I just played a game where a sensory chamber went up first... The aliens won, mainly through use of the ambush i think. It must freak marines out to have the xenos dropping in on them from behind. In short, Psycological warfare is the Kharaa way... until 2+ onos show up with gorge backup. This was in a 9v9 game with a moderatly fair balance of skill... although comm chairs did show up in unlikly places occasionally...
uh I think the problem is that too many matches are decided way too early on; for example if the marines relocate to a hive (successfully) and the aliens all get killed off, the game is restricted right then and there; if the marines even just get one guy to camp in the other unoccupied hive 5 mins into the game it's over.
Part of the problem is that some valuable regions heavily favor marines. For example, on Hera, even a single marine in that long corridor (processing) can see a skulk long before it gets to him, and the marines always try to get there as it can be used to siege two hives.
Also, jetpack rush? Just LMG rush is bad enough. If, at any time, the marines see a large fraction of the alien team is dead, they fill their LMG's, walk to the hive, and aim at the spawn locations while some others blast the hive or build phase/turrets. Some hives can be defended against this, some others are so open that you can't touch them, especially as the respawn makes it a one skulk vs. 5 or more marines fight.
On most of the games I played as aliens and won, there were weak spots in the defence that a jetpacker (sometimes even a normal marine) could have used to get to a hive, if they had scanned for it. Most marine losses are due to bad tactics (such as getting a jetpack and flying into the same WoL that killed you the previous five times you tried it, instead of taking the undefended corridor. If the marines know what they're doing, they can be a serious pain even at the three hives, certainly on maps such as Nancy (jetpackers' paradise, every hive reacheable through vents). One game there, I spent most of my time lerking in vents just to keep those jetpackers away, and they killed me more than I killed them as those long vents sure favour marine weapons. Letting them past and biting their back is best if you can. When gorging, a few random strands in darker corners of the hive room, combined with really obvious strands in brighter areas, seem to be fairly effective.
Part of the problem is that aliens who get into a position while marines aren't looking for a minute tend to be removed from it fairly easily for a cost comparable to or lower than any WoL they may have put there, while the opposite, getting rid of marines who just put up a turret farm with phase, takes a lot of effort and time, especially at one hive. And one-hive aliens won't have much res for a WoL before the skulks max their res, while marines have less trouble with that.
MonsieurEvil, while movement MIGHT work as first chambers in some games, it's risky. Sure that's fine if you solidly capure a hive. However, let's say you have a setback and the marines do a 'rush' that somehow denies you that second hive? (even temporarily) Now you have a bunch of gimped skulks that have to fight even MORE powerful marines with no carapace.
I've tried it. It ain't pretty.
It's just too darn easy to kill skulks with unupgradd LMGs. Either 9 bullets from a L0 or L1 LMG or only 5 bullets from a L0 or L1 pistol. That means you only need to land 20% of your LMG shots or 50% of your pistol shots and you will get a guaranteed kill before you empty your clip.
Meanwhile, while it used to take only 2 bites to kill a marine, it now takes 3. That extra bite may not seem like much, but on a bunny hopping marine it adds a huge burden to the skulk to maintain a 100 accuracy level in order to make the kill.
Anyway, I'll be looking forward to whatever balance changes are made that can make things more balanced.
Da_SargeOld School SuckJoin Date: 2002-10-15Member: 1502Members
edited March 2003
Guerrila Warfare Skulk> Rambo Crazy Chew 10 Marines All Together in a Group Skulk
Skulks are the ULTIMATE guerrila warefare warriors. Of course most of the people on pub servers don't have the "testicular fortitude" to change out of their D-M-S cycle. I mean movement is fine for first...but sensory is just plain deadly. Skulk with lvl 3 cloak up in a corner next to a marine spawn? That's a killer tactic right there, no matter how simple. Sure, if you don't know squat about what you are doing, D chambers might be better. But as you go along...variety is good. Cloaking coupled with silence is remarkable. A well trained skulk can ambush marines all over the map without ever taking a single hit. It probably takes a little more to get used to, but playing a sneak ambushing skulk is so much more fun that a Rambo-ish skulk. Seeing a marine spray walls with LMG fire not knowing what hit him is something great to watch.
Regardless of the fact that all you alien fanatics may be just "that good" and able to counter JP rushes, us mere mortals are unable. Your skills, abilities, and tactics may go beyond the mental depth that we have.
But seriosly. Marines always win. ALWAYS. All your counters, go guerilla have drastic disadvantages. The gurilla one for example is EASILY countered with MT. Statistically it is possible to aquire it 5 minutes into the game. Also, if you have a good marine force they will be checking their back CONSTANTLY so a back attack is unlikely. Not to mention the commander can warn you if there is a skulk attack on you. Now even if you do manage to fend off any attempt at resistance, Marines can still get JP/HMG with merely 3 RTs. If the commander turtles and has a couple guard each RT it would be impossible to stop them from getting the RP for a rush (not impossible, but incredibly highly unlikely).
The construction of this post is incredibly poor, please forgive me. Tired, bruised and quite grouchy. Anyway, Marines will win 90% of the time if their skill level is even partially comparable to the Aliens skill. The only Alien wins are due to poorly executed marine tactics.
*note: this will all be fixed in 1.1 from what i have heard...so I really dont know why i posted this*
Da_SargeOld School SuckJoin Date: 2002-10-15Member: 1502Members
Sorry dude gotta disagree. If you got a team of marines who know what they are doing, and a team of alien who know what they are doing, the game is gonna go down to the wire. I have had games that went back and forth so many times it made your head spin. For instance, in this one game I played a few days back on ns_eclipse, we had lost our 2nd hive maybe 3 or 4 times. That means marines rushed in, killed the hive, aliens cleared them out, aliens rebuilt hive, repeat. In the end, we managed to hold them off long enough to get some fades, and we pushed em back away from the hives for as long as possible. By this time they had HA HMGs, so the battles were very close. In the end, aliens won, by doing an all out spawn rush which lasted a good while. So, you can't say that marines allways win, and at the same time you can't say aliens always win either. There are soooo many factors that could affect the outcome of the game for either side it wouldn't be fair to say either side wins more often.
Wow So I was spammed by marine flamers. Here is the deal. I agree stoney that aliens have a chance if they work together, but we had some good team work... that was torn apart by machine guns <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> The alien team work still requires marine mistakes to win. The aliens were designed to be less team based last time I checked. I am a team player hence my constant alien score of 3-33. I hate how they keep alien stats. I want to be in the beta for 1.1 so much work so little time and I want to help and not just complain =/
Also that thing about the fades... what is up with that. Most of the time (edit: note taken) If I shoot at a fade he never dies, when I am fade I redeem upon seeing any marine on the map.
<!--QuoteBegin--Stung256+Mar 3 2003, 08:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stung256 @ Mar 3 2003, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But seriosly. Marines always win. ALWAYS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> When anyone posts something like, my immediate urge to yell and scream and define what an absolute is, and how using absolutes in your arguments make you look like an imbecile, seems to come to the surface. So I am containing myself.
But when you say 'always", most people here will just begin to ignore the rest of what you said. Because it's not always . There is no such thing as always.
So pretty please, with sugar on top, stop saying always before I snap on you. Every tactic ever has counters. The NS team knows this much, much, much more than you ever will. We know what we'd like to try for 1.1 testing, and what we think will address some of the balance issues under a variety of circumstances. But simply saying that in your very limited experience without trying anything mentioned (don't lie and say you have - you obviously have not), that something can be dismissed out of hand. Balancing a regular plain-jane POS DM game like Quake or UT is difficult. Now balance an FPS-RTS with dissimilar teams and tech trees. What people have offered here as tactics can and will work, and not just against knuckleheads. People here have good ideas and they deserve the respect of being tried and experienced and not just dismissed with condescension like you are somehow better than they.
Just to reiterate. Stop saying only. Stop saying always. It makes you look like you haven't the foggiest grip on reality.
Prior to 1.4, the aliens could get by with just protecting two hives (the original hive and the next potential hive). Since 1.4 came out, its fairly essential for the aliens to take the offensive to the marines. The jet pack 'rush' has become a common strategy on the CoFR server, but by the same token the aliens have become quite adept at countering it now. The second hive needs to go up in quick time. The key to defeating it, is to aggresively attack the marine resource points, maintain discipline with respect to the amount of players going gorge, protect your own resources points, protect the gorge and keep the pressure on at marine base too. Most importantly, you need someone to go lerk and umbra the hives at the slightest hint of a jet packer coming in. With movement chambers and good alien communication, its quite easy for a single player to take on this role. If you umbra the hives, you make it a lot harder for the jetpackers to make the quick hive kill, and you buy time for the rest of the team to arrive at the hive and take the jetpackers out. If you don't have a second hive up when the jetpackers come in, then you just didnt try hard enough to keep the marines in check. Prepare to die (I know thats not strictly true, but its extremely hard to defeat). Some well placed O chambers, D chambers under the hive, and some pretty talented skulk work and lerks might win the day. Try getting full carapace early, if your skulks just aren't making any headway.
I think the CoFR server tactics, if we assume equal teamwork on both sides, is to at least attempt to do a jet pack attack. If it fails however, it quickly turns into a HA vs Fades/Lerks battle(and lets not forget the old gorge webbing up the heavys). Jetpackers still make attempts to take out hives, but again, if you have a lerk standing by to umbra the hive (as well as the usual D chambers under the hive, along with movement chambers at the frontline battle), chances are its not going to much damage. The rare times I am on a computer good enough to use voice comm when commanding, I still prefer to go for the two hive lockdown. I think the jet pack/HMG strategy places too many eggs in one basket. I guess all strats have their weak points though. We tend to all sigh with despair when the commander builds a TF at marine base first up, however, we have one commander who quite regularly turrets up marine base and certain key resource points and has proven that the turtle strategy is still a winner if you know what your doing. I have been analysying his strategies, and I think his main aim in turreting is to block certain routes that the aliens commonly use to move around the map. He tends to attempt to capture resource points that would normally fall to the aliens, thus denying aliens easy resources and limiting their options. There is a lot of scope for a variety of tactics in this game. If I always had a good computer to play on, I would spend a lot more time in the commander chair. Map specific strategies are something I would like to become more adept at.
Smart play on either side is what will swing the game one way or another. Marines assaulting from two seperate locations can often lead to a breakdown of the aliens. I could go on forever about the little things that matter when playing aliens and how you can virtually make it impossible for the marines to expand.
Here are just a few:-
Communicate everything you see via voicecomm. Everyone needs to know that a single untagged marine has snuck off to an unoccupied hive. Everyone needs to know that the marines are entering a double res point. If you see or hear marines coming to a location, try to judge the number of marines and communicate those numbers in your call to the team. If its a mass attack then call for a massive response. If it's just one marine then say so. Communicate what equipment they are carrying. Tell people about what tech structures you saw in marine base when you attacked. Inform people of blind spots on turret factories. Inform your team of the health status of structures under attack. Tell everyone where the undefended resources are. If you are attacking a structure and need backup, tell your team. If an area has been cleared of all threats, tell your team, so they can quickly pick a new target. Tell your team what area of the map you are covering early in the game. Watch the hive sight and see which areas are not being covered by teammates and fill the gaps. Scout around areas that are not having too much alien traffic and tell the team what you found, even if you found nothing at all (this will save time, since others wont have to go scouting around themselves then).
When organising a skulk attack, talk about what direction you are coming from, and what your attack plan is. Don't always attack the marines with a frontal assault. Flank them. Go around behind. Take the long way to get there. Flanking is one of the best moves you can make. All it takes is for one or two skulks to come in from the back, while the marines are busy firing at your teamates in front. The resulting confusion breaks down the combined firepower advantage of the marines.
The common theme here is COMMUNICATION. That also means communicating stuff about the game, not talking about what you had for lunch. I can recall a number of times we have lost games as aliens because we were all talking something totally non game related, while the marine waltzed into two hives and locked them down.
If you are a skulk alone against a single marine, you don't HAVE to attack him. Sometimes its better just to dance around the structures with him and use the structures as cover until backup turns up, or the marine makes a mistake in the 'dance of death' and you dive in for the kill.
If after all this the marines still manage to get a two hive lockdown. Then DON'T all run in one at a time and try to take out a structure. Get EVERY skulk on your team to gather at a specified location (somewhere safe and quiet), and EVERYONE go in at the same time. You need to do this FAST, as the longer you take to gather up and take a hive back, the harder it will get. Eventually it will become impossible. Preferably bring a gorge with you to drop O chambers. Preferably knock out the phase gate first, then the turret factory. If its heavily turreted then perhaps do the TF first. Often times it ends up being a combination of the two, as people tend to hit the first structure they manage to make it alive to and just keep chomping. With sufficent skulks in the attack, the sentry guns will be having a hard time deciding which target to fire on. Dropping an O chamber down will tend to make the sentry guns lock down on it, leaving the skulks to merrily chomp away on structures. Dropping an O chamber straight on top of the phase gate is always a winner. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Human beings are natural born killers. Work as a pack and coordinate yourselves and you will be amazed at some of the stunts that people can pull off. The old hunting instincts will come out and win the day. The more skulks you can get working together the better.
One more general hint:-
The most important factor in any game of Half-life, wether it be CS, DoD or Natural Selection. MAP KNOWLEDGE. Know what the locations on the map are called. Know the shortest routes to each location. Know the best ambush spots on the map. Know which locations are the most likely to be attacked. Know which locations hold the most resources. And for GOD'S SAKE, know where processing is on ns_hera!!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Map knowledge is essential for a team to succeed. Probably more so as a marine than an alien. Nothing is worse for a comm than to tell someone to move out to the eclipse hive and someone ask, "Where is the eclipse hive?". The locations are named for a reason. You can instantly communicate a location. No waypoints are necessary if your team has good map knowledge.
Obviously some of these things are never going to work on some pub servers. If you are playing on a pub server with players that have no concept of teamwork, then you are really not getting the most out of this game. Find a GOOD server and your level of enjoyment will increase dramatically.
Comments
Also, jetpack rush? Just LMG rush is bad enough. If, at any time, the marines see a large fraction of the alien team is dead, they fill their LMG's, walk to the hive, and aim at the spawn locations while some others blast the hive or build phase/turrets. Some hives can be defended against this, some others are so open that you can't touch them, especially as the respawn makes it a one skulk vs. 5 or more marines fight.
On most of the games I played as aliens and won, there were weak spots in the defence that a jetpacker (sometimes even a normal marine) could have used to get to a hive, if they had scanned for it. Most marine losses are due to bad tactics (such as getting a jetpack and flying into the same WoL that killed you the previous five times you tried it, instead of taking the undefended corridor. If the marines know what they're doing, they can be a serious pain even at the three hives, certainly on maps such as Nancy (jetpackers' paradise, every hive reacheable through vents). One game there, I spent most of my time lerking in vents just to keep those jetpackers away, and they killed me more than I killed them as those long vents sure favour marine weapons. Letting them past and biting their back is best if you can.
When gorging, a few random strands in darker corners of the hive room, combined with really obvious strands in brighter areas, seem to be fairly effective.
Part of the problem is that aliens who get into a position while marines aren't looking for a minute tend to be removed from it fairly easily for a cost comparable to or lower than any WoL they may have put there, while the opposite, getting rid of marines who just put up a turret farm with phase, takes a lot of effort and time, especially at one hive. And one-hive aliens won't have much res for a WoL before the skulks max their res, while marines have less trouble with that.
I've tried it. It ain't pretty.
It's just too darn easy to kill skulks with unupgradd LMGs. Either 9 bullets from a L0 or L1 LMG or only 5 bullets from a L0 or L1 pistol. That means you only need to land 20% of your LMG shots or 50% of your pistol shots and you will get a guaranteed kill before you empty your clip.
Meanwhile, while it used to take only 2 bites to kill a marine, it now takes 3. That extra bite may not seem like much, but on a bunny hopping marine it adds a huge burden to the skulk to maintain a 100 accuracy level in order to make the kill.
Anyway, I'll be looking forward to whatever balance changes are made that can make things more balanced.
Regards,
Savant
Skulks are the ULTIMATE guerrila warefare warriors. Of course most of the people on pub servers don't have the "testicular fortitude" to change out of their D-M-S cycle. I mean movement is fine for first...but sensory is just plain deadly. Skulk with lvl 3 cloak up in a corner next to a marine spawn? That's a killer tactic right there, no matter how simple. Sure, if you don't know squat about what you are doing, D chambers might be better. But as you go along...variety is good. Cloaking coupled with silence is remarkable. A well trained skulk can ambush marines all over the map without ever taking a single hit. It probably takes a little more to get used to, but playing a sneak ambushing skulk is so much more fun that a Rambo-ish skulk. Seeing a marine spray walls with LMG fire not knowing what hit him is something great to watch.
Okay...I think I rambled on enough for now...
But seriosly. Marines always win. ALWAYS. All your counters, go guerilla have drastic disadvantages. The gurilla one for example is EASILY countered with MT. Statistically it is possible to aquire it 5 minutes into the game. Also, if you have a good marine force they will be checking their back CONSTANTLY so a back attack is unlikely. Not to mention the commander can warn you if there is a skulk attack on you. Now even if you do manage to fend off any attempt at resistance, Marines can still get JP/HMG with merely 3 RTs. If the commander turtles and has a couple guard each RT it would be impossible to stop them from getting the RP for a rush (not impossible, but incredibly highly unlikely).
The construction of this post is incredibly poor, please forgive me. Tired, bruised and quite grouchy. Anyway, Marines will win 90% of the time if their skill level is even partially comparable to the Aliens skill. The only Alien wins are due to poorly executed marine tactics.
*note: this will all be fixed in 1.1 from what i have heard...so I really dont know why i posted this*
Also that thing about the fades... what is up with that. Most of the time (edit: note taken) If I shoot at a fade he never dies, when I am fade I redeem upon seeing any marine on the map.
When anyone posts something like, my immediate urge to yell and scream and define what an absolute is, and how using absolutes in your arguments make you look like an imbecile, seems to come to the surface. So I am containing myself.
But when you say 'always", most people here will just begin to ignore the rest of what you said. Because it's not always . There is no such thing as always.
So pretty please, with sugar on top, stop saying always before I snap on you. Every tactic ever has counters. The NS team knows this much, much, much more than you ever will. We know what we'd like to try for 1.1 testing, and what we think will address some of the balance issues under a variety of circumstances. But simply saying that in your very limited experience without trying anything mentioned (don't lie and say you have - you obviously have not), that something can be dismissed out of hand. Balancing a regular plain-jane POS DM game like Quake or UT is difficult. Now balance an FPS-RTS with dissimilar teams and tech trees. What people have offered here as tactics can and will work, and not just against knuckleheads. People here have good ideas and they deserve the respect of being tried and experienced and not just dismissed with condescension like you are somehow better than they.
Just to reiterate. Stop saying only. Stop saying always. It makes you look like you haven't the foggiest grip on reality.
/rant over. do not reply
I think the CoFR server tactics, if we assume equal teamwork on both sides, is to at least attempt to do a jet pack attack. If it fails however, it quickly turns into a HA vs Fades/Lerks battle(and lets not forget the old gorge webbing up the heavys). Jetpackers still make attempts to take out hives, but again, if you have a lerk standing by to umbra the hive (as well as the usual D chambers under the hive, along with movement chambers at the frontline battle), chances are its not going to much damage. The rare times I am on a computer good enough to use voice comm when commanding, I still prefer to go for the two hive lockdown. I think the jet pack/HMG strategy places too many eggs in one basket. I guess all strats have their weak points though. We tend to all sigh with despair when the commander builds a TF at marine base first up, however, we have one commander who quite regularly turrets up marine base and certain key resource points and has proven that the turtle strategy is still a winner if you know what your doing. I have been analysying his strategies, and I think his main aim in turreting is to block certain routes that the aliens commonly use to move around the map. He tends to attempt to capture resource points that would normally fall to the aliens, thus denying aliens easy resources and limiting their options. There is a lot of scope for a variety of tactics in this game. If I always had a good computer to play on, I would spend a lot more time in the commander chair. Map specific strategies are something I would like to become more adept at.
Smart play on either side is what will swing the game one way or another. Marines assaulting from two seperate locations can often lead to a breakdown of the aliens. I could go on forever about the little things that matter when playing aliens and how you can virtually make it impossible for the marines to expand.
Here are just a few:-
Communicate everything you see via voicecomm. Everyone needs to know that a single untagged marine has snuck off to an unoccupied hive. Everyone needs to know that the marines are entering a double res point. If you see or hear marines coming to a location, try to judge the number of marines and communicate those numbers in your call to the team. If its a mass attack then call for a massive response. If it's just one marine then say so. Communicate what equipment they are carrying. Tell people about what tech structures you saw in marine base when you attacked. Inform people of blind spots on turret factories. Inform your team of the health status of structures under attack. Tell everyone where the undefended resources are. If you are attacking a structure and need backup, tell your team. If an area has been cleared of all threats, tell your team, so they can quickly pick a new target. Tell your team what area of the map you are covering early in the game. Watch the hive sight and see which areas are not being covered by teammates and fill the gaps. Scout around areas that are not having too much alien traffic and tell the team what you found, even if you found nothing at all (this will save time, since others wont have to go scouting around themselves then).
When organising a skulk attack, talk about what direction you are coming from, and what your attack plan is. Don't always attack the marines with a frontal assault. Flank them. Go around behind. Take the long way to get there. Flanking is one of the best moves you can make. All it takes is for one or two skulks to come in from the back, while the marines are busy firing at your teamates in front. The resulting confusion breaks down the combined firepower advantage of the marines.
The common theme here is COMMUNICATION. That also means communicating stuff about the game, not talking about what you had for lunch. I can recall a number of times we have lost games as aliens because we were all talking something totally non game related, while the marine waltzed into two hives and locked them down.
If you are a skulk alone against a single marine, you don't HAVE to attack him. Sometimes its better just to dance around the structures with him and use the structures as cover until backup turns up, or the marine makes a mistake in the 'dance of death' and you dive in for the kill.
If after all this the marines still manage to get a two hive lockdown. Then DON'T all run in one at a time and try to take out a structure. Get EVERY skulk on your team to gather at a specified location (somewhere safe and quiet), and EVERYONE go in at the same time. You need to do this FAST, as the longer you take to gather up and take a hive back, the harder it will get. Eventually it will become impossible. Preferably bring a gorge with you to drop O chambers. Preferably knock out the phase gate first, then the turret factory. If its heavily turreted then perhaps do the TF first. Often times it ends up being a combination of the two, as people tend to hit the first structure they manage to make it alive to and just keep chomping. With sufficent skulks in the attack, the sentry guns will be having a hard time deciding which target to fire on. Dropping an O chamber down will tend to make the sentry guns lock down on it, leaving the skulks to merrily chomp away on structures. Dropping an O chamber straight on top of the phase gate is always a winner. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Human beings are natural born killers. Work as a pack and coordinate yourselves and you will be amazed at some of the stunts that people can pull off. The old hunting instincts will come out and win the day. The more skulks you can get working together the better.
One more general hint:-
The most important factor in any game of Half-life, wether it be CS, DoD or Natural Selection. MAP KNOWLEDGE. Know what the locations on the map are called. Know the shortest routes to each location. Know the best ambush spots on the map. Know which locations are the most likely to be attacked. Know which locations hold the most resources. And for GOD'S SAKE, know where processing is on ns_hera!!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Map knowledge is essential for a team to succeed. Probably more so as a marine than an alien. Nothing is worse for a comm than to tell someone to move out to the eclipse hive and someone ask, "Where is the eclipse hive?". The locations are named for a reason. You can instantly communicate a location. No waypoints are necessary if your team has good map knowledge.
Obviously some of these things are never going to work on some pub servers. If you are playing on a pub server with players that have no concept of teamwork, then you are really not getting the most out of this game. Find a GOOD server and your level of enjoyment will increase dramatically.