Balance Issues (2.01 Mainly)
Nathanael_UK
Join Date: 2003-10-18 Member: 21761Members
<div class="IPBDescription">What is the correct balance?</div> Here is what I think is how the game was coded for:
Marines must kill the aliens before the aliens reach them
Aliens must reach the Marines and should be able to kill
Atm it seems to be:
Marines kill the aliens both as the alien is running towards them and also close up
Aliens must reach the Marines and have a chance of killing
The Way it should be:
Aliens are the close range brawlers. Marines are the long-range people, each got their own niche and middle is Marines... At the moment it doesn't seem to be that way. Even when I'm close my chance of killing gets lower and lower per minute that goes by. Getting 4 bites and dodging bullets is near impossible, the Marine can just reload his gun in that time.
I was thinking of ways to fix this. I couldn't really think of any. For example:
Giving HMG's more power at long range = close-range mowing.
Removing shotguns = a lot of flames
Removing pistol = a lot of flames
Getting rid of impact gl = possible
Your opinions on this would be nice. Oh, my second points.
The Marine base class and the Alien base class is slightly biased aliens at the start and then by the end of the Marine tech tree is balanced heavily towards the Marines. Why?
The base classes need to start even and stay even. A Marine has the advantage that a Skulk has to go to him, not him to it. Any ideas?
Marines must kill the aliens before the aliens reach them
Aliens must reach the Marines and should be able to kill
Atm it seems to be:
Marines kill the aliens both as the alien is running towards them and also close up
Aliens must reach the Marines and have a chance of killing
The Way it should be:
Aliens are the close range brawlers. Marines are the long-range people, each got their own niche and middle is Marines... At the moment it doesn't seem to be that way. Even when I'm close my chance of killing gets lower and lower per minute that goes by. Getting 4 bites and dodging bullets is near impossible, the Marine can just reload his gun in that time.
I was thinking of ways to fix this. I couldn't really think of any. For example:
Giving HMG's more power at long range = close-range mowing.
Removing shotguns = a lot of flames
Removing pistol = a lot of flames
Getting rid of impact gl = possible
Your opinions on this would be nice. Oh, my second points.
The Marine base class and the Alien base class is slightly biased aliens at the start and then by the end of the Marine tech tree is balanced heavily towards the Marines. Why?
The base classes need to start even and stay even. A Marine has the advantage that a Skulk has to go to him, not him to it. Any ideas?
Comments
Im a really good skulk, and i can still get killed when im really close up to a rines if hes really skilled.
I am also a pretty skilled marine, and can shoot/knife skulks when they are close up, so what you're saying isnt totally true... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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True. This needs some work, it has been discussed in a different thread yet (loss of researches on loss of arms lab).
I think that the balance is hard to maintain on this game due to a number of factors. Most important is the number of players on each team. The more players on the Alien side, the easier it is for the marines to win over an extended period. Again, this doesn't mean that the game is unbalanced, but it does mean that more teamwork is required from the aliens in order to win.
Other factors include an ever changing set of tactics and of course; skill.
Comparing both sides as if you use the same tactics will defintely leave one side in the better position. But because they are played differently, you have to compare them differently.
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Errr.... That's when I'm at my best (short range anyhow) because as they TRY to strafe around me, I mow them down. Not much too it, just takes some practice lol.
Spikes was removed for several reasons, including possibly the one you mentioned.
- Spikes nullify mines, so removing spikes improves mines
- Bite is supposedly more effective against JP and lerks are supposed to be anti-JP
- More fun