Aliens Overpowered In Combat

MetoMeto Join Date: 2004-04-26 Member: 28216Members
<div class="IPBDescription">even moreso than beta 4</div> One change in combat has made the aliens super-powered and that's the ability to evolve in to new lifeforms each life.

As soon as you get +2 points (which doesn't take long) you can go lerk every round which is supremely more powerful than a standard skulk.

Then you'll quickly get to +3 and you're already a fade. Now you can go for your upgrades so carapace (to deny them kills), regen etc.

Then next time you die you will invariably have enough points spare to go onos and finish the game (based on simple maths if 6 onos can digest 6 marines who will be left to fight).

If you are in a bind and the hive gets hurt just have a couple of players go gorge and heal it up, die, come back as their regular selves and you're off again. They don't need to waste a point on it unlike the marines who have to take welders.

Discuss <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

Comments

  • SkySky Join Date: 2004-04-23 Member: 28131Members
    edited October 2004
    <!--QuoteBegin-Meto+Oct 3 2004, 06:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meto @ Oct 3 2004, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Discuss <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because this hasn't been discussed to death already.....


    Mkay, the Pros and Cons of the new alien respawn system, in terms of how it benefits the aliens:

    Pros:
    - Adaptability - if your onos is getting thoroughly raped and your team needs a focus lerk to catch a jetpacker, well there ya go

    - Higher lifeforms come quicker - lerks come out after two points, and a lerk makes it easier to get a few more points for fade/onos, as explained above

    - No more "OMJ NO GORGE GG!!!11!" - speaks for itself imo

    Cons:
    - Vulnerability - skulks + gl = spawncamping, and LOTS of b****ing.

    - Makes it more like Classic - so new players who switch from combat to classic aren't confused when they DON'T respawn as a fade after getting knifed to death, not to mention the fact that killing an onos <u>means something now</u>. That onos won't be back in just 10 seconds once you kill him, so marines have a slight reprieve to push forward. This decreases the alien's power, stalling their rushes.


    Conclusion:
    Considering marines were basically raping aliens in combat before (I'm talking about when the marines stick together and focus fire, not run off and get killed), I think a slight buff was in order for the aliens. And it IS a trade-off, as you can see.

    Recommendation for combat maps - make some respawn points up high in ledges, some in alcoves in the wall, etc, to avoid the gl spam. Yes, it may be justified to make it easy for marines to kill you if you let them into the hive, but at least make them aim a bit eh? *cough*sava*cough*wide-open*cough*
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    It's a huge tradeoff that can easily backfire especially when marines get jetpacks.
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    I think the Devs finally hit it pretty good with this beta combat wise. Now all they need to do is fix combat...
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-illuminex+Oct 3 2004, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (illuminex @ Oct 3 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think the Devs finally hit it pretty good with this beta combat wise. Now all they need to do is fix combat... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I... what?
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I really like the current system. It gives the aliens adaptablity, and it allows marines a good chance to win when they get a noticeable upper hand (which is quite hard when fades and oni spawn around you).
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    I like the adaptability of the new alien system but I hate it how about 99% of marine wins I see are from Jetpackers and GLs (mostly gls) taking advantage of the aliens respawning as skulks. Way to easy to spawncamp in the later stages of the game.
  • God_KillerGod_Killer Join Date: 2004-02-16 Member: 26592Members
    Yeah, I kinda like how it is now...I complained first about going back to skulk every spawn, but I think its for the best.

    Skulks aren't so bad, but against gls, it really annoying.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    well, there was that problem in earlier versions where fully upgraded alien > fully upgraded marine, so i think this i actually good. its not really nerfing the marines, but it is making it easier for the whole marine team to stay in the hive once they all get there after killing the aliens. cause if that happens, marines should win
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    simple.

    ns =/= cs =/= dod

    you cant put the cs/dod system into ns.
    ns is ns.
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    I really don't think that the new changes has made it unbalanced by any means. From when i've played co (which isn't often) i've found it pretty balanced, with experienced players on either team. I think that the changes made to the aliens have actually made it more balanced.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-Meto+Oct 3 2004, 07:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meto @ Oct 3 2004, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One change in combat has made the aliens super-powered and that's the ability to evolve in to new lifeforms each life.

    As soon as you get +2 points (which doesn't take long) you can go lerk every round which is supremely more powerful than a standard skulk.

    Then you'll quickly get to +3 and you're already a fade. Now you can go for your upgrades so carapace (to deny them kills), regen etc.

    Then next time you die you will invariably have enough points spare to go onos and finish the game (based on simple maths if 6 onos can digest 6 marines who will be left to fight).

    If you are in a bind and the hive gets hurt just have a couple of players go gorge and heal it up, die, come back as their regular selves and you're off again. They don't need to waste a point on it unlike the marines who have to take welders.

    Discuss <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    /me drives up

    I DISAGREE!

    /me drives off
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <span style='color:orange'>PHASED</span> to public beta discussion, where it fits much better. Do try and keep your <i>discussion</i> about the <i>public beta</i> in here... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    On the topic, I'm finding that combat is still pretty well balanced. Most people will only go as high as the lifeform that they want to stick with for the rest of the game and then use the rest of the points on upgrades. So when you die there's usually only enough spare to regestate to your same lifeform again. The only thing that might be a bit unbalancing the the cara/redemp onos, which is a real beast to ever kill, since redemption and onos carapace have both gotten a decent buff in this version.
  • AfrAfr Join Date: 2003-05-13 Member: 16240Members, Reinforced - Shadow
    I think most of the combat balance depends on the layout of the maps.. but thats how it is on almost every ns map :/
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Recommendation for combat maps - make some respawn points up high in ledges, some in alcoves in the wall, etc, to avoid the gl spam. Yes, it may be justified to make it easy for marines to kill you if you let them into the hive, but at least make them aim a bit eh? *cough*sava*cough*wide-open*cough*<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    Good Point
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    The whole hive room of co_sava needs to be taken out back and beaten senseless. I thought the hive in co_core was bad; co_sava takes the cake, pie, cookies, and even the sugar from your baking cabinet.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited October 2004
    <!--QuoteBegin-5kyh16h91+Oct 4 2004, 01:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (5kyh16h91 @ Oct 4 2004, 01:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *cough*sava*cough*wide-open*cough* <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The hive has more more cover now and has two alcoves to the sides (there's more cover in other areas, too)...

    Now, give me a freaking break.

    Edit: And you can't shoot the hive from the entrances, you have to get quite close to get line of sight, similar to faceoff.
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