Marines Unkillable In Last Room
Visser
Join Date: 2002-11-03 Member: 6613Members
<div class="IPBDescription">when their ONLY base is the 3rd hive.</div> I just "finished" (in that i quit in disgust) a game that involved aliens raping the marines who were still trying to swing their lame playstyle from pre-patch. Anyway, we had 3 hives up, and during the crippeling of their main base they gren spammed out a hive. We regrouped owned them, cleared all their expansions and their main base. They at some point nailed down the taken over generator and the adjacent pipe room. So the situation is: we are stuck at tech 2. Most of us are fades with light gorge support. With heavy use of umbra we clear the pipe room, only to be met with a STORM of grens down the ladders. Keep in mind that the marines have only ONE resource node but still have pleny of gren/ha/hmg. Any outposts we create nearby are quickly raped my siege turrets. For about 1-2 hours we fight it out, ending in stalemate. The aliens were far from noobs, me, and 3 of my clanmates were all aliens, 1 of us had 60 kills, me 50, a late joiner had 20ish? and the last dropped connection earlier in the game around 30. (the game was 7v7 at the time of quitting)
Conclusion: The marines have no location based restriction on tech and can survive indefinatly off 1 node and can quickly regain their lost tech. This is completely lame and turned what was a well earned victory into a lame time wasting stalemate.
I think what needs to be done in this situation is by making it so the marine team takes some sort of penalty for losing their MAIN commander pod. A penalty could include: Not being able to get high level equipment such as gren launchers, heavy armor and heavy machine guns.
This way eventually the alien team will win and not just keep going on and on and on and on for ages until everyone gets fed up and quits.
Final note: other than this (and bs siege turrets) i like the balance of the game now.
Conclusion: The marines have no location based restriction on tech and can survive indefinatly off 1 node and can quickly regain their lost tech. This is completely lame and turned what was a well earned victory into a lame time wasting stalemate.
I think what needs to be done in this situation is by making it so the marine team takes some sort of penalty for losing their MAIN commander pod. A penalty could include: Not being able to get high level equipment such as gren launchers, heavy armor and heavy machine guns.
This way eventually the alien team will win and not just keep going on and on and on and on for ages until everyone gets fed up and quits.
Final note: other than this (and bs siege turrets) i like the balance of the game now.
Comments
Bases should be everwhere, next time, hit their CC and portals first when you get their main base.
then the grenadelaunchers would have to be more careful not to obliterate their own base
The issue is NOT their everywhereness. The issue (that i am worried about/discussing here) is that they can be fully functional from one base. That way when their bases are destroyed (they had many different spots, often we took them out a few times) it actually matters. And the pod was quickly taken out w/ the portal already gone befor i got there (i didnt start the assault).
Some value (other than raw RP value) needs to be placed on bases. Aliens know the value of their "home base" (hives) but to a marine, any base is as valuable as the next, and the main base is disposable. I think that the main base should be more valuable.
The idea about losing the main pod disableing advanced tech (say, no more advanced armorys or turret factorys can be built) was my friends, but i support it. Perhaps the tech would be granted once again if they can reclaim their start location (which they totally neglected to do, much to be disapointment as it would have allowed us to have an actual chance to retake the generator while their forces were split)
i have been in a game where we came back from 1 hive to 3, and that was before the patch
and the marines should be allowed the same chance to come back. if you can't beat their base, you haven't won and don't deserve to yet, IMHO.
i dont think so, for marines, all the bases r exactly the same, with the only difference that they might have more staff at the spawn, thats way u r allowed to build additional CC, so that u can move ur base to anywhere, so putting the penalties on marines when they have their main base destroyed is a nonsense i think........... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
erm, aint this going a bit too far?
I like the patch, the new fades rock. Now I need to have a few games as commander again so I can see how well I can deal with them.
I like your suggestion about the com pods. Give them 3-5 per map and KEEP THEM OUT OF HIVE SPOTS. More than 3 hive spots has been shot down by the devs in other threads.
With adrenaline, a Fade should be able to double-blink, getting around a corner in no time. A Lerk can fly REAL fast as well...
Or was the problem marines standing in the corner of the rooms, spamming each other with grenades?
Second: there is a small advantage to hold the starting area for the marines - if you use the emergency beacon, all dead marines immediately spawn at the original starting site.
If you take over the starting room, its a good idea to place a couple of offensive chambers there.
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Some value (other than raw RP value) needs to be placed on bases. Aliens know the value of their "home base" (hives) but to a marine, any base is as valuable as the next, and the main base is disposable. I think that the main base should be more valuable.
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I disagree. That's apart of the marines advange. Any base can become useful. If you have two set-up bases then one is indispensable, but if you have one, the marines know to get their **obscenity** back and defend it!