Aliens Overpowered In Combat
Meto
Join Date: 2004-04-26 Member: 28216Members
<div class="IPBDescription">even moreso than beta 4</div> One change in combat has made the aliens super-powered and that's the ability to evolve in to new lifeforms each life.
As soon as you get +2 points (which doesn't take long) you can go lerk every round which is supremely more powerful than a standard skulk.
Then you'll quickly get to +3 and you're already a fade. Now you can go for your upgrades so carapace (to deny them kills), regen etc.
Then next time you die you will invariably have enough points spare to go onos and finish the game (based on simple maths if 6 onos can digest 6 marines who will be left to fight).
If you are in a bind and the hive gets hurt just have a couple of players go gorge and heal it up, die, come back as their regular selves and you're off again. They don't need to waste a point on it unlike the marines who have to take welders.
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As soon as you get +2 points (which doesn't take long) you can go lerk every round which is supremely more powerful than a standard skulk.
Then you'll quickly get to +3 and you're already a fade. Now you can go for your upgrades so carapace (to deny them kills), regen etc.
Then next time you die you will invariably have enough points spare to go onos and finish the game (based on simple maths if 6 onos can digest 6 marines who will be left to fight).
If you are in a bind and the hive gets hurt just have a couple of players go gorge and heal it up, die, come back as their regular selves and you're off again. They don't need to waste a point on it unlike the marines who have to take welders.
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Comments
Because this hasn't been discussed to death already.....
Mkay, the Pros and Cons of the new alien respawn system, in terms of how it benefits the aliens:
Pros:
- Adaptability - if your onos is getting thoroughly raped and your team needs a focus lerk to catch a jetpacker, well there ya go
- Higher lifeforms come quicker - lerks come out after two points, and a lerk makes it easier to get a few more points for fade/onos, as explained above
- No more "OMJ NO GORGE GG!!!11!" - speaks for itself imo
Cons:
- Vulnerability - skulks + gl = spawncamping, and LOTS of b****ing.
- Makes it more like Classic - so new players who switch from combat to classic aren't confused when they DON'T respawn as a fade after getting knifed to death, not to mention the fact that killing an onos <u>means something now</u>. That onos won't be back in just 10 seconds once you kill him, so marines have a slight reprieve to push forward. This decreases the alien's power, stalling their rushes.
Conclusion:
Considering marines were basically raping aliens in combat before (I'm talking about when the marines stick together and focus fire, not run off and get killed), I think a slight buff was in order for the aliens. And it IS a trade-off, as you can see.
Recommendation for combat maps - make some respawn points up high in ledges, some in alcoves in the wall, etc, to avoid the gl spam. Yes, it may be justified to make it easy for marines to kill you if you let them into the hive, but at least make them aim a bit eh? *cough*sava*cough*wide-open*cough*
I... what?
Skulks aren't so bad, but against gls, it really annoying.
ns =/= cs =/= dod
you cant put the cs/dod system into ns.
ns is ns.
As soon as you get +2 points (which doesn't take long) you can go lerk every round which is supremely more powerful than a standard skulk.
Then you'll quickly get to +3 and you're already a fade. Now you can go for your upgrades so carapace (to deny them kills), regen etc.
Then next time you die you will invariably have enough points spare to go onos and finish the game (based on simple maths if 6 onos can digest 6 marines who will be left to fight).
If you are in a bind and the hive gets hurt just have a couple of players go gorge and heal it up, die, come back as their regular selves and you're off again. They don't need to waste a point on it unlike the marines who have to take welders.
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/me drives up
I DISAGREE!
/me drives off
On the topic, I'm finding that combat is still pretty well balanced. Most people will only go as high as the lifeform that they want to stick with for the rest of the game and then use the rest of the points on upgrades. So when you die there's usually only enough spare to regestate to your same lifeform again. The only thing that might be a bit unbalancing the the cara/redemp onos, which is a real beast to ever kill, since redemption and onos carapace have both gotten a decent buff in this version.
Good Point
The hive has more more cover now and has two alcoves to the sides (there's more cover in other areas, too)...
Now, give me a freaking break.
Edit: And you can't shoot the hive from the entrances, you have to get quite close to get line of sight, similar to faceoff.