This Is Why Its Easier To Win As Alien..

JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
<div class="IPBDescription">Its all about resources..</div> Ok here is the deal. I am not saying marine cant win because they most certainly can. Being a commander I have noticed one major thing that really offsets the games. When I send my marines out to put down RT's, they will ultimatly been gone by the time anyone can get back to it. I'd actually have to spend $ on trying to protect them. However, when an alien res node is being attacked. Of course the WHOLE team is notified of it. Then its only a matter of time before the guys attacking are chickenganked. Its hard to loose a RT as alien, and then the gorge can just spray it back to full when its over. And even put down 14 res for an OC near it to protect it, and 2 of em if they are really trying to get it. Thats just 28 Res to protect and tell exactly when they are trying to take down your RT. A TF + only 1 turret is 39. And we all know 1 turret is never enough to keep anything at bay. 1 skulk can take out multiple turrets easily just hit and run. The turrets compared to the alien OC dont do as much. Its 2-3 hits for an alien OC and I dont know how many for a turret, but I know its more. This is in 1.04. In previous patches the turret was only 16 and so was the OC for alien. The OC was also more comparable to the turret because it wasnt as fast as it is now. Now looking back I see that it doesnt seem logical to raise turret cost, lower OC cost and makethem more powerful. Maybe I should have put this in the suggestions post now, but I already got started so here are some suggestions I'd like you guys to think on.

Making alien RT cost more or less HP- I think the ability for every alien to sense when their RT is being attacked should increase its cost.

Or Make alien buildings, albeit the hives not be linked to the aliens at all. So they wont know when anything is being attacked but the hives. Or maybe just have the gorge who built the stuff be able to sense whats being attacked. SO then they can tell their buddies where to go.
Its kind of ridiculous when some skulk halfway across the map knows exactly when their RT or whatever is being attacked, one that they probably never knew was there anyway.

If the alien links stay the way it is, then marine need more stealth technology. If they cant go anywhere without alerting every alien where they go, then they really should all be "ghosts" ( as in the starcraft sense) Guys that can move around without being sensed unless they are in range of say a SENSORY chamber. Which would make sensory very more useful. Maybe it could be a new upgrade to upgrade a ghost, a tech electronic or something, but I dont think anyone would disagree that marines need more stealth to get around if aliens can track everywhere you are basically.

One more thing I forgot is that as a skulk I know that I can take down a RT with full energy and a half. Which is maybe about a min. 1 marine takes about 2 mins or more depending what they use. Plus if they even stay alive that long.

Now I want to go back and look at TF's and gorges. A gorge takes 13 res and after that he/she is free to build OC's on the entire map. However when a COM puts down a TF which costs 20 res, which also takes longer to build than go gorge, not to mention have someone build it only has a very very short range to build turrets, which cost more. Plus a TF can't redeem back to the marine base if its about to die <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . How about 1 TF with massive range to reach the whole map. If you say thats totally crazy, well think thats exactly what a gorge is. Only cheaper and less maintinence <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

So if you are one of those people that never play marine, and I know there are a lot of you...think about some of this stuff.

Apart from my suggestions, everything I've said is true, all facts. Let me know how you guys/gals think about what I've said. Thanks
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited February 2003
    Now have the Motion Tracking not affect the Aliens unless they're 'tagged' with a radio transciever, Ghosts only cloak when they stand still (and only to 90%), and the TF have to walk out (slowly) to any location you want a turret, and I think you've got a winner.

    One problem.
    The sides are supposed to have DIFFERING playstyles.

    They each have their strengths and weaknesses. Marines are supposed to travel in groups and watch each other's backs, not 'ghost' off. Or as I prefer, Rambo. You see, it's <b>infinitely</b> easier to win as Marines than Aliens at the moment, so long as you aren't pubbing. And sometimes if you are, if your Comm can get the strategy across to people and have them follow orders.
    Aliens only win due to unskilled, clueless Marines.. and Marines who quit out (F4) in the middle of a game, soon as they see a Fade, instead of RUSHING it and killing it, putting the Aliens out 54 RP. It's not that the Marines need to be made stronger, nor that the Aliens need to be weakened (far from it.. actually quite the reverse!) it's that you need Marines who know which end of the gun goes on their shoulder, and which points at the enemy.

    (Oh.. and a little hint. As the Commander, it's YOUR job to tell your Marines, and _which_ marines, to go and save that RT. You are the single-point-of-contact. If you can't handle that, get out of the chair and let someone who can in.)
  • Naughty_BremboNaughty_Brembo Join Date: 2002-05-30 Member: 701Members
    As has been said time and time again: You CANNOT compare for example a SG with an OC. NS is far more complicated than that - you have to take into account a number of other things before the comparison is valid. For example, the marines having one person dedicated to have an overlook on things. The two sides are so different tactics-wise that a simple comparison between units ALWAYS seems "unbalanced" one way or the other. I could go on...

    Secondly, if marines are having such troubles as you say, explain to me why they "always" win in clan matches?
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    <!--QuoteBegin--Talesin+Feb 18 2003, 05:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Feb 18 2003, 05:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now have the Motion Tracking not affect the Aliens unless they're 'tagged' with a radio transciever, Ghosts only cloak when they stand still (and only to 90%), and the TF have to walk out (slowly) to any location you want a turret, and I think you've got a winner.

    One problem.
    The sides are supposed to have DIFFERING playstyles.

    They each have their strengths and weaknesses. Marines are supposed to travel in groups and watch each other's backs, not 'ghost' off. Or as I prefer, Rambo. You see, it's <b>infinitely</b> easier to win as Marines than Aliens at the moment, so long as you aren't pubbing. And sometimes if you are, if your Comm can get the strategy across to people and have them follow orders.
    Aliens only win due to unskilled, clueless Marines.. and Marines who quit out (F4) in the middle of a game, soon as they see a Fade, instead of RUSHING it and killing it, putting the Aliens out 54 RP. It's not that the Marines need to be made stronger, nor that the Aliens need to be weakened (far from it.. actually quite the reverse!) it's that you need Marines who know which end of the gun goes on their shoulder, and which points at the enemy.

    (Oh.. and a little hint. As the Commander, it's YOUR job to tell your Marines, and _which_ marines, to go and save that RT. You are the single-point-of-contact. If you can't handle that, get out of the chair and let someone who can in.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I dont think you got what I said before. It takes about a min for only 1 skulk to take out a RT when you notice it. Then by the time I tell someone to get to it, the RT is gone.
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    <!--QuoteBegin--Naughty Brembo+Feb 18 2003, 05:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naughty Brembo @ Feb 18 2003, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As has been said time and time again: You CANNOT compare for example a SG with an OC. NS is far more complicated than that - you have to take into account a number of other things before the comparison is valid. For example, the marines having one person dedicated to have an overlook on things. The two sides are so different tactics-wise that a simple comparison between units ALWAYS seems "unbalanced" one way or the other. I could go on...

    Secondly, if marines are having such troubles as you say, explain to me why they "always" win in clan matches? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I dont really know why marines win clan matches so much. If they are as organized as the alien team its not hard to group up and take down a few people guarding a RT. So they can just move from one to the next. You would have to be camping 1 RT the whole game just to defend it. 5 skulks attacking 1 area is very destructive. Especially early game with carapace. You would have to ge Wep upgrade pretty fast.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--Jojoshua+Feb 18 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jojoshua @ Feb 18 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Naughty Brembo+Feb 18 2003, 05:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naughty Brembo @ Feb 18 2003, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As has been said time and time again: You CANNOT compare for example a SG with an OC. NS is far more complicated than that - you have to take into account a number of other things before the comparison is valid. For example, the marines having one person dedicated to have an overlook on things.  The two sides are so different tactics-wise that a simple comparison between units ALWAYS seems "unbalanced" one way or the other. I could go on...

    Secondly, if marines are having such troubles as you say, explain to me why they "always" win in clan matches? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I dont really know why marines win clan matches so much. If they are as organized as the alien team its not hard to group up and take down a few people guarding a RT. So they can just move from one to the next. You would have to be camping 1 RT the whole game just to defend it. 5 skulks attacking 1 area is very destructive. Especially early game with carapace. You would have to ge Wep upgrade pretty fast. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Its simple, the Aliens cannot get out of their base. Most clans use a contain strategy where as they try to contain the aliens in their own base by camping the entrances to hive and/or spawn killing. While the marines are doing this, someone is capping RTs, after about 3-4 RTs are up they only need to be up about 3-4 mins, and not only did they pay for themselves, but they also bought a protolab and maybe an upgraded armory. RTs dont need to be up long before they start pumping out vital resources.
  • cybranglcybrangl Join Date: 2002-12-30 Member: 11605Members
    The difference bwteen clan and pub is the "rush" factor. In clans they do well organized rushes before aliens can move out. In this case the game is over in a few minutes, with JP being the highest tech needed most of the time.

    Rushes:
    Phase rush - place phase near hive and move out as marines spawn. Usually to take over unoccupied hives.
    Tech rush - efend base and get tech up to JP so fast moving JP and welder/MG can take out hive before aliens can get second one.
    Hive Rush - Eevryone moves out to kill hive/spawns quickly.
    Relocate rush - No base buildup until marines are in unoccupied hive. The marines then hold hive and move for second.


    None of these takes "skill". they just work because this is when the aliens are the weakest. IF the aliens manage to get a second hive, the marines have already teched many levels and can take out fades with ease since you don't have 5-6 fades attacking at once.

    In pubs you don't usually see rushes, or if you do, they end as quickly as clan games. I have seen some of the greatest commandes in pub games where the situation changes by the minute. These commanders adapt instead of running a "pre-built script" for success.

    The difference between rushing and not rushing is what makes the game go one way or another.
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    <!--QuoteBegin--Jojoshua+Feb 18 2003, 05:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jojoshua @ Feb 18 2003, 05:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Making alien RT cost more or less HP- I think the ability for every alien to sense when their RT is being attacked should increase its cost. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Alien resource towers do have less HP. I think its something like 3000HP for an alien Resource chamber and 5000HP for a marine one.

    Change it anymore and it gets a bit ridiculous - they are exactly the same except the marine tower has more HP - its better.

    Of course when they are being attacked it comes up on hivesite. And the commander is told when a marine resource tower is attacked. Strategically speaking, I'd say hivesite is a poor substitute for a commander. Be on the ball, tell your marines to get there quickly.

    I have heard playtesters mention this - the game is designed with the fact that aliens can move and respond across the map better than marines can. Its one of their advantages.
  • AvatarAvatar Join Date: 2003-02-13 Member: 13500Members
    I agree and disagree at the same time. If you look at start of the game, marines have something like a 100 res. Minus 2 ips, an armory, and a Observatory you have like 10-15 left. Now wait about a minute and you have 22 again. Which you go out and get a res nozzle. Which should be up fairly quickly if you have 2 or 3 marines building it. Now lets look at the reverse. Skulk goes gorge, k his res went from 13 to zero. No biggie we will wait around. It takes a long time for the res to get too 22, so we wonder over to a res and build one. Now we sit around and build it which mind you takes a while considering your the only one building it. K you have build your res tower. At this point, Marines should have at least one res and are securing a hive. You have two res to two of there res, but they have done a lot more. Now if you are marines and you let this little gorge run around and cap so many Res then you really have nothing to complain about. As for the aliens having the advatage with hive sight and everything, well ya that is one of there advantages. They know what is going on too all of there buildings. As for marines, if your comming find some people and set a waypoint. Yes I agree that Marines are more open to attack. But think about it, Marines have the advantage of passive weapon and armor upgrades. One upgrade affects all marines, Aliens they have to get there own and if they die they have to get another and another. So yes it might be annoying that Aliens have a better chance of keeping there res alive, but if you are good and have a good team you should easily be able to take one out before reinforcement arrive.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Well, for the OC vs Turret debate, you have to look at the tools each side has to kill enemy turrets:

    Aliens:
    -Bile Bomb

    Marines:
    -Grenade Launcher
    -Siege

    Now, GLs take a bit to get, siege isnt as bad and has much much more survivability. Bile Bomb you only get with the 3rd hive, its a game ender...thats it.

    Is siege hard to get up? Yes, pretty much. But considering Aliens don't have anything equal too it, and the fact it can quickly kill structures, its a simple trade off.

    IMHO the balance as far as structures is near perfect.
  • USCMLieutenant_RipleyUSCMLieutenant_Ripley Join Date: 2002-11-24 Member: 9818Members
    The differences in HP are no matter. Time is what matters.
    A skulk does 70 damage a bite and can inflict 5000 hp in a matter of seconds (just short of recycle time with energy depletion).

    A marine does 10 damage per bullet for a max of 1500 + pistol? or to the knife to take down an RT and essentially ends up either out of ammo or as no-ranged-weapon-knifing-RT-skulk-food because of how LONG it takes for the marine to kill it.
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    <!--QuoteBegin--mojojojo+Feb 18 2003, 08:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mojojojo @ Feb 18 2003, 08:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Jojoshua+Feb 18 2003, 05:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jojoshua @ Feb 18 2003, 05:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Making alien RT cost more or less HP- I think the ability for every alien to sense when their RT is being attacked should increase its cost. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Alien resource towers do have less HP. I think its something like 3000HP for an alien Resource chamber and 5000HP for a marine one.

    Change it anymore and it gets a bit ridiculous - they are exactly the same except the marine tower has more HP - its better.

    Of course when they are being attacked it comes up on hivesite. And the commander is told when a marine resource tower is attacked. Strategically speaking, I'd say hivesite is a poor substitute for a commander. Be on the ball, tell your marines to get there quickly.

    I have heard playtesters mention this - the game is designed with the fact that aliens can move and respond across the map better than marines can. Its one of their advantages. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ok, I will give you an example. Say your on eclipse and you have about 5 things going on at once. You notice "your base is being attacked sound" and you rush around looking for what it is. It turns out to be the res right outside your base, station access. You tell your guys to get out there. Its gone. The time between finding whats being attacked when lots of things are going on, plus sending marines out is greater than the time for 1 skulk to take it out. The alien RES seems about 2x as long to take out even if it does have 2k less HP. Thats if you live.
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    <!--QuoteBegin--FireWater+Feb 18 2003, 06:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Feb 18 2003, 06:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Jojoshua+Feb 18 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jojoshua @ Feb 18 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Naughty Brembo+Feb 18 2003, 05:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naughty Brembo @ Feb 18 2003, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As has been said time and time again: You CANNOT compare for example a SG with an OC. NS is far more complicated than that - you have to take into account a number of other things before the comparison is valid. For example, the marines having one person dedicated to have an overlook on things.  The two sides are so different tactics-wise that a simple comparison between units ALWAYS seems "unbalanced" one way or the other. I could go on...

    Secondly, if marines are having such troubles as you say, explain to me why they "always" win in clan matches? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I dont really know why marines win clan matches so much. If they are as organized as the alien team its not hard to group up and take down a few people guarding a RT. So they can just move from one to the next. You would have to be camping 1 RT the whole game just to defend it. 5 skulks attacking 1 area is very destructive. Especially early game with carapace. You would have to ge Wep upgrade pretty fast. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Its simple, the Aliens cannot get out of their base. Most clans use a contain strategy where as they try to contain the aliens in their own base by camping the entrances to hive and/or spawn killing. While the marines are doing this, someone is capping RTs, after about 3-4 RTs are up they only need to be up about 3-4 mins, and not only did they pay for themselves, but they also bought a protolab and maybe an upgraded armory. RTs dont need to be up long before they start pumping out vital resources. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    John, that sounds like a viable tactic but surely the aliens will either 1. Leave base for another hive at the beginning or 2. Break through with a big rush
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    Defending a resource node in early game.

    <b>Mines.</b>
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