A Balanced Round?
Garet_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation Posts: 832
Give your opinion!Now that NS has been out for a few months now, most commanders/gorges have smartened up their act, and they realise that the first 5 minutes of a game decides the round. One of the reasons I play NS is because I like to play in mammoth 1 hour-long rounds; but the chance of having a long balanced game is minimal (in my opinion), as the outcome of the game is determined in 3 ways:
1) The marines cap 2 hives at the start, usuallly thanks to the Com re-locating in a hive and 'Rambo' capping the other hive. This round lasts for 30 mins despite the certain outcome (marine victory) as those little blighters (skulks) can still stop the marines in their tracks until JP/HA is researched. RESULT: MARINE VICTORY (45 mins)
2) The aliens cap 2 hives. Dont really need to go into detail with this one. Time for the marines to stick their heads under their **** whilst feebly hoping that the 4 SGs in the base hold up against the adv. evolutions of the kharaa. A single fade appears and wipes out the marines. RESULT: KHARAA VICTORY (15 mins)
3) The aliens cap a hive and the marines cap a hive; but thanks to the mobility of the kharaa they cap twice as many res nodes as the marines, and when 2 fades evolve, they wipe out and decimate the marines. RESULT: KHARAA VICTORY (40 mins)
...My gripe with this is that either the marines cap 2 hives at the start - or they loose. (I know the Onos is meant to finish the game off for fun, but the fades seem to have this ability too. This is because of their great mobility, high endurance and mean firepower.) Now surely for a 'balanced' round each team should cap one hive each - but when this happens the fades always seem to trounce the marines despite numerous tactics of different commanders
I know a lot of you are going to say that a HA/HMG marines cancels out a fade, but it's unlikely the marines can cap enough res points to spawn a team of Heavies' because even a skulk can nail an un-defended RT quickly, and it costs 77 res (1 TF & 3SG) to (weakly) fortify a res tower for the marines, where as for the same efect for the Kharaa it costs only 42 res. Big difference. Oh and let's face it, theres no way a com can ask a marine to defend a res point through out the game
So in summary: in my opinion the fades attacks should be re-designed (no splash damage on the bile weapons) and/or they should have 50pts less armour; OR SGs should be quicker to fire (its annoying to see a fade appear from a doorway, shoot an acid rocket at an SG, then hide behind the wall whilst the SG does jack. [Repeat till desired effect is achived (i.e. destroyed SG)]
P.S. before y'all have a **** at me for slagging off the fades, take a look at my post count! and have mercy on the 'n00b'
nL-sherpa #nineLegends @ Quakenet
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