Why Do Aliens Always Win On Hera?

2»

Comments

  • Veal_calfVeal_calf Join Date: 2004-01-12 Member: 25246Members
    they do not win always win, actualy the percentage of alien wins is average for an ns map i'm checking the stats at my fav server, in the past 14 days, aliens have won 51 out of 83 times for a win rate of 63.75%

    the marines have won a total of 29 rounds with a win rate of 36.25%




    aliens have the highest winrate on <b>mineshaft</b> (70.67%)
    and the lowest on <b>eclipse</b> (50.47%)
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    edited January 2004
    Relocation to cargo or upper processing = marine win. If your team isn't a bunch of idiots you won't have a problem getting there and holding it either. Usually a reloc to cargo is safer and guarantees upper processing for you, which leads to a 2 hive lockdown and holo denial.
  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    /me picks up his bloody noob stick
    /me beats the stuffing out of another noob with his stick

    Aliens win unless they are retarded whenever marines relocate to Hear. Worked in 1.04, wont work now that you cant weld that other door shut so your boxed in. Aliens also always win when marines are retarded and when they relocate to cargo they dont take lower processing right away like they should (if the hive is data they should take archiveing and vent as fast asthey can). Aliens rarley win against marines that dont relocate and dont waste 20 res and 3minutesof the game moving to a new location and instead lock down a hive and take as many RTs as possible right away.

    Dont argue. Its true.

    -Red
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    <!--QuoteBegin--Geronimo+Jan 13 2004, 11:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Jan 13 2004, 11:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Id say a relocation is not necessary, just weld open the door to cargo and youve got access to both holoroom and processing allowing to get basically all RTs except Archiving with two sieges and some people running around... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->


    You could always /stuck through the door. It's quick and easy but it's an exploit, which makes it wrong. Saves res though...
  • serioushamseriousham Join Date: 2003-12-09 Member: 24174Members
    I think the big problem is that skulks can suprise marines almost everywhere.
    This creates a lot of choke points, marines refuse to move on through an area,
    because the fear of getting taken down by those 2 skulks
    that have been there the entire game.

    And lets face it, if marines don't move fast
    (and reception choke point slows u down really badly)
    aliens will take all rt's, build some defenses and prepare for the smackdown.
    a nifty trick that works soooo damn well is having 1 or 2 marines
    move throught ventilation (hive) and general cargo, the extra res helps a lot.

    And about the double siege in processing. It is easy to take, but hell to defend when building.
    Unless of course u got a pg there and ha coming through.
    but the game should allready be over by then.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    <!--QuoteBegin--MonsieurEvil+Jan 13 2004, 05:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Jan 13 2004, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because you don't always have to win to have fun. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But you play to win, and on a map where one team loses more than 70% of the time leaves you a bit unsatisfied.

    You can't exactly release a map and tell everybody "Oh, don't worry, it doesn't have to be balanced to have fun"
Sign In or Register to comment.