word, if you have map control and ha as marines the aliens having 2 hives means nothing. unfortunately, to get enough map control to do this you either have to outskill the team or just bank on the aliens having two hives and the marines trying to secure everything else while they get it up.
i think that the imbalance is a little worse. last night in 2 sequential games with skill levels close to even, the aliens came back to win both times after losing the 2nd hive and a fade. i know in clan matches that if the second hive went down then the marines would just walk through the hive with their higher tech, but on pubs where the skill level is lower, the aliens are winning a lot
Due to innate regeneration, skulks now take one more lmg bullet to kill. That's a balance destroyer for you right there. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> hardly little known, more like people little realise just how significant that one bullet is to basic vanialla unit balance, probably every round that innate regen saves me at least once where i would've died with no kill or rfk, add the rest of the alien skulk team to that and it gives you earlier fades/ hives/ faster nodes etc etc, PLUS the fact that skulks get more rfk from free upgrades too...this with absoloutly no thought taken on how it would effect an early game which WASNT UNBALANCED. YES marines dominated early game both in terms of kill and map control in b5, but marines had to do this so they were in a decent position midgame, all aliens need to reach their mid game is a hive and a couple of nodes somewhere safeish, marines needed to control the aliens in the map and keep at least 4-5 rts all game something which is so stupidly hard now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, the one bullet increase is cool because it just gives weapons 1 a purpose. As in, you kill skulks in one less bullet, and then weapons 2 rolls along, and skulks die in one less bullet, and weapons 3 comes along, and you kill in one less bullet.
10 9 8 7
Pretty cool, eh1?!
The way more unbalancing factor is the free upgrades. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Wow, skulks die that easily?
I like to think that I can aim my LMGs, yet it takes me on average around 20 bullets to kill a skulk.
Just goes to show that the accuracy of the LMG and/or skulk hitboxes helps the skulks out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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As for tactics, as lame as it sounds, 2 hive lockdowns is the marines' best chance, IMHO. They can tutrtle the farms, and the fades can't rampage through the bases, knowing that they have no regen (excluding innate regen).
Comments
Due to innate regeneration, skulks now take one more lmg bullet to kill. That's a balance destroyer for you right there. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
hardly little known, more like people little realise just how significant that one bullet is to basic vanialla unit balance, probably every round that innate regen saves me at least once where i would've died with no kill or rfk, add the rest of the alien skulk team to that and it gives you earlier fades/ hives/ faster nodes etc etc, PLUS the fact that skulks get more rfk from free upgrades too...this with absoloutly no thought taken on how it would effect an early game which WASNT UNBALANCED. YES marines dominated early game both in terms of kill and map control in b5, but marines had to do this so they were in a decent position midgame, all aliens need to reach their mid game is a hive and a couple of nodes somewhere safeish, marines needed to control the aliens in the map and keep at least 4-5 rts all game something which is so stupidly hard now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, the one bullet increase is cool because it just gives weapons 1 a purpose. As in, you kill skulks in one less bullet, and then weapons 2 rolls along, and skulks die in one less bullet, and weapons 3 comes along, and you kill in one less bullet.
10
9
8
7
Pretty cool, eh1?!
The way more unbalancing factor is the free upgrades. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wow, skulks die that easily?
I like to think that I can aim my LMGs, yet it takes me on average around 20 bullets to kill a skulk.
Just goes to show that the accuracy of the LMG and/or skulk hitboxes helps the skulks out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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As for tactics, as lame as it sounds, 2 hive lockdowns is the marines' best chance, IMHO. They can tutrtle the farms, and the fades can't rampage through the bases, knowing that they have no regen (excluding innate regen).