What's Good For You...

InsidiousInsidious Join Date: 2002-11-21 Member: 9553Members
edited December 2002 in Kharaa Strategy
<div class="IPBDescription">hurts in the long run</div> I was just thinking about something. NS has a truly hardcore community. I just don't see much joyfull playing around, or experimenting. Everyone wants the win, and thus any deviation from the known route to victory gets you ostracized. But I wonder if that might be holding us back in terms of skill.

I wonder if we might have more good players if people would fool around more? I realize this is difficult in a team situation, as the whole team has to agree, or there will be some flaring tempers. But I never see anyone try and convince their teammates to try movement or sensory first to try something new. Commanders don't get much of a choice in their tactics because too many marines are too disobediant to try anything more complex than "we'll build here, build here, and build here, rather than build there, there, and there", or "RUSH!!"

But I wonder if we might be better players, at least on the alien side, for screwing around a bit. Aliens win a lot in pub games. I think the extra challenge of trying a different build order would push people (who are willing to change, some people are ridiculously inflexible) to learn new tricks. Learning how to fight without carapace makes you a killing machine with it (rather than semi-dangerous with it, and useless without). Learning how to play fade without adrenaline will teach you to aim more carefully when you do use acid rockets, and teach you the value of swipe, and blink.

If you pamper yourself by always using the easiest build order, you'll never harden yourself for those times when you really have to fight to win. Not only that, but you've become predictable. You've told your enemy in advance exactly what tools you have at your disposel, and thus they know all of your strengths and weaknesses, without having even seen you.

It's a game. You PLAY games, you don't WORK them.

Let's have some fun!.

Comments

  • Pi_GiPi_Gi Join Date: 2002-03-16 Member: 324Members
    Well spoken but not likely to happen. But a good clan would do this... Learning to fight well without your upgrades is good when your hives go down unexpectedly. Relying on defense has made the game monotonous. But realistically, it is the best first option. Then movement the second. If you could master a tactic that would go the other way, it would own.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Weeel....

    You've got a point, but it's more of an individual thing, don't you think? If you want to get better at fighting by not using carapace so that when you use carapace, you could just not upgrade to carapace.
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    Interesting concept, might try this in a gather some time, maybe build movement chambers 1st (silenced skulks = deadly), I think same can be done for marines tho, but this is the Kharaa forums, so I wont go into them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    It would also be fun to try out new tricks with the other class's and not just buildings, so instead of spiking mariens as lurk, fly over their head and chomp em (with silence, would be deadly).

    If you look at the upgrades - movement has better upgrades than defence (i think so anyway), as silence or celerity can make a skulk a force to be reackoned with, while carapace or regen will just make him a mobile nut shell asking to die slowly. And everyone knows adrenaline is near essential for fades, while regen just saves a bit of time between combat for healing (theres usually a few DCs nearby when you have fades about), and a gorge with silnce can be a real life saver for building near marine territory, they just walk out and meet 6OCs and 4 DCs and wonder 'wtf? where they come from? this place was empty 30seconds ago and i just went for ammo!').
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