Effects Of Overpowering Opposing Teams

SwiftSwift Lost Keys Join Date: 2005-02-19 Member: 41683Members, Constellation
These new updates are nice at first, I was excited, but this still concerns me....

I miss the old days, with huge 5 hour games. ****, I heard of a game lasting 70 hours!

The futility of small movements was what made the game so dun and frusterating and rewarding when won, and FORCED people to learn. The new NS, everything is more powerful.

Maybe the dev team should consider nerfing things instead of buffing them. Once a large battle is won, you can tell which team will win. In the cal match, Ter lost 4 JP Shotties their last round, and everyone knew they were dead then.

Why not make NS a struggle for survival, not a competition to kill. Make teams able to rebound if they are a little lucky...

I am glad the dev team is atleast EVENING out the teams a little with this new patch, but in truth both the aliens and marines are too over powered.

Since 3.0 I have not had a 1 hour or longer game.

Comments

  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    I actually find that there have been more upsets in 3.0 final. We still don't have 1+hour games. I think the problem with those games is that half the map is full of OCs and the other half is full of turrets, which isn't a fun situation to play in. You end up fighting static defense instead of the enemy team.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Epic games were <b>very</b> common the first few days of b6; later on, they all degraded to 15-min alien wins. Whee, fun.

    I completely agree with the topic - make games last longer by making everything, well, slower or something. Make bullets do less damage, make jetpacks cost less and be less useful, make fades less powerful but cheaper, make everything last longer. Right now, it's as if people just want to get the game over with <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I believe the devs aimed at shortening the game time to approx 20mins, so they did this intensionally. Wether or not it was good is of course up to you to decide.
  • falloutx2falloutx2 Join Date: 2003-05-01 Member: 15979Members, Constellation
    I think its time to clear up the whole "epic games" thing.

    First, a 70 hour game? That is impossible.

    I remember playing 3,4 or 5 hour games in 1.04 and by the 3 or 4 hour mark, the entity count became so overwhelming the entire server was playing with 300+ ping followed by a server crash.

    Contrary to popular opinion, the epic games of old weren't really constant combat. It was a turtling marine team managing to outfit HA train after HA train while relocated in a hive until the aliens either 1.) Demolished their base while they were away or 2.) Lost a hive.

    Occasionally I did have a truly "epic" game which happened because of the newness of the game and unrefined teamplay. Generally, either aliens or marines would hit a point of having all the strategical advantage and they would fail to use that advantage to ensure victory through such methods as killing res or blocking marines advance.

    Tactics such as no pg hive rushes, jp/hmg hive rushes, lerking down pgs and so on worked because of poor team communication and scouting.

    The only thing that was making games epic in the past was the epic incompetence of the players, not game design. Now NS, having been around a few years, has more people who understand game fundamentals and strategy and how to capitalize on their technology advantages at the key points of the game, resulting in swifter conclusion.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    70 minutes is the longest I ever want to play an NS game. Don't get me wrong, I'm as fed up with the 15 minute rush fests as the rest of you, but I'm too much of a twitch gamer to put up with a five hour game, period.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    6 hour games possible, in any version.
    70 hours? MUST have been 70 minutes.

    Once rines have full upgrades they can just build more than 10 ips and extend a game to some hours. no mater how many 3 hive onoses will come it can take forever.
    Rines will have a ratio of 1:10 and still have a good chance to kill 5 3 hive onoses in umbra AND expand their base.
    Seen it.
  • SwiftSwift Lost Keys Join Date: 2005-02-19 Member: 41683Members, Constellation
    Fallout, it's true. I won't argue with you, so I will leave it at that.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    @falloutX2
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only thing that was making games epic in the past was the epic incompetence<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Not true. At that time FFA was a rendez-vous to all clanners who didn't have the time to play all night long or didn't have a match. This was equal to clanmatch in a maner, but with more liberty (sorry guys conjugal duty calls; see ya.....). And the noobs were learning faster than today, because they were interested in the mechanics of NS strategy. This was a small world were everybody knew each other.

    At that time an error was allowed. Now it's like cowboy duels. The one who kill faster have better chance to win. All is faster but all is a "one time thing" and it's over. Like senso strategy. Put the 3 you win.. loose one (or put only 2) you loose.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...resulting in swifter conclusion. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Commander and alien where forced to do so because each new version was forbiding this or that to happen. It only stayed the critical things. I remember a time where HA and JP were not at the same price... I remember a time where JP sucked more than have nothing...

    @theclam
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->half the map is full of OCs and the other half is full of turrets<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    THe problem can be solved. enlarge the radius of turets and OC (OC really need this to avoid OC stacks).


    I tned to agree with swift. Since 3.0 it's hard to have a real pleasure beating an enemy who made you pay (in the first place) the fact you're just alive in the early game. Games tends to be: "they rock or they die"
  • Corporal_FortierCorporal_Fortier Join Date: 2005-03-22 Member: 46079Members, Constellation
    Actually, I've played a 82 minutes long game on co_sava a while ago, at the beginning of 3.0 Final I think. It has nothing to do with regular games, but I found it amazing how it could last that long without any Extra-level stuff or special plugins!

    I believe there still are some great games being played out there in some pubs. They are pretty rare though, but you can still have some fun anyway! And about base defense, I find it doesn't fit in its role anymore... It's no longer scary to face some turrets or OCs because they fall so easily. Back in the days, turrets were costy but effective, they could hold your outpost by the time your marines get back there!

    I'd like to see how would teams play if base defence was more effective. I always dream to see Skulks/Marines covering their Gorge/GLer when facing Turrets/OCs, but unfortunately, I think I'd only see this in a pre-arranged scenario <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Does anyone know an european server that runs combat at least occasionally with a timelimit of 40 or higher? I really feel like playing longer when the game suddenly ends... Might figure out some good ways to counter the marines too.
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    what is the fascination with so-called "epic" games?

    while NS is complex for an HL mod, relatively speaking, it's a small game when compared to others.

    What makes you WANT to try and fail to do an HA siege on a hive over, and over, and over... and over... and over... and over, etc, etc. It isn't THAT fun... in fact, it gets quite boring.

    i don't have time to sit around for five hours, waiting for enough res to outfit everyone with HA and SG. I enjoy NS as a "medium-length" game. I want to start a match, go along with the flow, and have it END. I don't want to run around aimlessly for two hours, only to leave, then come back.. and see the "same game" (which is now entirely different, but still the same session) going on.

    This is lame. This is bad game design. Games should have a start and finish, even multiplayer games. If the game is stalemating (is that a word?) a lot of the time, something is off and needs to be fixed.

    People just like to think they enjoyed the epic games, but I think with more balance tweaking, they'll see that it's far, far, FAR more sensible to have 20-40 minute long games that end somewhere.

    That's reasonable gaming, not gaming designed purely for the nerdy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    /rant
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-typical skeleton+Apr 4 2005, 04:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Apr 4 2005, 04:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what is the fascination with so-called "epic" games?

    while NS is complex for an HL mod, relatively speaking, it's a small game when compared to others.

    What makes you WANT to try and fail to do an HA siege on a hive over, and over, and over... and over... and over... and over, etc, etc. It isn't THAT fun... in fact, it gets quite boring.

    i don't have time to sit around for five hours, waiting for enough res to outfit everyone with HA and SG. I enjoy NS as a "medium-length" game. I want to start a match, go along with the flow, and have it END. I don't want to run around aimlessly for two hours, only to leave, then come back.. and see the "same game" (which is now entirely different, but still the same session) going on.

    This is lame. This is bad game design. Games should have a start and finish, even multiplayer games. If the game is stalemating (is that a word?) a lot of the time, something is off and needs to be fixed.

    People just like to think they enjoyed the epic games, but I think with more balance tweaking, they'll see that it's far, far, FAR more sensible to have 20-40 minute long games that end somewhere.

    That's reasonable gaming, not gaming designed purely for the nerdy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    /rant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree. I favor 30-45 minute games. They have the same amount of back and forth as a long game, but you don't lose interest because you keep on doing the same things over and over again. You also don't have an insane amount of static defense to contend with.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->THe problem can be solved. enlarge the radius of turets and OC (OC really need this to avoid OC stacks). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    How would this help? Both teams would use the same amount of static defense, but they would just spread it out over a larger area.
  • ScrapScrap Join Date: 2005-01-06 Member: 32953Members
    i remember a game where i joined a server and started playing ns_hera in the morning.And quit after some time but when i came back some hours later they were still playing the same game. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> i was like, oh i was alien before now i can be marine.

    Oh yeh and if i got less than 2 hours of time to play ns i woulnt play at all because i wanted to finish a game always and not quit in the middle.
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    I have personally been in a 7 hour game, and i was there for the full 7, it has been my all-time favorite game, the constant twist and turns, it was by no means slow, we took viaduct at least 5 times and the aliens kept coming back, around hour 6 the aliens almost won, they had 2 hives up and one on the way, it was a mad dash with 2 jet packers one shotty one GL, the shotty kept the gl covered (me) and i laid waste to the hive mostly due to luck and skill, we took it down before it came up and then we slowly pushed the aliens back.

    not that I don’t have fun today, I just miss the feel of an epic struggle, if feels like it is just a skirmish instead of something to fight tooth and nail for.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    somehow if you play on a large server, alot of the problems of 3.0 final alleiviate themselves. And the 30 minute back and forth until an overwhelming rush happens more.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    edited April 2005
    the reason we don't have epic games any more is quite simply (mostly) RFK.

    In 1.04 and around that time, yes there was the element of people making errors...but it wasn't *punished* in the way those errors are now.

    it was all down to res flow management back then, making sure that aliens evolved at the right times to ensure that the most res over flowed to the gorge. The games would generally go as fairly balanced things (given peoples new nature to the game as much as the internal balance) and then the marines would generally lock stuff down.

    If aliens were competant enough they'd at least get a second hive and unlock the fade, definately formidable then as it is now. A few turret farmed res points would go down, aliens would slowly reach a point of overflow. Marines would tech up and go after a hive.

    This hive battle would be the first crucial aspect, and if the aliens win they have the upper hive, especially if the third hive is left in a state. they have the res to properly lame it all up and take it, get the onos. Of course now they have map control but they have no res...marines on the otherhand have tech upgrades but no map.

    So they go and take res back, slowly building their res...and have an assault...all the while aliens are donig nothing but attacking, slowly letting the res trickle in. If they're succesful the marines have wasted their res, and the aliens have a full barrel of it again, even if they lose the hive.

    This was how things went...without RFK everything was about background res control and how individual battles went. A bit of luck for the aliens against a two hive lock down marine side could mean a break through, but only until the next battle, and if they won that...it would be the final battle...but that doesn't mean it's over. one side built up res and used it, then the other, each side gaining an advantage for a while before losing it again somehow (through luck or something else).

    now marines can pick up needed res not through map control but through a skilled player sitting at a vital spot with enough comm support. Aliens don't need every player to make sure that res is secured because if one goes on a killing spree then he's certain to fade earlier...the whole point of securing two hives in older games.

    The whole game dynamic has changed, and the moving of the goalposts for class evoution along with RFK will mean we'll never have long games unless each side consistantly makes mistakes now...I don't know that it's a bad thing, I'm just glad I also had the old times of "epic games" as well. Personally 30 minute games are probably about right.
  • hawthornehawthorne Join Date: 2003-10-05 Member: 21460Members
    i don't know about pubs but b6 helped produce the best CAL-NS finals ever; 4 hours, 8 rounds. epic.

    games last much longer now in the two-hive vs. proto-tech phase. Aliens don't collapse after one failed attack because free upgrades allows them to still be effective on low-res. Before, losing a res node was game over because of the telescoping effect of losing res + having to spend additional, rare res in order to get back in the game.

    once marines learn how to secure a res lockdown versus two-hive aliens, I think it will become the central phase of the game. which is good. it'll be a phase instead of one decisive engagement.
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    i like longer games.

    when i first started playing the game, for around 3-4 months', i never knew about RFK <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    w00t i'm greedy-free!
  • spinviperspinviper Join Date: 2003-05-08 Member: 16151Members
    <!--QuoteBegin-Corporal Fortier+Apr 4 2005, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Corporal Fortier @ Apr 4 2005, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, I've played a 82 minutes long game on co_sava a while ago, at the beginning of 3.0 Final I think. It has nothing to do with regular games, but I found it amazing how it could last that long without any Extra-level stuff or special plugins!

    I believe there still are some great games being played out there in some pubs. They are pretty rare though, but you can still have some fun anyway! And about base defense, I find it doesn't fit in its role anymore... It's no longer scary to face some turrets or OCs because they fall so easily. Back in the days, turrets were costy but effective, they could hold your outpost by the time your marines get back there!

    I'd like to see how would teams play if base defence was more effective. I always dream to see Skulks/Marines covering their Gorge/GLer when facing Turrets/OCs, but unfortunately, I think I'd only see this in a pre-arranged scenario <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Eh, we were referring to the NS_ gamemode. CO_ is meant to be for short quick games.....
  • c_omac_oma Join Date: 2004-06-20 Member: 29425Members
    the costs for everytihng have gone down, which inherently speeds up the game... armslab upgrades used to be 30/40/50 in 2.0 iirc, (marine) res towers used to be 20 at some time, but most things have decreased in price. i liked the longish epic struggles, but the thing back then was that most players were all of the same skill, whereas now there are some great players out there but a lot more newbies who should stick to combat...
  • Corporal_FortierCorporal_Fortier Join Date: 2005-03-22 Member: 46079Members, Constellation
    <!--QuoteBegin-spinviper+Apr 6 2005, 03:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spinviper @ Apr 6 2005, 03:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Corporal Fortier+Apr 4 2005, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Corporal Fortier @ Apr 4 2005, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, I've played a 82 minutes long game on co_sava a while ago, at the beginning of 3.0 Final I think. It has nothing to do with regular games, but I found it amazing how it could last that long without any Extra-level stuff or special plugins!

    I believe there still are some great games being played out there in some pubs. They are pretty rare though, but you can still have some fun anyway! And about base defense, I find it doesn't fit in its role anymore... It's no longer scary to face some turrets or OCs because they fall so easily. Back in the days, turrets were costy but effective, they could hold your outpost by the time your marines get back there!

    I'd like to see how would teams play if base defence was more effective. I always dream to see Skulks/Marines covering their Gorge/GLer when facing Turrets/OCs, but unfortunately, I think I'd only see this in a pre-arranged scenario  <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Eh, we were referring to the NS_ gamemode. CO_ is meant to be for short quick games..... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I am perfectly aware of that, that's why I've written :
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><u>It has nothing to do with regular games</u>, but I found it amazing how it could last that long<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The rest of my post was regarding NS types of games. Or did I write something wrong? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    I like the game the way it is now, its great. Although I would like the ability to comback be a bit easier, how that can be done I am not sure. I just dont like knowing most of the time if your going to loose the game in under 2 mins and waiting another 15 for it to end.
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