Don't rush, and think strategically, more like NS than previous CO. Skulks rushing out gives marines free kills which gives them more and more upgrades, while your team gets nothing. Eventually you get spawncamped into oblivion. I've played in only a few alien wins in b5 co maps, but they've all played <i>much</i> differently from previous co games. Having dedicated gorges is important, and at least one lerk for umbra support. Also remember that superskulks always spawn as superskulks, so there's no change there. The only trick is your higher lifeforms. Remember that they only have to protect the hive until the timelimit runs out, and nothing more. Evolve accordingly. Small hallways? Get onos. Big hive room? Get fades.
The balance will probably remain a little off until jetpacks are tweaked to be a bit less superior. Everyone saves for JP now and nothing else, so that will probably need some changing in the future. For now, just save up for that 4th hive ability and web strategically, and don't undervalue the xenoskulk. Aliens in combat are very much the thinking and strategic team now, and not at all the rushing and killing team.
all the rines got to do is rush 1 time kill 10 skulls then the spawn system turn gayspawnsystem "spawning talke 1-1 min and 30 sec "(feels like cs that i hate most) then gg aliens lost
Sit over doorways and chomp them as they walk past. If you take a bullet or two, run back to the hive and heal. Remember that every time you die you're giving them exp to buy bigger guns with for the next round. Play conservatively instead of playing as if you had armor plating. You'll find yourself lasting a lot longer. If a marine even SEES you, run away. Hide until they've walked past and then attack. It's not hard to do, it just requires rethinking the way you play.
well i am playing with 300 ping the new spawn system kill me more the the moded spawn that is coolers co games i ever player , i think its called cheesy spawn system. if that is replace the co map gayspawn system the games would ROCK!
forgot to mantion after death of a higher life form skulld it become time to evolve again is like tooo long compare to rines instant upgrade like jps or ha..its not fair , ther should be an option to ramain as higher life form or back to skulld that would balance thing up i think , been playig aliens for 3 days out of 10 round 9 round alien lose, this is rather f*** up dont you think,,
I don't have any problems whatsoever with the current wavespawn. On both sides it is extremely feasible to come back from a spawncamp and possibly even win with the new system. It just requires being a bit more intelligent tactics.
I do agree that a case could be made for the JP being a tad bit on the overpowered side. I say fix it by reducing its energy by 3/4 and slow down its recharge rate. This makes sustained flight less an emphasis and the slower recharge gives the aliens a bit more time to find him while still on the ground.
As for skulks playing hide and seek on the rims of doorways and around corners and such... this works for the first few kills, but after that even the total nooblets on pubs will start to catch on. This isn't necessarily a bad thing, however there simply isn't enough architectural complexity in most maps/areas to allow a skulk to consistently hide in the area and remain concealed (without cloak) if he wishes to "let them pass". I'm talking about structural overhangs, complex pipe systems with multiple entrances to rooms, stacks of opened containers, etc. There simply isn't enough structural cover for skulks to always take on the role of clever ambusher because it currently only takes 1 or 2 attempts before your 'hiding place' is almost constantly checked.
On top of this, it'd be nice if the sound of skulks running were just ever so slightly quieter... like what lvl 1 silence normally gives. Currently you can hear them from a mile away and even if you didn't see them climb to the ceiling you sure can hear that they went up there.
Also on the line of being able to hear things I thought of a neat little tweak to the HA that both gives it that little bit of ambience and gives a slight debuff as well. Simply have the player inside a HA suit have a 'darth vader-esque' mask breathing sound playing. While it would make little difference to the life of a skulk or lerk attacking an HA from behind (he WILL turn around and ace you pretty quickly) it will likely allow an extra bite or two to take place simply because the HA was less likely to know what was coming at him because his breathing was louder than the footsteps or flaps of the skulk and lerk. This in turn might prove useful if there is a somewhat coordinated attack that relies on the skulks taking off a bit of that armor for fades and oni to finish the job up with slightly less threat of being killed before taking down the HAs.
But I guess I'm hijacking the thread now so I'll stop...
In 7 out of 10 games of CO that I've played, the aliens have won, and this was on a CLAN server, with good marines. Don't give any bs about how it's "unbalanced." You have to think before you attack, a concept that most people on pub servers have yet to figure out. [/flame]
<!--QuoteBegin-AoF.Palin+Sep 8 2004, 03:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AoF.Palin @ Sep 8 2004, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for skulks playing hide and seek on the rims of doorways and around corners and such... this works for the first few kills {snip} <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ah but you only need those first few kills to get your first upgrade of choice, which allows you to begin getting the kills after that wthout using just basic ambushing. Leap, silence, carapace, celerity, cloaking... any of these are adequate upgrades that will allow you get a few more points, to get the next upgrade, and so on.
My point was that you shouldn't try to play over your alien's ability. A base skulk charging down a hallway will get killed by a marine 100% of the time (if the marine isn't blind or currently being attacked by his pet cat, etc.). A skulk over a doorway dropping behind a marine will get the kill about 75% of the time (no it's not quite fair, but hey, that's the devs' problem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
<!--QuoteBegin-AoF.Palin+Sep 8 2004, 04:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AoF.Palin @ Sep 8 2004, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't have any problems whatsoever with the current wavespawn. On both sides it is extremely feasible to come back from a spawncamp and possibly even win with the new system. It just requires being a bit more intelligent tactics.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Half the team bites chair/shoots hive other spawn camps game over.
<span style='color:red'>***Locked***</span> since there are already topics discussing this. Note that 'it doesn't work' is seldomly enough to qualify as an argument. If you want to convince us to change something, it might be better to elaborate your point a little.
Comments
The balance will probably remain a little off until jetpacks are tweaked to be a bit less superior. Everyone saves for JP now and nothing else, so that will probably need some changing in the future. For now, just save up for that 4th hive ability and web strategically, and don't undervalue the xenoskulk. Aliens in combat are very much the thinking and strategic team now, and not at all the rushing and killing team.
after death of a higher life form skulld it become time to evolve again is like tooo long compare to rines instant upgrade like jps or ha..its not fair , ther should be an option to ramain as higher life form or back to skulld that would balance thing up i think , been playig aliens for 3 days out of 10 round 9 round alien lose, this is rather f*** up dont you think,,
I do agree that a case could be made for the JP being a tad bit on the overpowered side. I say fix it by reducing its energy by 3/4 and slow down its recharge rate. This makes sustained flight less an emphasis and the slower recharge gives the aliens a bit more time to find him while still on the ground.
As for skulks playing hide and seek on the rims of doorways and around corners and such... this works for the first few kills, but after that even the total nooblets on pubs will start to catch on. This isn't necessarily a bad thing, however there simply isn't enough architectural complexity in most maps/areas to allow a skulk to consistently hide in the area and remain concealed (without cloak) if he wishes to "let them pass". I'm talking about structural overhangs, complex pipe systems with multiple entrances to rooms, stacks of opened containers, etc. There simply isn't enough structural cover for skulks to always take on the role of clever ambusher because it currently only takes 1 or 2 attempts before your 'hiding place' is almost constantly checked.
On top of this, it'd be nice if the sound of skulks running were just ever so slightly quieter... like what lvl 1 silence normally gives. Currently you can hear them from a mile away and even if you didn't see them climb to the ceiling you sure can hear that they went up there.
Also on the line of being able to hear things I thought of a neat little tweak to the HA that both gives it that little bit of ambience and gives a slight debuff as well. Simply have the player inside a HA suit have a 'darth vader-esque' mask breathing sound playing. While it would make little difference to the life of a skulk or lerk attacking an HA from behind (he WILL turn around and ace you pretty quickly) it will likely allow an extra bite or two to take place simply because the HA was less likely to know what was coming at him because his breathing was louder than the footsteps or flaps of the skulk and lerk. This in turn might prove useful if there is a somewhat coordinated attack that relies on the skulks taking off a bit of that armor for fades and oni to finish the job up with slightly less threat of being killed before taking down the HAs.
But I guess I'm hijacking the thread now so I'll stop...
Ah but you only need those first few kills to get your first upgrade of choice, which allows you to begin getting the kills after that wthout using just basic ambushing. Leap, silence, carapace, celerity, cloaking... any of these are adequate upgrades that will allow you get a few more points, to get the next upgrade, and so on.
My point was that you shouldn't try to play over your alien's ability. A base skulk charging down a hallway will get killed by a marine 100% of the time (if the marine isn't blind or currently being attacked by his pet cat, etc.). A skulk over a doorway dropping behind a marine will get the kill about 75% of the time (no it's not quite fair, but hey, that's the devs' problem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Half the team bites chair/shoots hive other spawn camps game over.
I rarely get the chance to go onos, even if I do its already over.
You also know when your doomed, when half your team are dead.