Natural Selection, Or Res Muncher?
killswitch
Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">Too much time spent biting</div> I play aliens most of the time, and I spend between 20-40% of the initial game just biting nozzles. And i have to tell you, it's really freakin' boring. The problem is the skulk runs out of energy about half way through the nozzle; and the nozzle has outrageous amounts of health.
Marines don't have this problem because aliens don't have the capacity to place that many nozzles early on, whereas marines just keep replacing them over and over. In short, a lot of the game is a chore; biting nozzles all the time.
I suggest decreasing the energy cost of bite, or lowering nozzle health. Comments?
Marines don't have this problem because aliens don't have the capacity to place that many nozzles early on, whereas marines just keep replacing them over and over. In short, a lot of the game is a chore; biting nozzles all the time.
I suggest decreasing the energy cost of bite, or lowering nozzle health. Comments?
Comments
80 to kill an RT with knife
Very comparible time
Also if you wish to make the node go down in record time, use 2 skulks... the node dies 150% faster I believe (because you don't run out of energy).
Seriously, take down the nodes in pairs and you can kill masses of nodes, each in under 20 seconds.
I must have said 100000's of times to my team "every 1 pick a res and kill it"
It is good when u have 2 or more <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> and u are on a roll going form rine RT to rine RT and bringing them down!!!
and also, doesnt the knife have a faster attack rate
and also, doesnt the knife have a faster attack rate <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
not to mention the knife doesn't run out of energy, thus slowing down the attack rate
and on top of that, electrifying 1 or 2 nodes outside your base renders them somewhat uncontestable for the longest time. Though, I wouldn't waste the res on more than 2 nodes. Even so, you've just ensured yourself a fairly nice stream of income... and if a decent group of marines is sticking together you get even more income based of extra rts and rfk during their exploits. After one or two good runs like that and you're basically ready for either an HA/HMG or a Phase/JP/Shotty rush. I've only seen this tactic lose on rare occasions... it seems to me that making the rts slightly more vulnerable might deter the success of the strat a bit.
and also, doesnt the knife have a faster attack rate <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
not to mention the knife doesn't run out of energy, thus slowing down the attack rate
and on top of that, electrifying 1 or 2 nodes outside your base renders them somewhat uncontestable for the longest time. Though, I wouldn't waste the res on more than 2 nodes. Even so, you've just ensured yourself a fairly nice stream of income... and if a decent group of marines is sticking together you get even more income based of extra rts and rfk during their exploits. After one or two good runs like that and you're basically ready for either an HA/HMG or a Phase/JP/Shotty rush. I've only seen this tactic lose on rare occasions... it seems to me that making the rts slightly more vulnerable might deter the success of the strat a bit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1. whoops mathe error
2. Knife attacks faster and has no energy but marines are slower to get to the node
3. Electrification of the nodes outside of your base is a terrible strategy, sure fire way to lose against a good team
How is that a sure-fire way to loose exactly?
Second of all, electrified RTs cost 30 res additional. Against a good team who has gorges on the front lines, they'll take it down in less than 3 minutes: the time it takes for the RT to repay itself.
Thirdly, those 30x res could have gone towards upgrading the armory, researching weapons 2, dropping 3 shotguns...you see where I'm going with this?
How is that a sure-fire way to loose exactly? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Because the marines won't have the upgrades to tangle with the fades and will die and you will lose map control and die a horrible death
Like, in eclipse, and the aliens starting hive is Computer Core, if you capture and electrify Sub-Sector and South Loop, you really anger the skulks since those two RTs are easily defended by aliens from Computer Core... but they can't do much if the RT is electrified <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Occupied skulks = marine win.
Which would only be a team consisting entirely of CS players that are new to ns.
Marines can take down nozzles faster than aliens because they don't have an 'energy' bar, and aliens don't have the capacity to build that many nozzles at the start because of the res system. I would also argue that marines also have an easier time shooting skulks that try to save the RT.
Aliens will take down the same nozzles 2, 3, even 4 times in one game. And a skulk that's taking 1 minute to bite a nozzle, is a skulk that's not gaurding hives or ambushing marines.
But against good marines, the fade needs friendly skulks as bait to ensure marine death. That leaves no spare players to slowly and painfully munch the enemy economy...
Dunno what exactly should be done, but in "normal" settings (6v6), it isn't until an Onos pops up that marine res towers really start to go down. And sometimes, that can already be too late for the aliens.
Generally If aliens get 2 hives and one of them is not under marine pressure then all the rine res will die. Bile and the higher lifeforms that start apperaing after the 2nd hive make short work of them elec or not. Its funny that one of the onos best features is that it can easily go round and kill all the res.
It is rare that res gets elec though I would have to say. I rekon I would play only 1 in three games where I see elec res. It just costs 2 much and slows the upgrades/getting more res down too much. It is the pwn though when the foolish aliens get sens 1st, that is if u can afford it while still getting motion, armour 1 and hmg.
did i just read something about the fade getting a bonus to attacking buildings?
i'm going to pretend you meant skulks and that was a horrible, horrible typo... i'm pretty sure the fades role is to kill marines in an area and that its ability to kill electrified buildings is only a side effect of its high hp/armor.... and doesn't need boosting.
skulks getting a damage bonus to buildings would be a good addition. the current number is 80 bites for a res node, lowering that to 70 is a small yet drastic change that would be welcome.
the downside to this is that skulks can tear up relatively low hp turrets a little faster, which might make turrets less usefull against lower lifeforms which is their main role.
simply lowering the health of a marine res node would work just as well i think. armories, observatories, and phase gates all take a reasonable amount of time to die, resource nodes are the only problem and so a simple hp change there would solve this.
Travel in numbers.
But I cant keep up with my teamies <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
good way to speed up the destruction of res nodes for both teams is making resnodes' efficiency based on their condition.
i.e if the node is red itll collect 1 res every 12 seconds or something less harsh. that way you can slow down their res flow without actually taking the time to destroy resnodes.
neglegent commanders will also be victims of this if they dont repair/rebuild damaged res.
good way to speed up the destruction of res nodes for both teams is making resnodes' efficiency based on their condition.
i.e if the node is red itll collect 1 res every 12 seconds or something less harsh. that way you can slow down their res flow without actually taking the time to destroy resnodes.
neglegent commanders will also be victims of this if they dont repair/rebuild damaged res. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Now that is likely one of the more origianal and innovative ideas i've heard in quite some time. Though... i'm not sure how drastic a benifit / detriment it might offer in terms of balance.