But the thing is, I don't play on random pubs. I play with a group of 20 people I know, and consistently, the aliens win. Perhaps it's the 230 ping (we can't afford a better server), but I don't know. Since the server was patched, I can only remember 3 games where I won as a marine. In two of them, we outnumbered aliens 6-4 (they wanted to play that way; they said it was more fun).
It just bothers me because it's no fun anymore. I'd rather play as aliens and goof around building walls of chambers (just because I can) than rush at the very beginning, or play as marines and try in vain to put up those first portals before the inevitable zerg rush.
We work together as marines. We guard the shotgun user. We have decent aim. And yet, we die. Over, and over and over again. Whenever I switched over to aliens, I could take out two marines as a skulk with ease. I didn't even need the element of surprise.
fine, take apart my marine scenario then... hell i can get a map and draw where each and everything i said needs to be done... and tell me how what i said couldn't be done... the only way that plan i outlined would fail is just a difference in individual skills... which in an online multiplayer game, is what it really boils down to.
can your whole team of marines with LMG hold off an alien rush while staring at the hallways and vents they are about to come out of? it's the exact same scenario all the way into the first hive... it's basically the skulk rush defense just as it is in the beginning of the game, just in the resource point rooms... the only thing you might lose is your builder and some guys who unfortunately fall under casualties of war.... no biggie, someone else take up the building before the rest of the guys get here, then proceed to move on.
even with a lone gorg on their team, it will probably take him about as long by himself to grab resource nodes and build/secure the second hive, as the whole marine team, harassed by skulks, to make it into the third hive and secure it. the only factor should be skill at this point... did the aliens do a good enough job at slowing down the marines enough to get second hive abilities before they get third hive? (advantage alien)... or did they do a **obscenity** job and let the marines advance too fast into their hive and secure it? (advantage marines) what about the marines... are they good enough shots to push back the constant skulk rush at every resource point and advance quickly? (advantage marines) or did they keep on dying and allowed the aliens to get 2nd hive abilities while capturing minimal resources and not even a hive? (advantage aliens).
Aliens win a bit too much, but it's mainly a few bugs or design flaws that make it hard for marines. Usually nobody welds you're armor cause people are too lazy to weld/ask for welding, there is also no way to know the status of a players armor.
I think that when you shout for heal the commander would hear it as "heal" teammates would hear it as "need repair" or something that would indicate that this player needs their armor repaired.. I also think that when armor upgrades are researched people would start with 50% of the bonus gained without the need of welding.
There shouldn't be any major changes though, or the aliens are the one who'll get owned again. With a great commander marines can still win, but mostly the commanders suck in one way or another. Some build crappy bases that a lone skullk could take down in seconds (no turrets on one side of the turret factory etc)
i'm beginning to think you guys just need to play better.
as marines vs. skulks... theres no way you die "over and over and over again". **obscenity**, that's what the skulk rush is... this doesn't happen to the marines if they're any good. a skulk rushing at two marines in a hallway is a dead skulk... shiiit 3 of you could be rushing and you'll all die to anyone with good aim.
'working together' isn't the only thing you need to win. you also need to aim good enough to kill aliens... as well as have a good commander who knows (no, not just the basics... i mean REALLY knows) the game.
"It just bothers me because it's no fun anymore. I'd rather play as aliens and goof around building walls of chambers (just because I can) than rush at the very beginning, or play as marines and try in vain to put up those first portals before the inevitable zerg rush"
don't do this. you drain resources which would be better allocated to your primary gorg expanding when you fill up resources, and whenever your waiting to respawn, your resources are split up evenly between the team, the more people who reach max 33/33 resources (or 66/66 in 2nd hive scenarios) the more resources will be sent to your builder, and the faster he'll get the resources to put up the proper structures up... not to mention the all-important 2nd hive.
skulk rushing is the most important thing you can do as a skulk in the very beginning of the game... hell it's the ONLY thing you can do at the beginning of the game, aside from parasite everyone. unless your the primary gorg (or one of the two) there is absolutely no reason you shouldn't be rushing if you want to help your team win at all against a good marine team. but seeing from your descriptions of how your team plays... i don't think they're playing the right way for that to even matter.
The 1.01 patch changes greatly affected the 2 hive->3 hive scenario. Now the marines and aliens have an equal chance of securing that hive. Whoever wins that large battle, takes control of the map. The fade upgrades were critical to ensuring the aliens now have a chance to deal with a turreted/HMG hive room.
The best weapon in the game is communication by far. My alien team just lost its 2nd hive, and were heading down the road to defeat. Using strategy, we used our remaining fades along with lerks/skulks/gorge's did a 2 pronged attack. We simply outnumbered the marines and killed them while taking heavy turret casualties. The aliens that were left took out the turret factories, while the hidden gorge's were healing the survivors. As soon as the factory went down, both hives went up, and we all defended those 2 points only. The marines didn't realize what was happening, and kept on coming into our rooms 1 at a time. Eventually we had onos, and won.
Simply put, communication let us win from far behind. Aliens don't need a commander. We have hive-sight, and voice communication. Remove all your players from hidden hallways, and have them ambush the hives all at once. The only way you'll fail is if you don't do it simultaneously or if the marines decided to put noone defending their resource centers.
The aliens can now recover and take back hive's. The marines if commanded well can secure hives. It all comes down to which team uses their communication best.
quite balanced now,even though there are still a few bugs ,still balanceD <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--MbOoGiE+Nov 10 2002, 05:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MbOoGiE @ Nov 10 2002, 05:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->don't do this. you drain resources which would be better allocated to your primary gorg expanding when you fill up resources, and whenever your waiting to respawn, your resources are split up evenly between the team, the more people who reach max 33/33 resources (or 66/66 in 2nd hive scenarios) the more resources will be sent to your builder, and the faster he'll get the resources to put up the proper structures up... not to mention the all-important 2nd hive.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> My point was that as aliens, I had the time and resources to goof off without severely detracting from my team.
That and building walls of chambers is a great way to block elevators.
I have yet to lose a game as a marine when im commanding. The quality of the commander matters.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> B)
Its not only the quality of the commander, but also the quality of his computer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Comments
It just bothers me because it's no fun anymore. I'd rather play as aliens and goof around building walls of chambers (just because I can) than rush at the very beginning, or play as marines and try in vain to put up those first portals before the inevitable zerg rush.
We work together as marines. We guard the shotgun user. We have decent aim. And yet, we die. Over, and over and over again. Whenever I switched over to aliens, I could take out two marines as a skulk with ease. I didn't even need the element of surprise.
With this new patch though, marines NEED a good commander to win.
can your whole team of marines with LMG hold off an alien rush while staring at the hallways and vents they are about to come out of? it's the exact same scenario all the way into the first hive... it's basically the skulk rush defense just as it is in the beginning of the game, just in the resource point rooms... the only thing you might lose is your builder and some guys who unfortunately fall under casualties of war.... no biggie, someone else take up the building before the rest of the guys get here, then proceed to move on.
even with a lone gorg on their team, it will probably take him about as long by himself to grab resource nodes and build/secure the second hive, as the whole marine team, harassed by skulks, to make it into the third hive and secure it. the only factor should be skill at this point... did the aliens do a good enough job at slowing down the marines enough to get second hive abilities before they get third hive? (advantage alien)... or did they do a **obscenity** job and let the marines advance too fast into their hive and secure it? (advantage marines) what about the marines... are they good enough shots to push back the constant skulk rush at every resource point and advance quickly? (advantage marines) or did they keep on dying and allowed the aliens to get 2nd hive abilities while capturing minimal resources and not even a hive? (advantage aliens).
Aliens win a bit too much, but it's mainly a few bugs or design flaws that make it hard for marines. Usually nobody welds you're armor cause people are too lazy to weld/ask for welding, there is also no way to know the status of a players armor.
I think that when you shout for heal the commander would hear it as "heal" teammates would hear it as "need repair" or something that would indicate that this player needs their armor repaired.. I also think that when armor upgrades are researched people would start with 50% of the bonus gained without the need of welding.
There shouldn't be any major changes though, or the aliens are the one who'll get owned again. With a great commander marines can still win, but mostly the commanders suck in one way or another. Some build crappy bases that a lone skullk could take down in seconds (no turrets on one side of the turret factory etc)
as marines vs. skulks... theres no way you die "over and over and over again". **obscenity**, that's what the skulk rush is... this doesn't happen to the marines if they're any good. a skulk rushing at two marines in a hallway is a dead skulk... shiiit 3 of you could be rushing and you'll all die to anyone with good aim.
'working together' isn't the only thing you need to win. you also need to aim good enough to kill aliens... as well as have a good commander who knows (no, not just the basics... i mean REALLY knows) the game.
"It just bothers me because it's no fun anymore. I'd rather play as aliens and goof around building walls of chambers (just because I can) than rush at the very beginning, or play as marines and try in vain to put up those first portals before the inevitable zerg rush"
don't do this. you drain resources which would be better allocated to your primary gorg expanding when you fill up resources, and whenever your waiting to respawn, your resources are split up evenly between the team, the more people who reach max 33/33 resources (or 66/66 in 2nd hive scenarios) the more resources will be sent to your builder, and the faster he'll get the resources to put up the proper structures up... not to mention the all-important 2nd hive.
skulk rushing is the most important thing you can do as a skulk in the very beginning of the game... hell it's the ONLY thing you can do at the beginning of the game, aside from parasite everyone. unless your the primary gorg (or one of the two) there is absolutely no reason you shouldn't be rushing if you want to help your team win at all against a good marine team. but seeing from your descriptions of how your team plays... i don't think they're playing the right way for that to even matter.
The 1.01 patch changes greatly affected the 2 hive->3 hive scenario. Now the marines and aliens have an equal chance of securing that hive. Whoever wins that large battle, takes control of the map. The fade upgrades were critical to ensuring the aliens now have a chance to deal with a turreted/HMG hive room.
The best weapon in the game is communication by far. My alien team just lost its 2nd hive, and were heading down the road to defeat. Using strategy, we used our remaining fades along with lerks/skulks/gorge's did a 2 pronged attack. We simply outnumbered the marines and killed them while taking heavy turret casualties. The aliens that were left took out the turret factories, while the hidden gorge's were healing the survivors. As soon as the factory went down, both hives went up, and we all defended those 2 points only. The marines didn't realize what was happening, and kept on coming into our rooms 1 at a time. Eventually we had onos, and won.
Simply put, communication let us win from far behind. Aliens don't need a commander. We have hive-sight, and voice communication. Remove all your players from hidden hallways, and have them ambush the hives all at once. The only way you'll fail is if you don't do it simultaneously or if the marines decided to put noone defending their resource centers.
The aliens can now recover and take back hive's. The marines if commanded well can secure hives. It all comes down to which team uses their communication best.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> == <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
I love this game.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
My point was that as aliens, I had the time and resources to goof off without severely detracting from my team.
That and building walls of chambers is a great way to block elevators.
I have yet to lose a game as a marine when im commanding. The quality of the commander matters.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
The list goes on
I have yet to lose a game as a marine when im commanding. The quality of the commander matters.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
B)
Its not only the quality of the commander, but also the quality of his computer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
(I get 4fps in comm mode and ~20 in FPS mode)