Game Flow

DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
A critical part of strategy is, of course, studying past battles and deriving successful (and unsuccessful) patterns from them. Since I can't play 24 hours a day, I'm hoping to supplement my own experience with that of others. I think once we get a general picture of how games are playing out, we can come up with more informed ideas on how to help aliens control the early game and close the end game.

I played through a half-dozen games yesterday, three on one server, three on another.

Marine wins progressed like:
1. Marines grab a few RTs and hang on for dear life.
2. Aliens put up all three hives, grab most of the RTs, but can't close the game.
3. Marines hook up the HA Man Train™, and house the aliens.

Alien wins progressed like:
1. Marines sort of fritter around and don't have any real direction. May cycle through several comms.
2. Aliens put up all three hives, grab most of the RTs.
3. Aliens mop up the marines.

So far, it seems like marine coordination is driving alien performance. Which is, you know, no good. A coordinated, competent group of aliens needs to be able to compete with equally competent marines, not just mop up noob comms and lost rambos. I don't think this is a balance issue; I think we just haven't figured out how to work the alien side yet.

Comments

  • NecroNecro <insert non-birthday-related title here> Join Date: 2002-08-09 Member: 1118Members
    of course its not coordinated! it just came otu

    wait a week or two first.
    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • DoKuDoKu Join Date: 2003-07-05 Member: 17958Members
    i wouldnt agree with the marine wins progression. I have been in a few games that happened just like you just described with well coordinated marines and they sent the HA train and aliens slaughter them. Everyone jsut has to get used to their new abilities and limitations.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    HA trains aren't that effective at killing the hive when they don't take the time to siege. If the aliens have 3 hives + enough RTs the poor HAs will encounter fades and onos before they even shoot the hive. It only needs a few xenociding skulks to obliterate a HA train , partly because of the new explosion shockwave (marines are pushed by acid rocket and xenocide blasts) exposing critically hit marines to voracious hive defenders (particulary that cloaked stomping onos devourer)

    Aliens only win once the marines have 1 or 2 RTs (and even then it takes quite a while to crush the nasty marine turret farms) else the marines have the opportunity of a come back , usually featuring the whole team taking the hives down one by one.

    There is one sign that shows the likely outcome of the game :
    Do the marines have an active phase gate ?

    If they do , this means they have seized controll of nodes near alien territory , easily taking out borderline chambers (costing the aliens res to rebuild them or breaking their offensive capacity) having access to remote parts of the map. Best exemple would be the double node room in ns_veil , which grants an easier access to the hives when phased up and cripples alien movement.

    If the marines haven't phased anything midgame... they should better start a massive assault or hungry bunches of onos will soon camp at their door.
  • TonzakTonzak Join Date: 2002-11-25 Member: 9951Members
    If aliens have enough RTs, they pwn. If marines get infinite money, they slowly will win after about an hour. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    My opinion about playing aliens for the moment is that one would best go gorge with as many people as possible and get lots of RT's. Otherwise the ressflow is terrible as far as I've experienced.

    The cool thing is that the 2nd hive can be up 3 or 4 minutes after the round starts, which grants you some good and stronger attacks for all alien lifeforms.
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    Keep in mind resource towers aren't your only method of racking up those res. An early lerk sporing, or some ocs to protect your buddy gorges res tower mean you can get quite a few more resources.

    The OCs are my special favorite because enough of them will delay marines long enough to have a skulk munch em up so you can heal the OCs afterwards.
  • Agent_Buckshot_MooseAgent_Buckshot_Moose Join Date: 2002-11-08 Member: 7798Members
    edited August 2003
    Onos are the only effective counter to HA. With the very lovely stomp+devour combo, 2 onos can easily take on 3 HA marines. Of course this number must remain proportional as more Onos and HAs appear on the battlefield.

    Skulks are too weak and get mowed over by HA+HMG is less than a second if the marine can aim, they generally only engage at the hive en masse to defend it, quite possibly dying a few a times before they win.

    Haven't used Fades yet, so I won't comment on that.

    Gorge is well... the Gorge. Not exactly a fighter. He can heal his teammates in battle though.

    Lerk is good for Umbra-ing things and shooting spikes from a distance, or flying up and harassing the Marines while the rest of your ground forces come in to add to the chaos.

    I'm basing this all off of 2 hives however. At 3 hives a whole new world of possibilities open, Xenocide being one of the best. As the poster above said, a few well-placed Xenocides will obliterate any Marine force. Gorges get web, which is still a very good weapon (I think?). Lerks get Primal Scream, which will further increase the effectiveness of Alien troops.

    But stomp+devour still remains the most effective counter, as it instantly takes an enemy marine out of action.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--Agent Buckshot Moose+Aug 2 2003, 09:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Agent Buckshot Moose @ Aug 2 2003, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Onos are the only effective counter to HA. With the very lovely stomp+devour combo, 2 onos can easily take on 3 HA marines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've seen a pretty significant shift to alien dominance, now that this technique (combined with redemption) is pretty widespread. In the early games I played, carapaced onos would try to gore/charge HA to death. Now uncloak-stomp-gulp-escape seems to be the standard.

    I'm also seeing good alien players go onos FAST. I was gorging last night, and by the time I had built 3 RTs (plus 3 sensory), we had two onos (who were nagging me for DCs and a second hive).
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