Teams Pretty Balanced

zev61784zev61784 Join Date: 2004-04-13 Member: 27911Members
<div class="IPBDescription">lots!</div> Hello, I played 2v2, and 3v3 games nearly all weekend on lan. The aliens and marines were pretty balanced, even with aliens having the ability to morph to onos whenever they pleased, because of the low person level. A change in the res system might help for aliens, seeing that only in optimal game play, like 6-8 on alien teams, the res system is actually fair. But even with onos constantly attacking us, 2 heavies one with shotgun with with gl did pretty well against them. The only problem with this was I think that the upgrade of regeneration for onos (wasnt so bad with the others because of thier lower health) was a little insane. Onos were able to regen thier hp almost constantly against 15 turrets, it was like 70 hp a tick I think. Maybe regeneration for them should be re thought. On the other hand, all the other classes/marines were balanced. Only thing with the marines is maybe thier grenade throw time/explode time and then its dmg was a little weak.

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Unless you were playing with some really, really good marines and/or some very crappy aliens, there's no way the game is balanced 3v3 with Onoses. One Onos is easily capable of taking out 2 HAs, especially when one of them has a GL. There's nothing 2 marines can feasibly do against one alien saving for Fade or Onos and the other two laming up the map with practically limitless res.
  • GalvatronGalvatron Join Date: 2003-05-30 Member: 16857Members
    hmmmmm, game isn't supposed to be balanced for that many people. but i'm glad you had a fun weekend <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    onos regen is fine for a normal game, and it needs to be balanced for that, not 2-3 per side.
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    edited April 2004
    It's not the onos regen rate that you are experiancing, it is that onos mitigate damage from turrets ( I think it was called "light damage" in the changelog? ). Of course, to even the playing field, HA take "light damage" from OCs.

    The purpose is to have some means of overwhelming defenses so that the game will end. IMO heavy armor doesn't need this boost, as marines don't need any extra means of overtaking aliens tower buildups. Seriously, siege can do it all... and without any direct danger from towers.

    I agree with the res rebalancing for aliens. In large games, alien res flow is a joke. In small games you get onos at 3 minutes.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Small games are inredibly baised towards marines if the marines have a smart comm.


    But anyhow I'm glad you enjoyed your LAN


    I would expect aliens to die really fast on a LAN because without the lag there wouldn't be any misses on the crappy hitboxes we have now. And the shotgun would work a lot better as well I'd imagine.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Meh, I suppose it depends how good the Skulks are - most good Skulks that actually get in range in online play still suffer from weird hitboxes just as much (you can for example be facing and touching a marine while biting yet never score a hit).

    It'd just be well, less random.
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    edited April 2004
    The problem with the oni in small games is devour. Place 2 oni against 3 marines and you will end up having 2 being digested. The 3rd one will be the comm, who will be shouting: "OMG Where's my ******* team? The oni are destroying the base, you ********!"
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    <!--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 with the oni in small games is devour. Place 2 oni against 3 marines and you will end up having 2 being digested. The 3rd one will be the comm, who will be shouting: "OMG Where's my ******* team? The oni are destroying the base, you ********!"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In small games, its best not to go for HA, cause they are onos fodder without support. Remember that onos cannot go into vents, so when the alien team is all onos (exept for 1 gorge I assume), a JP marine with a GL/HMG can cause quite alot of havoc to aliens.

    Still, it is hard for marines as the alien res flow in very small games is too fast (and too slow in large games).
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    I think what Forlorn is referencing (and I know he'll correct me if I'm wrong) is the ability of a small marine team to cap all the nodes near the alien starting hive.

    What makes aliens deadly in those small games is the ease at which they get res.. (which allows for the repeated ONOS) after the aliens get mass amounts res, dropping all three hives and having fades is easy.. Marines trying to leave MS are destroyed and the game is over.. However, you deny them res at game start and they become easy pickings for long range marines..

    At game start, you cap all the nodes near the hive the aliens are at, and send the marines to cap the nearest node, aliens without res know they are toast if they don't get some rt's so they will run to other nodes or take down the nodes occupied by marine RT's.. This takes time, time the marines can use to continue to drop nodes/get upgrades, and as long as the comm keeps dropping a node or two on the freshly destroyed marine RT's.. they (aliens) will never have more than 1-2 nodes which means level 2 weapons and armour long before a fade shows up.. and if the comm is real smart and has dropped mines at base they don't even need a base guard...

    That is how marines win in small games..

    However normally the marines try a standard tactic of capping nodes along the way, and not controlling the alien res which is why marines eventually end up wth their base node and trying to turtle.. even if they kill 3-4 onos, they will just keep coming from the money made on 7-9 RT's.. (that's 2-3 res a tick)
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    You forgot the most important part, it is that once they start killing your RT that you block with, you recycle and place down a fresh one immediately


    Costs you about 3 res and delays them forever
  • retardretard Join Date: 2003-08-27 Member: 20248Members
    i got banned from so many pubs for doing that. "that's the same thing as comm chair blocking..."

    pfft
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