Why The Kharaa Win.

Lord_ChambersLord_Chambers Join Date: 2002-11-03 Member: 6160Members
<div class="IPBDescription">I think</div> Aliens win with hives and resources. Alien resources are mainly useful because they allow chambers and towers to be built, which seriously hamper LMG Marines.
Marines rely solely on resources. In general the Marines will be able to set up a base in a hive, preventing the aliens from getting three. However, in 1.01, two hives is quite sufficient to destroy the Marines.

With these things established I argue that the marines lose because of a Kharaa advantage in the early game. Marines can't go off by themselves or they'll be skulked. They must move in groups, and expand conservatively. Aliens on the other hand, can just build a bunch of resource nodes in the beginning, and leave them safely without defenses, because the hive sight, speed, and combat advantage of skulks will keep them defended, not to mention that marines won't be venturing around the map. Aliens however will, and one skulk can take out a resource node. He doesn't run out of ammo, and he doesn't get ambushed from vents. To prevent this the Marines need to invest about 100 resources per node (3 turrets x 19 + 1 node x 22 + 1 turret factory x 25), and those defenses only last until the Aliens get a second hive. To get the resources they need to battle fades, or to battle skulks while trying to take over two hive sites, the Marines need resources, and they can't get very many because of the Skulk advantage early on.

The solution? I think lowering the cost of shotguns would be a good place to start. 10 or 15 sounds good to me. Shotguns can destroy resource nodes and towers (if the gorges actually decide to defend their resource nodes) more efficiently with their ammo, while allowing decent marines to take out a groups of skulks. They still won't be the raging one-man armies that are individual skulks, but it'll hopefully cause the aliens to be more conservative in their expansion.

Another solution would be to devalue the power of two hives for the aliens, such as weakening umbra or fades (I'll be very scared when bile bomb building damage is fixed), so that the Marines have a better chance, despite their need for conservative expansion. I don't really like this though, because the main imbalance is early on, not later into the two hive game.

To summarize, I think the Marines are losing because they can't expand as quickly as the aliens early on, because they must travel in packs.
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Comments

  • IcculusIcculus Join Date: 2002-01-24 Member: 26Members
    i think switching umbra and spre cloud as a lerk is something to look into. If kharaa didnt have access to umbra till 3rd hive it might change things a bit... maybe too much.... but its an idea....
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    Umbra is amazing. I love it. (When I play Kahraa).

    Umbra is horrible. I hate it. (When I play Marine).

    I really do think that Umbra should probably be had with three hives instead of two. There's not a heck of a lot Marines can do against Umbra, aside from suicide knife-rushing. (Or perhaps nade-spamming, but the aliens can grab two hives before most marine teams can get the nade launcher).

    As much as I love Umbra when I play Lerk, I think it'd serve better in the fourth slot. (Though perhaps Spore is too powerful for two hives, in which case we still have a problem. *shrug*)

    And I agree with lowering shotgun costs. Many commanders are loathe to give out shotguns because of their expense, even though a marine with a shotgun has a better chance of completing objectives (well ... <b>myself</b> with a shotgun in any case ...)
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    I mostly agree with lord chamber seeing as how Experienced alien players always wins with aliens.

    But I rather think the balancing is fine for it now... or perhaps tweaking with the fade's health again? not sure.

    what seems to be the marine's downfall is the lack of a really excellent commander.

    with experienced alien players, you need a REAlly, really excellent commander.
    with good alien players you need a preferabbly smart commander
    with n00b alien players you win almost with a stupid commander

    But i think it's all fine too... seeing as how Marines do win once in a while,... just that they have to struggle for security and nodes in the early stages.... once the fades kick in, it's horrible, especially if there's a bunch of them.

    now you dont' really need a lerk/fade combo. You just need about 3-4 fades and it's pretty much all over for marines even if they have HMGs
  • SpectraSpectra Join Date: 2002-11-10 Member: 8088Members
    Siege turrents used wisely and protected well. Nuff said.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Aliens on the other hand, can just build a bunch of resource nodes in the beginning<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    LOL. You've obviously never played alien. It takes several minutes for the first additional alien resource node to be available if there are a low number of gorges.

    If there are a high number, it takes much longer.

    Marines on the other hand can concentrate all their resources into those nodes without having to spread them between the team.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Previously, umbra and spore cloud =were= switched.

    Spore Cloud as a two-hive weapon is incredibly deadly. One lerk with Adrenaline can fill a decent sized marine base with poisonous spores, killing up to half a dozen unfortunate marines in seconds.

    Two lerks with Adrenaline and Spore Clouds... I don't even want to think about it.

    Whereas Umbra really is only a big threat - against humans - when it's used in conjuntion with other alien players (the infamous lerk-umbra + gorge-spray + fade-killing-machine comes to mind). True - against lone, undefended turret outposts, an umbra'ed lerk is a deadly menace. As it should be! Turrets aren't supposed to be the be-all and end-all of defense.

    In truth, what I see more often since the patch is: a Lerk will set up a sniping position, take out whichever turret guards the 'back side' of the turret factory, then just fly in and bite the bloody thing from safety.
  • True_BelieverTrue_Believer Join Date: 2002-11-10 Member: 8074Members
    the worst part i see when i face marines as a fade is that most people are too afraid to run outside and kill me. theres maybe 1 or 2 marines that gather the cohones to come out and even if they have heavy armor and an HMG i still manage to kill them (albeit with little health left) since theres only 1 or 2 people. teamwork is the biggest part of being a marine. a couple days ago i forget which map it was but me and 1 or 2 other guys were holding off at least 3 fades (probably more) and some gorges building off chambers at 1 res point (and ultimately for a large part of the map) for a LONG time because we knew what we had to do and we did it. if we needed armor we welded each other. if we needed health we asked the comm. it was lasting a long time until a newbie stepped into the comm because the other left and we got ruined. its really all about teamwork.
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    <!--QuoteBegin--Ahnteis+Nov 10 2002, 06:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Nov 10 2002, 06:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->LOL. You've obviously never played alien.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    First let me tell you that he does play alien and he's pretty good at it, that's to clear the misunderstanding...

    then, may i remind you that, in order for the marines to suceed they have to move in a group or they'll just be skulked one by one out on the field.

    this gives incredible times for the gorgs to build stuff.

    What I suggest as a counterattack is to have a huge group building... and a group of 2-3 people scouting around new areas....

    and for Aliens, having a gorg died in the early game is pretyt much a big loss.

    this could be helpful to marines.
  • Lord_ChambersLord_Chambers Join Date: 2002-11-03 Member: 6160Members
    <!--QuoteBegin--Ahnteis+Nov 10 2002, 11:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Nov 10 2002, 11:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It takes several minutes for the first additional alien resource node to be available if there are a low number of gorges.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I didn't say it happened instantly. Yes, you have to wait a bit. However, after you do make one, you don't really have to worry about marines coming to kill it, because they'll either be building, or getting ambushed by skulks when they do decide to attack. Want to make that resource node invincible until they get HA or Grenade launchers? Put three offensive towers near it with three defensive towers. Even if they get a large enough group to destroy it with weak weapons, you can skulk them while reloading, or just attack their nodes while they attack yours.

    And so you know, the more gorges you have the lower percentage of the Kharaa resoucres you get, thus the slower you are able to build. Each alien gets a percentage of the teams' resource nodes' yeild. Gorges get a higher percentage than other aliens. Even though you are getting a larger cut of the pie, too many gorges divide the resource pie too much. If you want to be effective only have one gorge for about every three other aliens.
  • True_BelieverTrue_Believer Join Date: 2002-11-10 Member: 8074Members
    you dont need a large group to succeed. i was wandering around from waypoint to waypoint with 1 other person and we were doing just fine. so were all the other people. we mostly stuck to 2-3 man groups and we did fairly well. we developed quite quickly too. teamwork people. teamwork.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes, you have to wait a bit. However, after you do make one, you don't really have to worry about marines coming to kill it, because they'll either be building, or getting ambushed by skulks when they do decide to attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Perhaps I misunderstood a bit.

    However, when I comm, my first priority is not resource nodes. It's to take at least 1 hive. That will additionally give you at least 1 resource node.

    Marines can do well enough with LMGs for quite a while as long as they stick together and holding that hive is far more important (in my experience) then rushing to HMG. (In view of the total game rather then simply examining the outcome of individual encounters.)
  • ReignReign Join Date: 2002-10-27 Member: 1652Members
    edited November 2002
    NS is pretty much the most balanced game out there. Each side has its own cons and pros. The key to why marines have been losing lately is simply that the aliens are learning better and not that marines are disadvantaged in some balance way. Like Spectre said, siege turrets. Siege turrets along with other marine abilities can be enough to slaughter an alien team. No shotgun required. One or two men with a shotgun is a deadly menace to the aliens and the two could probably make it all the way to the hive with the occasional medpack or two...especially so early on into the game.

    The point is, although the aliens have been winning a lot of games, don't make it a balance issue. Things are fine. I can, for one, say that I have a decent amount of skill with an LMG so a skulk doesn't scare me too much. The sad thing is when your the commander and you've sent in 2-3 waves of the same four marines and they all get slaughtered by 1-2 skulks (it happened today).

    Don't make these kinds of things a balance issue. We could go on all day but in the end, NS is pretty much as balanced as it gets.

    EDIT: Spectra, not spectre.
  • Go7Go7 Join Date: 2002-11-01 Member: 2553Members
    I agree with Chambers on the Shotgun thing, lower it to 15!. The shotgun does 160 damage per shot, and is great at taking out static targets. It takes 8 shots from the shotgun to kill an Offensive tower (less than 1 clip), while the LMG takes about 2.5 clips! The shotgun can take it out faster and safer (come out of cover, shoot, go back), whereas the LMG user often has to attempt to shoot the sides of O Towers.
  • ReignReign Join Date: 2002-10-27 Member: 1652Members
    Maybe thats why the shotgun has such a high price on it in the first place. It's powerful. No HMG or GL but its still very powerful in the right hands.
  • True_BelieverTrue_Believer Join Date: 2002-11-10 Member: 8074Members
    reigns got a point. really all NS is lacking is TEAMWORK! cmon people, teamwork!
  • baby_seal_clubberbaby_seal_clubber Join Date: 2002-11-05 Member: 7141Members
    I know all about that.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    The only times I've lost as marine is when there are a ton of newbies on my team. Sad, yes, but I try to teach them how to play rather than shouting "STFU n00b" in the hopes that some day, in the future, I may have a greater than 50% chance of getting a decent team.
  • baby_seal_clubberbaby_seal_clubber Join Date: 2002-11-05 Member: 7141Members
    The nicer and more respectful you are to your marines the more respectful they will be to you as the commander. If you are nice to them and teach them how to play they will trust you, and often when you gain their trust they will share things with you and even teach you how to play better. We're all new to this game and we should help one another.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Yeah but there's new and there's <b><i>new</i></b>.
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Well in my eyes shotgun being lower will not effect too much except give whiners the ability to say "I need a shotgun and you have 10 resources so you can give me it", while the commander is saving for something. Advice to most marines is that when it seems like the skulk rushes never end, build a siege. Why, because the aliens are building defence towers right outside your base so the skulks heal and then attack again. When the aliens don't have a way of healing like that, the skulk attacks die down fast. Also if you see that aliens have taken a place and armed it to the nose be smart, use siege. But I REALLY would like to see that when turret factory upgrades, turrets go offline and come back when it is done.

    When it comes down to umbra and spore I don't know really what to say. Umbra is far from always used, I have seen many many successful attements to beat marines with 2 hives and not using umbra. When umbra is used I always seem to see a spore cloud so basicly to me they come at the same time, unless I am alien.
  • IcculusIcculus Join Date: 2002-01-24 Member: 26Members
    my only real wish as far as balancing goes at this point is that i wish the siege weapons of both sides (xeno, bile, siege turret, and grenades) actually affected buildings in a uniform and consistent manner. I think once this happens things will clear up nicely.
  • Lord_ChambersLord_Chambers Join Date: 2002-11-03 Member: 6160Members
    edited November 2002
    I don't see the Kharaa using defense chamber bases to attack with skulks. That doesn't happen until they get fades. Suppose they were doing that though. Building up a siege turret or two is just another investment of resources and manpower that causes the Marines to develop slowly. The very fact that the Kharaa could build a base near the marines shows their advantage. The marines almost could never do that, because their building operation would get pounced by skulks. Nonetheless, that is the nature of hive sight versus one commander and a bunch of follower Marines. I don't suggest we change that.

    In fact Reign, I don't think we should change any balance issues in the next patch. I think we should get the bile bomb bugs and crazy commander conditions worked out first. I just hadn't seen anyone point to the differences in expansion strategy, specifically resource nodes, as the reasons for aliens winning. People say it's turrets or towers, fades or fools. Not in the games I play. It's the quick skulk ambushes/mobile skulk defense that force the Marines to build good defenses around each node, and stick together. And it is this slow development that kills them
  • Twisted-Irony_MurphyTwisted-Irony_Murphy Join Date: 2002-11-10 Member: 8122Members
    I think <b>Regin</b> and <b>True Believer</b> got very good points! I play alien most of the time, cuz i like them, but bottom line i think it is well balanced, and like u guys said alot of it lays in the commanders hands.

    But with all this complaining its been lately im afraid that the ns team is going to change the blanace in the game and ruin all again... (like it was before the patch)

    but hey i could be wrong <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    i like gorge's though <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> , arent they cute =)
  • True_BelieverTrue_Believer Join Date: 2002-11-10 Member: 8074Members
    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> = WIN

    the only thing i could see improvement in more is the netcode. i may ping a server at 30 but when i join im at 80-100. whatever thats still not bad but a 30 ping would be nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • DukatDukat Join Date: 2002-11-08 Member: 7748Members
    I agree the key(s) to Marines winning are heavy doses of teamwork, and a great commander with low lag. From what I have seen online (and in stories shared with friends) teamwork is highly lacking. This isn't like CS or TFC where you can wander off on your own and only have to worry about a sniper. Good commanders are hard to find, the best commanders I've seen are the ones with Starcraft/Warcraft expierence and know how to manage the resources. But I still think that even lightly armed marines can take control of a situtation with a bad commander as long as they have teamwork, with out that they'll hear the tell-tale chomp of a skullk. *chomp* <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> *chomp*
  • TheRandomSinTheRandomSin Join Date: 2002-11-03 Member: 5571Members
    okay! jesus christ... this isnt a general discussion topic! this is a tech/change whatever the **obscenity** it is topic... so admin/mod, plz move or delete this thread before im forced to smash my monitor to pieces.
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    One of the reasons that aliens are so much more powerful is the sudden, tide turning advances that just decimate the slow and steady advancing marines... it's a shock.

    Aliens get a fade, or worse yet an onos, and you know you're dead... it's happened several times "oh shazbot! They have onos, we're all dead... we can stop trying now..."

    Where as the aliens don't have to worry about that too much, the only time the aliens really sweat is with seige turrets, and even then if they auto target a heavy fortification that can't be taken out with a seige turret, and i've seen this, then you wasted resources on a turret... I think the option to change targets on a seige turret would be nice, though it could be a weighted average, like it would only target a hive 1/25 times or something like that, to balance it.

    Let's face it, otherwise when I play as aliens I don't exactly see HA or HMGs to be a big deal because i'm not ALWAYS going to be rushed by ha and hmg equiped marines, and this goes back to the commander somewhat and his responcibility to equip rushing soldiers.


    All and all, these are minor quivals compared to more crippling problems like the lag. Yes, it is much better, but it's a little annying to ping a server at 80ms and when you enter it's up around 200ms.

    Granted, it's a great feat to get CS like server code on a mod that has about 10x, if not more, models and entities on screen AND bigger, more detailed, maps.

    Good work abound, but listen to us! We are the ones who make or break a mod, not playtesters!
  • A-JimA-Jim Join Date: 2002-10-19 Member: 1549Members
    The NetCode is Perfect. Perfect. I've played ona 10 v 10 server with a patch..absolutely flawless (mind u i played on cable connection). It all dpends on the server machine. Some ppl think its liek CS and it'll run fine with their crappy old machine, but it won't because of NS's features. Just try to find a server that runs on a good machine and is patched.
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    <!--QuoteBegin--A-Jim+Nov 10 2002, 10:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A-Jim @ Nov 10 2002, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The NetCode is Perfect. Perfect. I've played ona 10 v 10 server with a patch..absolutely flawless (mind u i played on cable connection). It all dpends on the server machine. Some ppl think its liek CS and it'll run fine with their crappy old machine, but it won't because of NS's features. Just try to find a server that runs on a good machine and is patched.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    heh, yeah i can tell from experience it's not like CS.

    When an onos rushes our base that has turrets in it i drop down to 5FPS, same while in the commander's chair.

    I need a new comp, my 450 P3 isn't cutting it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    i've thought shotgun should cost less anyway. It's only 5 less than HMG but it's DEFINATLY not anywhere near as effective as HMG.

    10 or 15 would be better for shotgun, right now it's just not very cost effective.
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