Feedback On Kharaa Third Hive Abilities

DreadDread Join Date: 2002-07-24 Member: 993Members
<div class="IPBDescription">neverending round</div> If I remember correctly, third hive was supposed to practically end the game and give Khara their most powerful abilities. Currently when Kharaa have their three hives up and running, marines are usually cornered in their base with one or two(at max) resource nodes. I know we are still learning but I have observed that on pubs it takes a long time from Kharaa to actually end the game. Too long compared to the duration of early -and midgames. Even though Kharaa would manage to make cordinated attacks with every player and class contributing to the sieging, it still seems to take a big chunk of playing time, which is the opposite of Flayras goal of 'fast paced and action packed games'.

I'm sure that developers are aware of this and it might pass if pubs are just given some more time but it just as well might not. I think that it's better to make changes on 3rd hive abilities instead of the cost of turrets or grenade launchers, which might have negative effects on the balance of early/midgame.

So if we just take a look at Kharaas game-ending abilities.

Skulks Xenocide is powerful ability but it's too difficult to use properly for most of the people and hence people just ignore it most of the time. If you can't kill even one marine with your Xenocide whereas you could have killed two with your bite, what's the point?

Gorges Web is all fine and dandy but let's face it; it doesn't have much use in the end game but securing that last little spot from jetpackers and in occasional confrontations with marines. Webs surely wont end the games faster and imho are not nearly as usefull as bilebomb, which is midgame weapon.

Lerks Primal Scream is great backup weapon and I can only blame players for not using it enough. Maybe because there is not enough visual indication that Primal Scream is actually doing something.

Fades Acid Rocket is good but if I have missed something, it still has the same values as in 1.04 and yet it has been moved in 4th slot. It doesn't feel so earth shattering warrior classes 3rd hive ability.

Onos' charge is pretty fine as it is, but not everyone can be Onos. Partly because entrances to marine bases are only so big and partly because they cost 100res.

If you think this is a Kharaa-buffing thread, you have mistaken. I'm only trying to figure out what could be done to long endgame showdowns. Now I'm not saying what to do or suggesting how to make changes. I'm just merely pointing my little furry finger towards the cause and solution of what <i>I</i> think is making rounds last forever.


Regards

...oh screw that crap. I'm Dread, y0 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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Comments

  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    IMO, endgames last too long because gorges can't bilebomb effectively enough. Gorge gangs with lerk support can take out a marine base if the marines don't have grenade launchers. However if the marines DO have grenade launchers, oni are forced to charge and try to devour the marine with the GL.

    The power of xenocide depends on the map. On larger maps, where it takes a long time to get to the marine base, it's less useful.

    Web is still useful, especially against HA. It's just overshadowed by stomp.

    Acid rocket does seem a bit weak though I'm not sure why...
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I agree that Web seems lost now, by the time you get Web going you normally have 2 or 3 Onoss' so Web takes a back seat.
    I would like to see Web as Hive 2 again but Bile bomb is very usefull as Hive 2, Its hard thing to balance!
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    <!--QuoteBegin--Majin+Aug 5 2003, 08:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Aug 5 2003, 08:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I agree that Web seems lost now, by the time you get Web going you normally have 2 or 3 Onoss' so Web takes a back seat.
    I would like to see Web as Hive 2 again but Bile bomb is very usefull as Hive 2, Its hard thing to balance!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Excactly. Web should have some special purpose in endgame base busting. For example jamming turrets and buildings.

    <!--QuoteBegin--Maian+Posted on Aug 5 2003, 08:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ Posted on Aug 5 2003, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->IMO, endgames last too long because gorges can't bilebomb effectively enough. Gorge gangs with lerk support can take out a marine base if the marines don't have grenade launchers. However if the marines DO have grenade launchers, oni are forced to charge and try to devour the marine with the GL.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    The problem is that marines can often support several grenade launchers with their one res node if they have just fortified their base with turrets in advance.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    Xeno would be a bit more useful if it gave you a primal-scream-like speed boost.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    Great points! There does seem to be no end-game for aliens.

    Turrets just mow down anything that comes in. Xenociding skulks won't even get close. Webs are taken out by GL. Gorges can't get close enough to bilebomb. Just the presence of turrets prevents an onos from getting in and doing any real damage because he can't get over the turrets without getting stuck (and subsequently killed)!

    Furthermore, 2 GL marines can stand at the armory and just launch grenades constantly.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    edited August 2003
    Games I've been in, the point where the aliens always managed to take the marine base is when they held back for a moment or so and then went in as a team with all 5 types. A lerk hanging back and alternating between umbra, spore, and scream, the Onos charging in and taking on the main forces, and the fade runs around the edges picking off the guys who are concentrating on bringing down your carapaced, celeritied onos, (Yes.. carapace, not redeem, and charge/gore, not devour) while the gorge comes in on the rear to drop D/O chambers, and healspray your onos so he can back off to the sensory range just outside when he starts to get hurt.

    It seems a lot of end-games go on forever because the aliens are too busy trying to do the onos rush/redeem strategy. Against a built up position, when they know you're coming, that just doesn't work.

    Edit: That should be "doesn't work well." It does work..eventually. But that's the point of this thread.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    It's not a big deal in my opinion. in 2.0 three hives shouldn't == an alien victory. That it doesn't indicates that the devs did a good job of shifting the emphasis from hives to resources.

    Having the lions share of the <b>res</b> wins you the game in 2.0, not having all the hives.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    hive three is supposed to be alien victory. You are ignoring web, thats youre own fault for not webbing up the ips to slow spawners. The lerk is even more usefull right now, primal, umbra, spore clouds are ALL fantastic spawn attack skills. Oni running in with stomp and charge are fantastic. fades are just fine to kill people. There is nothing wrong with acid rocket at all. If the ENTIRE team is using their full array of skills, it is not hard at all t break a marine holdup at hive 3. There is nothing wrong with the hive 3 skill set. If anything they make it the easiest to end the game. This complaint is fairly founded in everyones inablity to use their alien forms to their extent.
  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    You know what, I think we're actually approaching this backwards. People say that if aliens control the map, they should be stronger. Now obviously if you're having a hard time taking out the last marine base with 3 hives, the marines are at LEAST at tier 2 tech, if not tier 3. Perhaps we should instead say that even if the aliens control the map, high tech marines should have the ability to fight their way out of their spawn, and make an attempt at a comeback. Alien comebacks are theoretically possible with cheap hive cost, maybe marine comebacks should be more feasible.

    Just a thought. Though I've honestly never had that much of a problem as an alien finishing off marines with 3 hives. As long as you have max upgrades, the res to support fades and onii, and some lerk support, you should be fine. Honestly, I think part of the problem is pansy onii taking redemption to preserve their own hides, instead of carapace or regeneration to keep them in the battle longer and helping out their team. Aliens require teamwork too, even in the endgame. Unless you're losing, don't take redemption with powerful lifeforms. You're just wasting time and effort.
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    Ooh! Ooh! Suggestion!

    Why not switch web and bile bomb, give bile bomb a larger arc, and make it so it shuts down the function of buildings when it hits (like turrets, the factory, or the observatory)
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    xenocide...here's a hint.


    Leap into the base, xeno at their armory. I normally get 4 kills per xenocide.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    I see the end game taking a long time because the aliens havn't got a gorge up at the front lines in time to build defence chambers and movement chambers (yes movement chambers are very critical in the end game, you can allow lerks to spore (or umbra, or primal scream) almost completely unlimited, while flying with 8 movement chambers.

    I now do this when i can to finish the game quicker, also charge is the most useful counter to turret farming I've found.
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    <!--QuoteBegin--Kenichi+Aug 5 2003, 05:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Aug 5 2003, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how about not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Why not?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    it's too strong. It was moved to hive 3 for a reason.
  • ZeoZeo Join Date: 2003-02-07 Member: 13224Members
    If aliens get a boost at level 3, then you have to make the hives cost more; which ain't gonna happen cause it'll mess up the early game.

    Hence leave the abilites alone.

    With good communication among aliens, the second hive will have started before the com drops the 3rd or 4th resource tower. With some good skulking, hive three goes up as soon as hive two finishes.
    In my experience, this is where some marines start exiting or F4ing. Hive three defeats are rare but if they occur, then it's down to communication.

    It amazes me how we can have theads demanding for increasing the aliens ability, the same day as nerfing the abilities.

    End game isnt as hard as the other phases, but it's by no means a walkover. Assumption is the mother of all f*** ups. Stop taking alien victories for granted and keep the pressure on!
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    edited August 2003
    Who says web is too strong? It hasn't changed a smidge from 1.04, and can be fixed with just a welder, a-la 1.04, and nobody complained about its strength before when it was a two hive ability.

    Make bile bomb the 3rd hive ability, and make it shut down marine structures momentarily, and voila, when aliens control the map, they end the game. Simple.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    lets go back to the days of 1.0 release. all games where roughly this long. Lets look at 1.04 wow short games.

    moral of the story, players learn to play better. it is STILL less than one week from release. do you honestly think, that in that short short period of time, that you can in anyway, possibly claim to know, the best possible way to end the game quickly. DO YOU REALLY THINK SO.

    on the other hand. I have seen the game for over 2 months now. I have seen extremely fast games. I know they are possible. I know hive 3 kills rines fast when done right.

    Moral of the story, stop whining, the game has bearly been out. This issue clearly has to do with the players and not game balance/imbalance.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin--xioutlawix+Aug 5 2003, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xioutlawix @ Aug 5 2003, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Who says web is too strong? It hasn't changed a smidge from 1.04, and can be fixed with just a welder, a-la 1.04, and nobody complained about its strength before when it was a two hive ability.

    Make bile bomb the 3rd hive ability, and make it shut down marine structures momentarily, and voila, when aliens control the map, they end the game. Simple. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The thing is, Kharaa have a vital need for bile-bomb at hive 2. It's one of the few ways that they can deal with the new and improved electrified turret plantations. Remove bile-bomb and all you have left is lerk spikes and umbra, neither of which are very effective.

    Web, if used well, is a great ability. Especially in 2.0 where we have jump packs instead of jetpacks, and is a great finishing ability as it allows you to seal the marines in their base for the two or three seconds the aliens need to set up their big finale attack. I think it works great as a third hive ability.
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    <!--QuoteBegin--Kwil+Aug 5 2003, 05:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Aug 5 2003, 05:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The thing is, Kharaa have a vital need for bile-bomb at hive 2. It's one of the few ways that they can deal with the new and improved electrified turret plantations. Remove bile-bomb and all you have left is lerk spikes and umbra, neither of which are very effective. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Very good point, didn't think of that, back to the drawing board <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    <!--QuoteBegin--Maus+Aug 5 2003, 04:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ Aug 5 2003, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's not a big deal in my opinion. in 2.0 three hives shouldn't == an alien victory. That it doesn't indicates that the devs did a good job of shifting the emphasis from hives to resources.

    Having the lions share of the <b>res</b> wins you the game in 2.0, not having all the hives. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Except HA/HMG/GL and full upgrades means utter defeat for the aliens.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    if either team reaches full tech before the other team, they should win the game. If both teams have highest tech, aliens have a slight advantage via web, primal scream, acid rockets. Those are all quite nice skills. More or less top teir upgrade SHOULD = win. Of course the skill and teamwork of the players is a factor. They may have the tools but not the know how to use them properly. Which seems to be the biggest issue so far with 2.0.
  • JohnnySmashJohnnySmash Join Date: 2003-08-04 Member: 18870Members
    Like the last 3 games I played all involved my team (Marines) holding off the aliens from our base. And it lasted FOREVER!

    If the aliens get such a huge map and resource advantage they should have no trouble mopping up the Marines. Apparently this isn't the case right now.

    -JohnnySmash
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    *thinks people arent listening and are determined to stay in their happy haze of misunderstanding they have created for themselves.*
  • TonzakTonzak Join Date: 2002-11-25 Member: 9951Members
    It's too easy for marines who are basically defeated to live off of their 1-2 nodes with defenses, shotguns, welders, nade spam, health drops, armories. Their welders and shotguns and GL's wont be lost, they are refilled for free, welding is free. Some bases have really inconvenient doors to assault when there's a ridiculous amount of turrets behind them, which is what marines end up doing when they realize they aren't going to get ouside of their base and/or relocation etc.

    Aliens who can't coordinate to take out marines right as hive2 finishes before marines start getting the stalemate equipment out (mass sentries and some gl's and shotties) will not do very well against the stalemate equipment either, despite having a massive res advantage for the entire 45 minute game.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    <!--QuoteBegin--Kenichi+Aug 5 2003, 05:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Aug 5 2003, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if either team reaches full tech before the other team, they should win the game. If both teams have highest tech, aliens have a slight advantage via web, primal scream, acid rockets. Those are all quite nice skills. More or less top teir upgrade SHOULD = win. Of course the skill and teamwork of the players is a factor. They may have the tools but not the know how to use them properly. Which seems to be the biggest issue so far with 2.0. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Full tech marines:

    - Armor Upgrade: Vanilla armor takes 2x as much to waste. This makes skulks neigh useless.
    - Weapon Upgrade: Further increases the effectiveness of turrets and reduces skulk lifetime.

    - Heavy Armor: Immune to Lerk Spore, can take a massive beating before going down. When equipped with welders, a group is invincible. I've seen squads of 4 just walk around with welders out and smash anything in the way.

    - HMG: Death cannon.
    - GL: Super death cannon. Counters webs and structures.

    Full tech aliens:

    - Web: What's the point of this? If I'm at full tech I shouldn't be on the defense. Have never seen a marine get stuck in web.
    - Acid Rocket: It's nice, but fades are a rare sight nonetheless.
    - Primal Scream: Limited. Useful, but very limited.
    - Xenocide: Boomie! Would be more useful as a hive 2 ability to smash turret farms early on.
    - Charge: Base smasher. I usually end up stuck, or 1/2 the time charge doesn't even work for me.

    - Also can have a combination of active (Redemption, cloaking) and passive (Pheromones, regen) upgrades, which are no where near as effective as marine upgrades.

    What's the point of this?

    When the marines are at full tech, they can either effectively counter everything the aliens throw at them, no matter how hard they try. They turn into a moving death squad. All of their upgrades aren't "smart" upgrades like primal scream, they're stupid, easy to use, instantly active upgrades that squash anything in the way.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    I should also mention that xenocide requires the skulk to not only live long enough to explode, but that the most effective counter to him is turrets. Another way the marines have of 'neutralizing' the aliens abilities.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    <!--QuoteBegin--Maian+Aug 5 2003, 01:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ Aug 5 2003, 01:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IMO, endgames last too long because gorges can't bilebomb effectively enough. Gorge gangs with lerk support can take out a marine base... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I totally agree, Ive seen this in practice now in a few games, if the marines are cornered 70% of alien team goes gorge, and thew rest lerk

    Bile/Umbra/Primal Scream takes down turret farms. And if you cant manage that then you can at least take down arms lab and have a few seconds with no marine upgrades to worry about.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    <!--QuoteBegin--Kenichi+Aug 5 2003, 05:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Aug 5 2003, 05:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *thinks people arent listening and are determined to stay in their happy haze of misunderstanding they have created for themselves.* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wow.....someone's in a terrible mood today <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->


    Remember Ken-keep this civil. Nobody here <i>wants</i> this thread to descend to that level. opinions Are quite a wonderous thing....everybody happens to have their own. If it's your strict opinion that web is more powerful on the whole than bile bomb is, then so be it. Nothing that anybody here <i>says</i> will change your mind.

    In short, please just agree to disagree. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    edited August 2003
    I just played a round which lasted 3 hours. I don't remember the maps name but it had 2 entrances with no visibility to marine base, a weldable vent and a covered upper lever accessible by 2 ladders (to give it that special "bunker" feeling <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->). We welded the vent right at the start, did poorly because team sucked, we couldn't get anywhere (we were outskilled 1000-0) and then commander started spamming sentries to our base. We had about 20 sentries + 6 GLs and 1 RT. We also had 2 armories. Then we upgraded to lvl 3 guns. Basically we spammed granades and killed about 7-8 onos rushing in together (lerks and fades didn't have visibility), but the nades flew nicely. I got about 50-60 kills with my GL from all sorts of aliens. They had the entire map (besides our base), all RTs built and everything, but they still couldn't win. Also we built 2 siege TFs (plus the one we had for sentries) to nuke out all structures other side of the entrances. Finally they gave up and F4d. GG marines <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    It was a 12v12 game, but for some reason there weren't 12 onos attacking our base (and if there were, it probably wouldn't have made any difference). So something needs to be done so aliens can destroy marines even if marines fortify in their base with GLs and start spamming... The key could be somekind of special time "bonus": say if aliens capture 3 hives and all the RTs in the map (except marine node), they get super-strong health/speed-wise in like 2 minutes so they can easily obliterate fortified marines.

    Latest addition: Okay, okay, I noticed the fault in my suggestion. Marines could just relocate to a hive and then spam. So just make it so that if aliens get 2 hives and all nodes, they become super strong etc...
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