Natural Selection, Or Res Muncher?

killswitchkillswitch 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?
«1

Comments

  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    Yeah, it does get a bit tedious...that is until a marine arrives to play ringa-ringa-rosies with.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Changing bite energy cost might make it a bit less tedious, but the reason it works that way is to balance the game. In theory marines are supposed to be the slow, low mobility team, so taking a long time to take down their nodes gives them the time they need to send a player or two around to save it. Alien nodes take less time to go down, because aliens can get to the node from far away fairly quickly.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    75 bites to kill a node
    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.
  • RiotingNerdRiotingNerd Join Date: 2003-09-15 Member: 20896Members
    forlorn isnt it 80 bites? if an rt is 6k hp and bite does 75 dmg....
  • paper_tigerpaper_tiger Join Date: 2004-05-07 Member: 28534Members
    It does suck killing RT dont it... I love it when I see skulks just run past them, maybe paraciting them as they scoot by thinking "someone else will get it". Inevitably that "someone else" is me <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->

    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!!!
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    <!--QuoteBegin-RiotingNerd+Sep 15 2004, 11:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RiotingNerd @ Sep 15 2004, 11:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> forlorn isnt it 80 bites? if an rt is 6k hp and bite does 75 dmg.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    and also, doesnt the knife have a faster attack rate
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    edited September 2004
    <!--QuoteBegin-NEO_Phyte+Sep 15 2004, 01:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEO_Phyte @ Sep 15 2004, 01:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-RiotingNerd+Sep 15 2004, 11:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RiotingNerd @ Sep 15 2004, 11:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> forlorn isnt it 80 bites? if an rt is 6k hp and bite does 75 dmg.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    This issue could be solved with weaker marine nodes and cheaper , different electrification. By draining stamina , elec nodes would be mostly vulnerable to bile bomb and onos gore. Attacking an elec node with depleted stamina would be less effective than letting the OCs do the job.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    if you really want to overkill it allow restowers to be "locked down" where the player uses the building for x time and tampers with it so it ceases to function, but a quick weld or heal will bring it right back into the fray <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Sending multiple skulks in a map where atleast there are 2 distant seperate points makes for some really crap games of res munching <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    Increasing the Skulk's biting power towards structures! The Gorge should also act as the Skulk's dentist. Whenever he bites a structure, his biting power is lowered, until he has no more teeth, and his mouth is just a big hole of acid. Then, the Gorge can "heal" his teeth back, and there you go! The Gorge is more useful, and the Skulk can munch RT's down quicker.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-AoF.Palin+Sep 15 2004, 04:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AoF.Palin @ Sep 15 2004, 04:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NEO_Phyte+Sep 15 2004, 01:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEO_Phyte @ Sep 15 2004, 01:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-RiotingNerd+Sep 15 2004, 11:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RiotingNerd @ Sep 15 2004, 11:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> forlorn isnt it 80 bites? if an rt is 6k hp and bite does 75 dmg.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    <!--QuoteBegin-Forlorn+Sep 15 2004, 10:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 15 2004, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3. Electrification of the nodes outside of your base is a terrible strategy, sure fire way to lose against a good team <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    How is that a sure-fire way to loose exactly?
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    First of all, a good team actually uses gorges up front in conjunction with skulks to bite down the RT.

    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?
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    That assumes surely that the game isn't already lost by that point because the marines have had more than 3 res nodes for the length of time it takes to get a second hive up for gorges to take down res towers with bile bombs, surely?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Ice9+Sep 18 2004, 03:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ice9 @ Sep 18 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Sep 15 2004, 10:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 15 2004, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3.  Electrification of the nodes outside of your base is a terrible strategy, sure fire way to lose against a good team <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Electrifying RTs is reserved for the ones closest to the alien hive(s), especially in the early game.

    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited September 2004
    Elec is an effective strategy against aliens who don't understand that their team is almost completely dependant on Fades in 3.0.
  • Az0rAz0r Join Date: 2004-09-10 Member: 31570Members
    <!--QuoteBegin-Zek+Sep 18 2004, 07:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Sep 18 2004, 07:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Elec is an effective strategy against aliens who don't understand that their team is almost completely dependant on Fades in 3.0. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Which would only be a team consisting entirely of CS players that are new to ns.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    Well again, here's my problem:

    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.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    There does need to be an alien-killing-enemy-res buff, but not in the form of a skulk buff. A higher lifeform, lerk/fade, should receive 1.5/2x damage to at least res towers, maybe all structures. In smaller games it can be troublesome as aliens to manage gorging, fading, and skulk patrols in the mid-game. Fades can't be bothered to kill res towers for obvious reasons, and it is left to the few skulks to kill res.

    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.
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    only elec if aliens get mc/sc as their first chamber, and only elec on 1 hive, otherwise dc/bilebomb will own the eleced res.
  • paper_tigerpaper_tiger Join Date: 2004-05-07 Member: 28534Members
    The res killing buff comes at 2nd hive with bile. It is the destroyer of all buildings if there are no marines around, turrets or not.

    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.
  • CombatJoeCombatJoe Join Date: 2003-09-11 Member: 20768Members
    edited September 2004
    wha..what?!

    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.
  • AreteArete Join Date: 2002-11-03 Member: 5921Members
    Biting resource nozzles shouldn't be a problem if you're following a good guideline for skulking in the first place which is:


    Travel in numbers.
  • CombatJoeCombatJoe Join Date: 2003-09-11 Member: 20768Members
    that is a good guide to skulking
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    <!--QuoteBegin-CombatJoe+Sep 26 2004, 04:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CombatJoe @ Sep 26 2004, 04:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that is a good guide to skulking <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    What Rapier means is the gorge heal sprays the skulks biting the RT, granted this is unlikely on most pubbies though and that it requires 3 life forms.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited September 2004
    Yeah, it's not all that great a way to deal with elec since it ties up a half to a third of the alien team - an elec is well worth the money for that.
  • cortexcortex Join Date: 2003-11-28 Member: 23707Members
    back on topic:

    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.
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    <!--QuoteBegin-cortex+Sep 28 2004, 12:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cortex @ Sep 28 2004, 12:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> back on topic:

    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.
Sign In or Register to comment.