Combat Suggestions

GelantiousGelantious Join Date: 2002-11-01 Member: 2576Members, Constellation
<div class="IPBDescription">Remove CC and move spawn.</div> Remove the CC and place some indestructble sentrys there instead so Aliens cant spawnkill.

And move the Alien spawn to a "spawning-chamber" with a teleport or something so the aliens can gather a team before going into the hive chamber if the mariens have over runed it.

I'm getting real tired of getting killed half a millisec after I spawned.

Comments

  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Remove the CC hmm, ok how do aliens win?

    Basically Spawn camping is never going to stop. Theres nothing you can do about it. Spawning in a chamber? You can still get spawn killed when you leave. Spawning more than one at a time? If theres enough aliens or one really good one and terrible marines, you'll be spawn killed. Theres no reason to just sit there and let the people spawning kill you. It's utterly stupid. Whats even more stupid you ask? The people that whine about being spawn killed. I'm not going to merrily chew on the CC while you spawn and kill me, then heal the CC. WHOO THATS FUN!
  • ChantyChanty Join Date: 2002-11-16 Member: 8950Members
    i think he means, make a separate little room (chamber) safe from harm to spawn in, then when you have massed enough guys, attack at once, instead of getting shot dead before moving

    i dont understand the whole remove cc thing and invincible turrets deal tho
    maybe remove cc so aliens have to truly DEFEND?
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Norml E. High+May 23 2004, 05:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ May 23 2004, 05:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remove the CC hmm, ok how do aliens win?
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Timelimit.


    This would turn the game into a true Attack/Defend style. It would remove ANY incentive for the marine team to camp, and would encourage the Kaharaa team TO camp, which is thier designed playstyles anyway.
  • RipzawRipzaw Join Date: 2004-05-09 Member: 28560Members
    There is a mod that we use on our server. More than 1 Rine spawns at once. 5 seconds for first rine then +2 seconds for any dead ones. And when time is up you all spawn. So you could wait from anything between 5 and 21 seconds to spawn... But you all spawn so aliens get wiped out pretty quick <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    Indestructible, elctrified IPs for Marines, perhaps?

    It's not so much being attacked when you spawn, it's dying the INSTANT you come alive with virtually no chance of striking back.
  • romanoromano Join Date: 2002-11-02 Member: 4296Members
    It's called losing.. try shooting the aliens and winning the game.
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Marines should start in a room with a PG that is a one way PG into the spawn room which will make spawn camping nearly impossible to do.

    Removing the CC will make khaara on the defensive, though their still blatantly overpowered. The only reason marines win is because they can kill so many underpowered skulks early game then get slaughtered by rigged fades of combat. (Focus, carapace, regen, meta)
  • HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
    webbing the phasegate exit, stomping marines as they come through, this would still have annoying camping. And as for the invincible turrets in spawn as opposed to a cc, this is more of a mapper thing, although I understand it would make sense to try and get it in the official maps.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    ppl mis-judge what spawn camping actually is.. Spawn camping is when someone just waits for ppl to spawn and kill, while there is no attacks on structures.

    It is not spawn camping when there are 2 skulks on the cc and the rest of the team is keeping the spawning rines off of the 2 skulks.

    It is not spawn camping when rines attack spawning skulks and seiges are killing the hive (had to throw that one in, i know its a CO discussion)

    anyway, in regards to the original post. That honestly doesn't sound like a good idea at all.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited May 2004
    ssjyoda, it's spawncamping if you kill people as soon as they spawn. The reasoning behind it is completely irrelevant; it's all the same to the victims.

    The CC should definitely be ditched. The only reason Flayra left it in is to let aliens end the game, but by the time they kill the CC the timer is usually almost up anyway. It won't kill marines to play for a couple more minutes. The CC's presence significantly weakens the marines' offensive capabilities because it's a vulnerability in the base that prevents them from leaving in full force. If it's damaged, they have to sacrifice time and players to weld it. Get rid of it and bring combat back to a true Attack/Defend game mode.

    A wave spawn system like Cheezy's plugin is all we need to stop spawncamping. Sure the unlucky skulk will spawn in a shotgun's crosshairs once in a while, but anything that completely eliminates spawncamping(besides spawn invulnerability, which we already know is awful) isn't worth all the effort for so minimal a gain.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Zek+May 23 2004, 09:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ May 23 2004, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ssjyoda, it's spawncamping if you kill people as soon as they spawn. The reasoning behind it is completely irrelevant; it's all the same to the victims. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Indeed. Just because the CC is getting hit dosn't make it any more fun for that lone marine getting jumped by 3+ aliens.

    Lose the CC, implement the Cheesy respawn (or at least something similar) and Combat would become fun again.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    <!--QuoteBegin-Daxx22+May 23 2004, 05:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daxx22 @ May 23 2004, 05:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Norml E. High+May 23 2004, 05:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ May 23 2004, 05:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remove the CC hmm, ok how do aliens win?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Timelimit.


    This would turn the game into a true Attack/Defend style. It would remove ANY incentive for the marine team to camp, and would encourage the Kaharaa team TO camp, which is thier designed playstyles anyway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well then what ultimately decides the timelimit? Right now, the timelimit is anywhere from 10 to 40 minutes, which is the most time I've ever seen it set. So, basically, the marines have that much time to kill the hive, and the aliens have no way of winning the game other than that? Yeah, that would suck.
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--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-->It's called losing.. try shooting the aliens and winning the game<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--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-->  Play harder...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Do you realise how unhelpful comments like that are?

    Think about it, even if everyone 'gets skill', one team is still gonna end up losing. The point is that being defeated should not have to involve enduring several minutes of spawn camping. Losing can be fun you know. Some of the best times ive had in classic have been making that final stand against hive 3 aliens.

    There needs to be a system that keeps the losing side interested instead of **** off.
  • SconkelSconkel Join Date: 2004-05-12 Member: 28622Members
    edited May 2004
    4 get it ! If marines get eletrified IP's then the game dies. The only chance to win a normal game against ha or even jp marines is to wait until they cant return quickly to base and then rush the base with skulk or fade or sth. if the IP's get electric then make the whole hive area acid against marines.

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-Sconkel+May 24 2004, 04:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sconkel @ May 24 2004, 04:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4 get it ! If marines get eletrified IP's then the game dies. The only chance to win a normal game against ha or even jp marines is to wait until they cant return quickly to base and then rush the base with skulk or fade or sth. if the IP's get electric then make the whole hive area acid against marines.

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I sorta agree, a few lvl3 JP/SG marines would be hard to hold off for a long time. Unless you had a gorge or two. But then you have less people to kill those JPs so they do more damage each run ect ect.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited May 2004
    i understand.. but if the cc is being attacked, goin down.. what are the aliens supposed to do when a rine spawns. let the rine kill him. thats what im getting to. If it gets to that, then the one team already lost.

    co originally had no cc, and a wave spawn system. It was more unbalanced then than it is now. ppl still complain/ed bout spawn camping with a wave spawn system.

    can't fix anything by going back and forth. take this out, put it back, take it out, put it back. if i remember correctly, the cc is one of those things that went in and out during private beta testing, i wasn't involved in the beginning.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    edited May 2004
    New respawn system is nigh perfect - you simply have to learn to both survive (meaning staying in squads large enough) and to watch your base as well as attack. And excellent way to practice for ns_ games.
    Removing the CC won't fix the problem - it will simply make marines go nuts with ramboing, as they won't have to do any actual base defending, not to mention the really boring spawn camping going on - instead of having half the enemy team killing CC and hald killing your spawning team memebers, you'll have the entire alien team killing your team members until the time runs out. The purpose behind CC is to avoid those kinds of endings, and those of you that didn't realize this just didn't think before posting.
    As for those of you that seem to think that "marines aren't supposed to defend", I suggest going back to ns_ and reminding yourself that one of the most popular ways that alien win by is crushing the undefended marine base within 5 minutes from game start. If you forgot that, you definitely need to stop playing co_ for a while.
    Spawncamping is a part of any strategic game. NS is a strategic game. Your solution would be to not allow the enemy to take control of the key position - and you own lack of skill is not a reason to nerf the other team.
    <b>Adapt - don't whine.</b> No one likes whiners.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
  • IceIce Join Date: 2003-03-29 Member: 15008Members
    <!--QuoteBegin-Lucky_+May 24 2004, 05:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky_ @ May 24 2004, 05:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> New respawn system is nigh perfect - you simply have to learn to both survive (meaning staying in squads large enough) and to watch your base as well as attack. And excellent way to practice for ns_ games.
    Removing the CC won't fix the problem - it will simply make marines go nuts with ramboing, as they won't have to do any actual base defending, not to mention the really boring spawn camping going on - instead of having half the enemy team killing CC and hald killing your spawning team memebers, you'll have the entire alien team killing your team members until the time runs out. The purpose behind CC is to avoid those kinds of endings, and those of you that didn't realize this just didn't think before posting.
    As for those of you that seem to think that "marines aren't supposed to defend", I suggest going back to ns_ and reminding yourself that one of the most popular ways that alien win by is crushing the undefended marine base within 5 minutes from game start. If you forgot that, you definitely need to stop playing co_ for a while.
    Spawncamping is a part of any strategic game. NS is a strategic game. Your solution would be to not allow the enemy to take control of the key position - and you own lack of skill is not a reason to nerf the other team.
    <b>Adapt - don't whine.</b> No one likes whiners. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ever played DoD? No spawncamping there. The spawn should be somewhere else than the room with the cc and somehow denied for the other team(barricades, automatic guns, you name it). Then put the DoD-style wave spawns and problem solved. No more spawncamping.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    <!--QuoteBegin-Ice+May 25 2004, 11:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ice @ May 25 2004, 11:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ever played DoD? No spawncamping there. The spawn should be somewhere else than the room with the cc and somehow denied for the other team(barricades, automatic guns, you name it). Then put the DoD-style wave spawns and problem solved. No more spawncamping.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ignoring the blatant fact that any half-assed-experienced player can spawn camp on many maps in DoD due to one-shot-one-kill weaponry (and I would know, I've played it since the original betas), would you like to suggest a quake-based spawn next - as in spawning in random scattered locations of the map? No spawncamping, guaranteed, just all out full assed fragfest - that some people seem to want to turn NS into lately.
    Newsflash - NS is NOT AN FPS in a traditional sence. It has a HEAVY STRATEGIC ELEMENT which makes drawing comparinsons between NS and various pure fps games about as correct as drawing comparisons between NS and real time strategy games. I can almost see next player suggesting something among the line of making sure-fire weaponry like starcraft marines have, that would hit every time unless enemy is on higher ground or in umbra. Might sound absurd to any FPS fan, but that's a pretty natural thing in RTS. Which is why it's not really applicable in NS - just like experience from CS, DoD, Quake and numerous other FPS games is equally worthless in balancing NS (not to mention rather silly to even mention in a thread about balance, which assumes that you have EXTENSIVE experience with the game discussed).
    In NS co_, your spawn site is your base. If you allow the enemy to take your base, you SHOULD lose. Enemy worked hard to take your base, and you had to **** up to let them succeed. This is NS equivalent of enemy team taking all flag points in DoD CTF maps. If you have a problem with this consept, you have a problem with entire NS concept. And no, rising from the ashes of sure loss that your enemy EARNED by sitting in a lamed up spawn is not an option in a good strategy game. Which is a part of NS, no matter how some people try to ignore it.
    Can we agree that next poster will not think of balancing NS based on what they learned in DoD/Quake/Starcraft? Please? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    Hi,

    Problem is the spawn rates are fkd up, as it takes an alien 5-10 seconds ta get back ta Marine spawn after it dies, I find this is the main inbalance for spawn camping.

    As on the other side, it takes a marine 25-40 seconds to get back to Aliens spawn.

    I dont see why people dont notice this.

    With the spawn rate and one at a time spawning is really a joke, and has caused many spawn rushes and game overs or f4's as its just absurd.

    Let people play the game, have fun, not wait 30 seconds to spawn and just get killed again. then wait another 30 seconds.

    There are alot of fkd up things in NS. Devour for example...
  • SleeplessOneSleeplessOne Join Date: 2004-05-25 Member: 28899Members
    <!--QuoteBegin-TugBoat+May 26 2004, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TugBoat @ May 26 2004, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let people play the game, have fun, not wait 30 seconds to spawn and just get killed again. then wait another 30 seconds. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Try not all dying at once. I've never had to wait 30 seconds to spawn unless the game is over ie. Aliens/Marines are all assaulting the CC/Hive.
  • Flak50CFlak50C Join Date: 2002-11-06 Member: 7247Members
    My problems with combat:

    1. There is no consideration for alien lifeforms in the spawning system. Onos are clearly overpowered when they respawn instantly, which is part of the reason they are kept from becoming the behemoths they need to be in NS. The solution is to make them the tanks they were but make them wait longer to respawn.

    One method could be the slot system... 3 'slots' spawn at once... skulks/gorges/LMs are 1, lerks/fades/JPs/HAs are 2 and onos are 3. Then you could lengthen the spawn time to about twice what it is now. It would also solve most of the problem with spawn camping now: solo aliens with focus camping single spawn marines or solo marines with shotguns camping single spawn skulks.

    2. Marines are built around mobility through structures. Turret farms keep out lone raiders and phase gates let you get back to the front lines quickly. In combat that is all lost so marines are inherently at a severe disadvantage. Like TugBoat said, it takes 10 seconds for an alien to get to the marine spawn, up to a 45 seconds for a marine to get to the alien spawn depending on loadout.

    Its not an easy fix directly. The only direct fix would be 'check points' that the marines could take, their spawns/cc would shift to the new point and they would be closer to the hive. Of course the check points could be taken back by aliens and a forward post leaves the base open to two pronged attacks. The indirect fix is removing the CC... If marines don't need to be around the CC there is no need to stall.

    3. Marines have always lacked a skill element. You can get much better playing aliens by learning how to blink/attack well and certain cloak tactics. Marine weapons are all based on mass/cross/indirect fire and so there is really nothing you can do but chug away on ammo and upgrades and hope for the best. Locational damage needs to be added I think, giving an extra say 20% damage for a headshot on an alien. Would put some of the non-noobs back on the marine teams too as there is suddenly some skill involved again. Right now bunny hopping and avoiding leaping skulks and lerks as a jetpack are all you can excel at and they aren't very helpful against a skilled alien team.
  • ev0l_Zuesev0l_Zues Join Date: 2003-01-14 Member: 12278Members
    Great post Flak, I think that sums it up pretty good.

    I think one solution to the CC issue, as I see it, would be to take out the experience that aliens get from chewing on the CC. That leaves the chair there so the game can be ended aside from the time limit, but removes the incentive that aliens have for chewing on it early game. I think the biggest reason aliens go after the chair early on is simple, easy upgrades. Why take on marines that shoot back, when you can chew on the chair, which doesn't fight back.

    - Zues
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