The New Server-side Patch
Rokiyo
A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
<div class="IPBDescription">And it's effect on alien strategies...</div> As I was reading the changes, I saw a few interesting things that will definately should change the way we play (not that we had any set style to begin with however).
<b><i>Changes to marines that affect our gameplay</b></i>
<b>- Sentries and siege turrets now need a functioning factory to stay operational. They will power down and become inactive there are no factories nearby. If a new factory is built nearby, they will power back up.</b>
w00t-age!!! Now this means we can destroy a turret the turret factory and render the turret forest useless! Now there is only one important target instead of many.
<b>- Lessened siege damage from 350 to 330</b>
While it will still take down a lone offensive chamber in 4 hits, it does mean that splash damage to other buildings will be reduced. The 80 points less damage it does will add up, considering if the seige turret attacks a clump of offensive towers, by the time it has attack 12 times (three OCs not including splash), thats 240 less damage than normal that it has done. Considering a gorge's health is somewhere near 50, that IS a good saving!
<b>- Grenade damage reduced from 200 to 180 (still does blast damage), clip size reduced to 4, rate of fire decreased slightly
- Lessened HMG damage from 20 to 18 </b>
Hurrah, the marine weapons of spam aren't quite so evil anymore! w00t!
Remember that "blast damage" means it does double damage to structures, so each grenade still does 360 damage to a building. 4 grenades going off in quick succesion (one clip) is still 1440, more than enough to take down a few OC's in one go, so we will still need to rely on mobile defenses to take care of grenades, and one direct hit will still kill any skulk, gorge or lerk. Much speed and general avoidance tactics still recommended. Be thankful that it didn't keep it's old clip size!
The HMG damage reduction is a lot more significant than you might think. We are going from 11 HMG bullets to kill an old fade to needing 16 HMG bullets to kill a fade (these may make the HMG seem like a quick killer, but dont forget that it is inaccurate, and most marines have a hard time hitting aliens moving about wildly). This is almost 50% more time for an un-modifies fade to get it's job done!
<b><i>Alien changes that affect gameplay</b></i>
<b>- Offensive chamber health increased from 1100 to 1200</b>
Combined with the reduced HMG damage, the marines have gone from being able to destroy an OC in 55 bullets to having to use 67 bullets. If a marine has to destroy 4 OCs with an HMG, that's 48 more bullets that he has to use now! Almost the amount required to destroy one OC by itself!
<b>- Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
- Increased fade armor from to 90/125 to 125/150
- Increased acid rocket damage from 50 to 60
- Increased base speed of fade from 210 to 240</b>
You are going from doing 150 damage in 5 seconds (0.66*5*50) to doing 300 damage in those same 5 seconds (1.0*5*60) with the acid rocket, you can move faster and you can take a bigger beating... Can anyone spell pwned?
<b>- Changed regeneration upgrade from fixed number to percentage of alien max health. Alien also emits regen sound when healing.</b>
This is going to make cloaking+regen a difficult combo to use without evolving silence too. No more cloak/regen/adren lerks anymore?
<b>- Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30</b>
If you want to find out how much quicker a gorge will be able to a build an OC, go ask matso since he has that stuff down pat, though I can say the shorten build time along with the increased health will make the gorge strategy for taking down marine turrets a little easier.
<b><i>Changes to marines that affect our gameplay</b></i>
<b>- Sentries and siege turrets now need a functioning factory to stay operational. They will power down and become inactive there are no factories nearby. If a new factory is built nearby, they will power back up.</b>
w00t-age!!! Now this means we can destroy a turret the turret factory and render the turret forest useless! Now there is only one important target instead of many.
<b>- Lessened siege damage from 350 to 330</b>
While it will still take down a lone offensive chamber in 4 hits, it does mean that splash damage to other buildings will be reduced. The 80 points less damage it does will add up, considering if the seige turret attacks a clump of offensive towers, by the time it has attack 12 times (three OCs not including splash), thats 240 less damage than normal that it has done. Considering a gorge's health is somewhere near 50, that IS a good saving!
<b>- Grenade damage reduced from 200 to 180 (still does blast damage), clip size reduced to 4, rate of fire decreased slightly
- Lessened HMG damage from 20 to 18 </b>
Hurrah, the marine weapons of spam aren't quite so evil anymore! w00t!
Remember that "blast damage" means it does double damage to structures, so each grenade still does 360 damage to a building. 4 grenades going off in quick succesion (one clip) is still 1440, more than enough to take down a few OC's in one go, so we will still need to rely on mobile defenses to take care of grenades, and one direct hit will still kill any skulk, gorge or lerk. Much speed and general avoidance tactics still recommended. Be thankful that it didn't keep it's old clip size!
The HMG damage reduction is a lot more significant than you might think. We are going from 11 HMG bullets to kill an old fade to needing 16 HMG bullets to kill a fade (these may make the HMG seem like a quick killer, but dont forget that it is inaccurate, and most marines have a hard time hitting aliens moving about wildly). This is almost 50% more time for an un-modifies fade to get it's job done!
<b><i>Alien changes that affect gameplay</b></i>
<b>- Offensive chamber health increased from 1100 to 1200</b>
Combined with the reduced HMG damage, the marines have gone from being able to destroy an OC in 55 bullets to having to use 67 bullets. If a marine has to destroy 4 OCs with an HMG, that's 48 more bullets that he has to use now! Almost the amount required to destroy one OC by itself!
<b>- Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
- Increased fade armor from to 90/125 to 125/150
- Increased acid rocket damage from 50 to 60
- Increased base speed of fade from 210 to 240</b>
You are going from doing 150 damage in 5 seconds (0.66*5*50) to doing 300 damage in those same 5 seconds (1.0*5*60) with the acid rocket, you can move faster and you can take a bigger beating... Can anyone spell pwned?
<b>- Changed regeneration upgrade from fixed number to percentage of alien max health. Alien also emits regen sound when healing.</b>
This is going to make cloaking+regen a difficult combo to use without evolving silence too. No more cloak/regen/adren lerks anymore?
<b>- Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30</b>
If you want to find out how much quicker a gorge will be able to a build an OC, go ask matso since he has that stuff down pat, though I can say the shorten build time along with the increased health will make the gorge strategy for taking down marine turrets a little easier.
Comments
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Hopefully now marines will actaully stick together more cause lately ive just seen em run around solo and still own. The fade changes will encourage marine groups i guess.
The general consensus was that if the marines allowed the aliens to get the 3rd hive, they had already lost anyway. Another thing is that the majority of the games involved the marines leaving their original spawn and and building their base in a hive room, therefore depriving the aliens of the third hive for the rest of the game!
Until that starts becoming a popular strat for commanders, aliens will really start pwning away now. There is nothing wrong with that btw, the aliens had to put up with it for a week, and we all grew better from it. If the marines experience some of the rough stuff for a week too it will immensly improve their playing ability!
ach, time will tell... sooner or later, time will tell
But now a lone skulk can take out a base guarded by 21 sentryguns
the larger the base, the easier it is to get in a position where you are covered by some building, preferrably the turret factory
Bite, bite, bite and the base is history