The Early Game Is Decides The Outcome...
Orcrist
Join Date: 2002-12-18 Member: 11050Members
<div class="IPBDescription">What do you think</div> What I have noticed in all pub games I played (I'm not in a clan) is that if the marines take 2 hives immediatly (or in extreme cases their second quickly after the aliens build it) then the marines win. Period. If however the aliens have 2 hives long enough for people to go fades, then the aliens win.
There's nothing a skulk or lerk can do against a decentently built lockdown, especially if it's defended by upgraded marines, and it's difficult to take over a hive when there's fades all over the map...
My point being, the game may be balanced (aliens have to secure one hive but it takes time, the marines must secure 2 hives but they *can* be faster), but later in the game I feel like I am just... sitting it out. Whether it's waiting for the fades to spam the marine base with it's rockets, or spamming a base with rockets as a fade. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
There are of course exceptions sometimes when hives are constantly changing owner, but that doesn't happen very much (or at least not when I'm around...)
So do other people acknowledge this as a problem too? Possible solution could be to nerf fades and make hives a bit cheaper maybe...
There's nothing a skulk or lerk can do against a decentently built lockdown, especially if it's defended by upgraded marines, and it's difficult to take over a hive when there's fades all over the map...
My point being, the game may be balanced (aliens have to secure one hive but it takes time, the marines must secure 2 hives but they *can* be faster), but later in the game I feel like I am just... sitting it out. Whether it's waiting for the fades to spam the marine base with it's rockets, or spamming a base with rockets as a fade. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
There are of course exceptions sometimes when hives are constantly changing owner, but that doesn't happen very much (or at least not when I'm around...)
So do other people acknowledge this as a problem too? Possible solution could be to nerf fades and make hives a bit cheaper maybe...
Comments
I hasten to add, also, that it's perfectly possible for a dedicated alien group rush to recover a captured hive. Not easy, but possible.
Actually, if the marine commander takes one hive then upgrades his units, they can pull it off with their HA/HMG troops.
starts going :
"we're fvcked!"
"gameover man ...game over!"
"f4"
"press f4 everyone!"
"see you in the ready room bro"
hmmmm? But I know that the NS team will fix this in time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Earlier today we went from having 0 hives(but one being built) to winning against the marines with all 3 hives, the problem with rapid expansion on marines is that it stretches their resources too thin
The biggest problem with many commanders is that they set their sights on locking down two hives, but they ignore teching up. They don't start worrying about upgrades until either two hives are held, or if they had just lost one of the hives to the aliens. At this point, it is usually too late. These commanders will always lose against a team of aliens with a few smart players. In pub games, I almost always camp an empty hive as a skulk, one to attack any marines that go in there to start building inside it, and two, so I can relay this information to the other aliens. Too many aliens lose to the hive lockdown strat because they have no one scouting the map.
I still think the hive lockdown is the way to go in pub games, but commanders need to have an idea of what they want to do should their plan fail, and they need to prepare for failure before it actually comes to that.
Unfortunately they succeeded in skulk rushing our main base later, only to be kicked out of the area by a super comm (he could shoot&comm).
The only reason why the game is over when 2 hives are "secured" is because of the lack of teamwork on the alien team.
Heck, I've ramboed the alien team's gorge 3 times in a row as a vanilla marine simply because they didn't have a skulk escort, and took out one more gorge with a 2-skulk escort because the skulks were making more noise than my ex-girlfriend doing the nasty. It's all about learning how to play different strategies, combine efforts, and Teamwork teamwork teamwork. The team that teamworks the best should always win, it's that simple.
I rambo the marines as my gorge, with cries of "Don't p*ss the Gorge OFF!" as I spray 3 out of 4 marines, and the last one runs off. It's great, and I can imagine the slating the comm is giving them as they respawn <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
The trick is to soften them up before they can reach you, then healspray'll work.
The trick as a marine is to hear the gorge waddle, wait for him to try and build something, or wait for him to come running towards you, it's easier than making instant mashed potatos.(I don't know how to spell potato or tomato in the plural ever since Bush's (Sr.) VP messed it up <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> )
I kill full strength, full ammo LA/LMG marines <b>all the time.</b>
It's actually pretty easy, once you get proficient at it, & rely on the marines being their usual overconfident selves & assuming I'll run.