expensive (pres and tres wise), making them again too much of a liability in 6vs6 matches, as compared to pub play.
But yeah, when there are only 5 field players, all that doesn't really count for much since 5 shotguns can wipe that team and really have to worry about several groups of aliens attacking from different directions or waves. Basically, its great for public (18+ player) games, but not small (comp) games.
This is the same deal (IMO) with most marine tech that is unused in comp. Each player's general damage output and survivability is far too important to sacrafice for a more specialized role of anti-structure or support.
It would be great to see this change, but I don't see how without making the unused tech ridiculous for public games.
I've mostly (read: only) found shade to be useful when you're fielding 3+ lerks.
Silence is OP as early skulks.
Grenades are usefull on hive pushes or against pve, and at least we use them quite often.
There was a great deal of 'doing the same thing' in comp scene few months back but there's been quite a lot of varying things being tried out, among the many the uprising of catalysts to counter lifeforms instead of jetpacks. But in general, theres only so many upgrade paths you can take.
a) When GL/FLAMER is bought, let the marines LMG be placed on his back and be switchable with a cooldown.
b) Give the marines the option of replacing their GL/FLAMER to get their LMGs back from an amory, like a weapons locker.
The amount of things that is happening around marines can also be hard to spot since their positioning and tactical movement is such a huge part of their play. Marines don't have the mobility aliens have so their positioning is more unforgiving when engagements start. Mistiming a rotation and you can easily get picked off wasting a lot of valuable time for your team and loss of resources.
Exo-suits would be used if they could either build structures or use phase gates. If their fist would be a welder it would also make them pretty effective. Even if they have huge firepower the aliens can out maneuver pretty easily and wait for a chance to pick them off alone. Exo's are really strong if you can get a full push with them but that is very situational.
but better than Cara or enzyme+ echo?
better than Cara? maybe....maybe
Better than enzyme+echo....NOPE, but maybe thats part of why shade is always last?
forgot mucus. hallucination just doesn't cut it.
I really like this idea of being able to carry both actually. If the flamethower/GL would be a secondary weapon purchase, to replace your pistol, I can see them being used far more often, seeing as you don't have to be as vulnerable anymore when running from point A to point B. You'd be a lot more flexible and less of a liability. Of course it would need some tweaking to not make them OP.
Yup, like nerfing the damage to lifeforms!
Nerf like having an animation for putting away the weapon (draw in reverse?), then play the animation for drawing the LMG? That would eliminate the fast switching from Flamer to Shotgun (assuming you could still have a SG) or GL to LMG and still make the marine carrying them an easy target since they couldn't fire for a few seconds after trying to switch to an actual combat weapon.
Also, no more pistol for sniping and last ditch fighting.
I think this could work.
I feel like an alternate side arm, like a sub machine gun. Basically an LMG with a smaller clip (you could even justify decreasing the bullet damage, although i think normal bullet damage would make sense (just not pistol damage)) might make it more viable in the comp sphere... although then that is an even bigger res sink. But it would definitely switch things up, and make Flammer/GL purchases more reasonable for small teams.
Again with the Balancing for different communities though, this might be OP for 8v8+ games.
Allowing marines to carry more than one primary weapon would be ridiculously overpowered. Marines already carry sidearms, pistols and axe (plus optional grenades) to fill all the roles (with varying effectiveness depending on their primary weapon of choice).
Personally, I'd rather see a tweaked Hypermutation (removed Shift upgrade) become available to all aliens.
While marines can switch weapons with teammates, and now even eject from Exos,
Aliens currently suffer from role stagnation, since there is little incentive (or resource) for anything above the Gorge to switch any other lifeform.
So tactics
To fix it I would want the damage to aliens slightly nerfed (say 15%), magazine size reduced by 1/3 and burning alien buildings instead of loosing 100% of usage make them only work like 33% of the time or 50%.
EDIT: totally didn't see this thread was about "comp strategy". I guess I shoudl read the OP before i spout off responding to some ones post lol..
I've always figured, looking at the game, that 8v8 would be more natural, and allow for the largest host of strategies. But what do I know? I'm not a comp player, I just know game design.
Now run through Vanilla tram south tunnel and do this. FPS COUNTER: -5