Oc Buffs

GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
edited July 2004 in NS General Discussion
Some suggestion of ways to improve OCs. Give OCs passive chamber abilities as chambers are built.

If you have DC, then the OC has additional armor or a higher regen rate. If you have MC, the chamber fires faster projectiles at a higher rate. If you have sense, the chamber can do extra damage or parastie with its attacks.

Also, boost def. and dmg. for OCs as hive count increases. If marine turrents get upgrades, it's only fair.

Oh...and edit the way OC building works. Do not allow OC to be dropped on other OCs and don't allow other chambers to be dropped on OCs, to prevent noobs from wasting even more res on chambers that won't fire.
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Comments

  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    There is a reason there are UPGRADE chambers, and OFFENSE chambers.

    All OCs need is the Cost lowered to 5, and a small amount of armor given (So they improve with the number of hives you have)
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    edited July 2004
    I think their health should be doubled or 1.5 times as much for the simple fact that a single GL'er can take down a wall of 20 Chambers!

    The cost of OC's should definately be lowered, but maybe the cost of the other chambers should lower/raise from 8 to 10 or 10 to 8, depending on the amount of hives.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Make OCs have 300 health and 350 armor. Thats 1000 health at hive 1, 1175 health at hive 2 and 1350 health at hive 3.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    OCs costing 5 will result getting spammed everywhere... THE SOLUTION:

    - Lower gorge cost to 5
    - Lower starting res to 20
    - Lower lerk cost to 25

    Gorges are pathetic fatties. They run slow, have pitiful attacks, and will most likely die to a single marine who spots him. The first 2 statements of the SOLUTION still allow a res tower to be made when the game initially starts. However, if you gorge and someone HAPPENS to find you in an egg, the penalty is less painful. For people who say EGG IN SAFE PLACES, well people make mistakes, that's all I can say. It would still take you the same time as beta 4a NS gorge costs as this system to get a hive, so balance would be same.

    Now I compare gorge to a welder. Welders are easy to carry, press weapon 4 and wham it's there. Not only that, but when someone dies, it can still be picked up. A gorge however, is similar to the function of the welder, and it also heals hit points. The catch is that it removes an ENTIRE player from the battle lines where you could prevent marines from advancing further. Not only that, but at the times where it is not building or not healing, it is basically doing nothing and doing nothing is a not a way to help your team the best you can. A marine however, can switch weapons on the fly and is a fighter and healer all in one. Lowering the gorge cost to 5 makes gorge more practical to use and less painful when dying. It still plays the same way as beta4a NS, and makes OCs a bit cheaper when you need to get them down.

    Ocs are fine as they are. Place a gorge next to it and it can take plenty of pain. Sure the OCs can be hit without shooting back at the rine, but that is why alien players need to use OCs in masses and use the ability to place OCs in strategic positions.

    Now the lerk. This class needs to be played a bit more by players. It is a complicated class since people are more used to being straight into action with skulks fades and onos. Lerks are the humble class. They spore NOT to kill, but to weaken. Then when you team faces the rines, it will be easier for them. I believe the cost should be 25 because of several reason. For one thing, lerks are a difficult form to play and 25 res should help newby lerkers as well as intermediate. Second I believe the lerk WAS supposed to cost 25 since onos is 75 and fade is 50 so 25 should come next... BUT since NS beta4a gives alien players the starting res of 25... I bet you know what I'm saying. Think about it, more spores making rines easier to kill... More umbra to help that quick getaway or a strong push... Primal scream to uh... get that obs down faster disabling beacons... It should DEFINITELY encourage more lerking, which is a good thing.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Actually, gorges are far from uselss in the battle lines. Countless times the I've had to go gorge to break a base (for example when the marines are holed up in Subspace hive in Nancy) with bilebomb. Without gorges, it would've been a stalemate forever. And, don't forget webs.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    <!--QuoteBegin-|ds|meatshield+Jul 23 2004, 12:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 23 2004, 12:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when the marines are holed up <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And when they aren't holed up?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited July 2004
    <!--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-->Actually, gorges are far from uselss in the battle lines. Countless times the I've had to go gorge to break a base (for example when the marines are holed up in Subspace hive in Nancy) with bilebomb. Without gorges, it would've been a stalemate forever. And, don't forget webs.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That doesn't do much for OCs though. 10 res is way too much for the Gorge as long as permagorging is so ineffective in any game with more than 5 or 6 people to a team. Aliens are very reliant on temp-gorging because of their res system, but it's exceedingly expensive. I think OCs are strong enough as they are, but their res efficiency needs to be worked out to make them more useful. What if their cost was dropped to 5-7 but the maximum OCs per area reduced to 4? Real walls of lame are more effective than they need to be, and small numbers of OCs are too expensive early in the game for the function they serve.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    <!--QuoteBegin-Zek+Jul 23 2004, 01:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jul 23 2004, 01:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think OCs are strong enough as they are, but their res efficiency needs to be worked out to make them more useful. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think I have it.

    Make the RFK for aliens transfer instead of to the killer, but to the next player waiting in line for a res from res towers. If you are a fixed alien form (perma lerk, fade, onos), I believe that your extra res should benefit the lower forms because you certainly are not gonna change forms and that extra res would help gorges build more things and skulks change forms.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    <!--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--> OCs costing 5 will result getting spammed everywhere... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Exactly. Thumbs up. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    OC's need armour, lowered cost and cheaper gorges.
  • Bone-PrinceBone-Prince Join Date: 2002-11-03 Member: 5475Members
    Lower the cost of OC's and give a area chamber limit for them.
  • justbobjustbob Join Date: 2003-03-28 Member: 14960Members
    hrmm rather then change the cost or the hp/ar of it, why not completely change its function? Face it 2 vanilla lmg's can take out a tower face to face, not even counting the peek around corner snipe its hitbox trick. you need to spend a fade's worth of res to make a good wol, and a grenader can take it down in seconds.

    Its ment to be the equivilent to the marines turent, but marines have these things called phasegates and welders. aliens have to get to where the oc's are under attack, sometimes otherside of the map, marines can just phase in. to heal them aliens need to go gorge and lose all fighting capacity, while the welder for marine doesn't impact your fighting ability.

    One thing to do is to have its spikes slow marines down when its hits them, like if they steped on a caltrop in tfc. Thus the role is more changed to surporting the aliens defending the area, rather then defending the area on its own...

    Another idea if to get rid of it and make an observation tower. these would be cloaked structures that would make any marine in its area appear to be parasited on hive site.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-SmoodCroozn+Jul 23 2004, 06:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jul 23 2004, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OCs costing 5 will result getting spammed everywhere... THE SOLUTION: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, it will result in OCs getting more used a bit like 1.04 :>
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    after thinking about it oc's that cost 5 will not be spamed every where because rez comes in just as fast (slow) for the gorge as the rest of the team.

    what we will have is effective defence earlyer in the game. this is good because it will slow marine expansion and alow the hive/rts to be defended. this will give the kharra much needed breathing room and make them able to get to a rt/hive in time to defend it.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited July 2004
    I said this in another thread, and I'll put it here - OCs should shoot through other OCs like turrets do.

    If you have 8 turrets in a square formation in a room...

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
        T__T__T

        T__TF_T

        T__T__T

    ____       _____
    ____]     [_____<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    A fade walks in the door. All 8 turrets immediately will begin firing upon the Fade. The turret behind the turret factory may not be able to hit the fade, but the other 7 sure will.

    Now pretend they're OCs and a marine walks in the door.

    The front 3 OCs will be able to hit the marine. The other 5 probably won't, and will fire anyway, ACTUALLY CAUSING DAMAGE TO THE OCS IN FRONT.

    I use this to my advantage a lot - got a line of OCs? Stand at the end and they'll all shoot each other trying to hit you.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    You said it yourself Smood, Gorges suck and are hardly worth the 2 res that i suggested. It is a base alien life form, IMO it makes sense to have both basic life forms cost 2 res to evolve into (although i believe you shouldn't have to repay for a evolution you already paid for).
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    <!--QuoteBegin-Diablo_fx+Jul 24 2004, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ Jul 24 2004, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SmoodCroozn+Jul 23 2004, 06:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jul 23 2004, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OCs costing 5 will result getting spammed everywhere... THE SOLUTION: <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, it will result in OCs getting more used a bit like 1.04 :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    OCS costing 5 res... that will mean at the start of the game, each alien can drop 3 Ocs... let's say this is a balanced 6v6. That would result to 18 OCs per the entire team! I hardly think this is fair. Not only that, but if you are smart and place OCs in tactical spots (roofs, etc.), it will make it EVEN harder. Marines can't just siege everywhere, that costs res. A minor adjustment however might work.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    If the aliens drop 18 OCs, the marines will be able to walk ALL over them with even a half-incompetent team.

    What you will have after 18 OCs are dropped: 6 gorges with 0 res. No skulks to defend. ONE RT!!!! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> 15 minutes later: "Ok, I've ALMOST got enough for the hive!"
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    If you see 15+ OCs... drop shotguns in responce and see what happens. In fact have a rambo ninja into the hive and down their Only RT to WIN THE GAME since they wont be getting any res from anything then.

    sheesh... that was almost as bad as people saying a "giveres" onos rush would "Pwnxors the rinexors". Laughable at best.
  • hidden_snperhidden_snper Join Date: 2004-03-18 Member: 27412Members
    IMO the only thing that needs to be done is reduce gorge cost to 5 res. That way, they can build an rt and an oc with a few seconds. With the oc, the rt gets defense and more res comes in. you arn't supposed to stay gorge the whole game because they do not attack.

    I personally am a fan of getting rid of the gorge and having an alien commander in the hive.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited July 2004
    <!--QuoteBegin-|ds|meatshield+Jul 25 2004, 07:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 25 2004, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the aliens drop 18 OCs, the marines will be able to walk ALL over them with even a half-incompetent team. 

    What you will have after 18 OCs are dropped:  6 gorges with 0 res.  No skulks to defend.  ONE RT!!!!  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->  15 minutes later:  "Ok, I've ALMOST got enough for the hive!" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The thing is, every team would not go gorge and drop OCs. Some games, you could have 12 Ocs and 3 res towers, still is effective.

    The fact is Ocs are weak as SINGLE buildings in a field. But when you have masses of them, they become astronomically powerful (not to mention if you have gorges, they become invincible).

    Massing Ocs allows more shots to be fired which in turn kills the marine faster BEFORE it can jump over and kill the gorge which is healing the Ocs. It also allows the lessening of focus fire, since some marines might fire at one on the left, while another fires the Oc to his right. Again, gorges + many Ocs + defense chambers is almost invincible...

    That is unless you get siege. Siege however, is costly, time-consuming, and leaves marines vulnerable. When you are done sieging, most of the sieges are a waste of res after that...

    GLs take a while to research to and hand grenades are nulled by healspray.

    This maybe a bad example, but play a 4v4 game. The res will be fast for aliens, but if they only make OCs, the marines will have a very difficult time going to places. Ocs still cost 10, however if they costed 5, it would be horrendous.

    Turrets have weaknesses. They require a turret factory which also shuts them down, can only be repaired with a welder (which few rines actually take time to repair), and are individually weak. They are bound to the area which the marine can go to which is usually on the ground.

    Ocs have huge hitboxes which allows them to be sniped, needs gorges to build them and are easy to take down as a single.

    Ocs in masses however is incredibly powerful. It can keep waves of marines at bay. Not only can dcs get Ocs repaired, but gorges can keep Ocs alive a long time (multiple gorges will keep those Ocs forever). Sometimes you might need siege to break a well made Oc nest.

    Ocs can be positioned to advantageous spots unlike turrets. They also have a better chance of staying alive thanks to gorges and defense chambers.

    18 Ocs is not an easy thing to step over you are dead wrong. You are basically saying a 6-man marine team (minus 1 for the commander), that each single marine can take 3 Ocs by himself in an instant? Wrong my friend wrong. You are saying that skulks will sit around while marines waste their ammo on Ocs? Wrong again. 18 Ocs with gorges healing them plus skulks vs 5 marines is not an even figure. What game have you been playing CS?
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Please, go ahead and drop 18 OCs at the beginning. Really, you won't be able to have a hive for ever. Now let's see...you say you massively concentrate OCs in one area? Alright, let's say you put 6 OCs in one area so you can cover 3 areas. The marines segie one strategic spot, and then has access to most of the map. All they do is then ignore your OC areas, cap the rest of the nodes, and laugh when none of you have res to go fade because you ALL dropped OCs. And of course, the hive and upgrade chambers probably won't come until it is way too late. You can't block marines from going everywhere on the map with onky 18 OCs, and while your gorges are busy babysitting the OC walls, the marines will tear apart your skulks since there won't be as many skulks. With no upgrades and no fades, your team will die horribly to shotties.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-SmoodCroozn+Jul 25 2004, 11:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jul 25 2004, 11:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That is unless you get siege. Siege however, is costly, time-consuming, and leaves marines vulnerable. When you are done sieging, most of the sieges are a waste of res after that.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Massive early-game OC farms are costly, time-consuming, and leave the aliens vulnerable. When your OCs are all annihilated by sieges(which are recycled afterwards), all of your starting res has been wasted and the ENTIRE TEAM has to come back from 0 res all at once, with only one res node. You can't even drop a single chamber until someone gets 20 res, with one res node split six ways. You can't get a Hive or Fade until someone gets 50. You'll probably be slaughtered by the marines before you even have the res for a node, not that it would matter since they can lock down the map with no opposition anyway.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    <!--QuoteBegin-|ds|meatshield+Jul 25 2004, 11:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 25 2004, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Please, go ahead and drop 18 OCs at the beginning. Really, you won't be able to have a hive for ever. Now let's see...you say you massively concentrate OCs in one area? Alright, let's say you put 6 OCs in one area so you can cover 3 areas. The marines segie one strategic spot, and then has access to most of the map. All they do is then ignore your OC areas, cap the rest of the nodes, and laugh when none of you have res to go fade because you ALL dropped OCs. And of course, the hive and upgrade chambers probably won't come until it is way too late. You can't block marines from going everywhere on the map with onky 18 OCs, and while your gorges are busy babysitting the OC walls, the marines will tear apart your skulks since there won't be as many skulks. With no upgrades and no fades, your team will die horribly to shotties. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wow, do you really think the alien team with skulks will just let them walk into the hive... Sigh...

    As much as I admire your time and effort in writing this paragraph of words... I'm gonna step up and stop this hypothesizing nonsense.

    If you think 5 marines can take on 12 or so OCS so be it, GOOD FOR YOU. Some changes like making OCs 5 res weren't put in for a reason.

    So end this arguement over a theory, it really does not make sense.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--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--> Wow, do you really think the alien team with skulks will just let them walk into the hive... Sigh... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    marines > skulks. moreso if marines are upgraded, skulks aren't.

    <!--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-->If you think 5 marines can take on 12 or so OCS so be it, GOOD FOR YOU. Some changes like making OCs 5 res weren't put in for a reason. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    8 oc is maximum per area. but thats not my point. my point is that oc's are QUITE destroyable. siege, shotties, gl's... oc's are only worth something if they are strategically placed and defended with lerks, skulks, and gorges. even then they are easy bait to sieges, because sieging is so cheap and effective.

    if oc's are placed well, however, they are very effective. but not as effective as a few fades. thats why they are not used, they are too expensive.

    <!--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-->This maybe a bad example, but play a 4v4 game. The res will be fast for aliens, but if they only make OCs, the marines will have a very difficult time going to places. Ocs still cost 10, however if they costed 5, it would be horrendous.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    if u KNOW it's a bad example then why post it? you are asking for flames by posting ridiculous examples like that. we know aliens are overpowered in < 6vs6 games.


    <!--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-->18 Ocs is not an easy thing to step over you are dead wrong. You are basically saying a 6-man marine team (minus 1 for the commander), that each single marine can take 3 Ocs by himself in an instant? Wrong my friend wrong. You are saying that skulks will sit around while marines waste their ammo on Ocs? Wrong again. 18 Ocs with gorges healing them plus skulks vs 5 marines is not an even figure. What game have you been playing CS?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    well. 18 oc's, huh? as i said the maximum per area is eight. now. the oc's are in 1 single room. ns maps are big enough that such rooms can be bypassed _usually_. if its not possible, well... then siege it out. they have skulks? woo-freaking-hoo, big deal. marines have shotties, hmg's and mines. u know next time you comm, try not to waste 100 res on turrets in ms and you will notice that it's quite possible to have lvl2 hmg's about the same time as they have fades.

    now that you have sieged those 8 oc's out of your way, and the alien spawnqueu is full, simply scan the hive room, and if theres oc's there too.... well, siege it out, and maybe deal a few ha kits while your at it. because if aliens had 3 rt's... that means you have 5 or 6.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited July 2004
    <!--QuoteBegin-SmoodCroozn+Jul 26 2004, 12:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jul 26 2004, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some changes like making OCs 5 res weren't put in for a reason. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Since you're so "all-knowing" perhaps you can enlighten us on this topic so we can move on so to speak.

    Also... I looked into using the "unchaining Chambers" pluging to lower the res cost of OCs... i guess it cant be done using that.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    Aliens lose in 6v6 clan games almost 100% of the time. FYI.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Yep. Skulks need beefing up, and Gorges need to have their gestation cost lowered.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    <!--QuoteBegin-Grendel+Jul 27 2004, 08:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ Jul 27 2004, 08:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aliens lose in 6v6 clan games almost 100% of the time. FYI. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    and what exactly is being implemented to address this?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Aliens can win in clan games, but it requires extreme teamwork. You grab territory as quick as possible and then fight a losing war to hold on to your RTs as long as possible, basically throwing massed bodies at the enemy to slow them down until fades appear. Then the fades get a brief flurry of pwning everything until marines get heavier weaponry moving in the field. Then the fades have to play holding actions defending RTs and home hive AND building hive while marines try to take out any of these things. When the second hive goes up, it's time to rush and hope you don't meet HA/HMGs coming the other way. If you can get to a third hive, marines have just plain screwed up somewhere.

    Basically, it requires a very good alien team to win a clan game as aliens. On the other hand, it requires a marine team capable of basic shooting and following orders to win as marines.
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