Late-game Experience Deficit For Marines In Co

CobaltChlorideCobaltChloride Join Date: 2004-10-20 Member: 32359Members
<div class="IPBDescription">Why Aliens win most late-game CO matches</div> I'd like to discuss what I feel is a significant balance problem in Combat matches that make it to "late-game", (ie, many HA/JP, Onos, etc.). I couldn't find a previous discussion of late-game balance in the light I will present, but I apologize if this is a dupe...

I almost always play as a marine in Combat mode, because, frankly, I'm not very good playing an alien. I've noticed that aliens win maybe 80% of the time in games that get to the "late-game" stage, and I believe the problem stems mostly from the way in which experience is (or seemingly is) assigned.

Correct me if I'm wrong, but experience is assigned on the death of the player being attacked. IE, I kill a skulk, I get some XP; super. If I kill a skulk with another player's help, we split the XP; again, fine.

However, in a late-game scenario, I've had situations where I've railed a full lvl3 SG into an Onos and haven't gotten a single sliver of XP, Or I attack a fade, which blinks away to heal, and again, no XP. In a late-game, it's typical that the marines are fighting back against a constant onslaught in spawn, and are dying frequently.

So, If I spawn with my lvl3 SG, attack the Onos munching on the CC (which subsequently redeems, say), and then get shredded by a fade, I don't get any XP, but that Onos probably killed several people before redeeming, and most likely so did the Fade before blinking out of there to heal.

So the problem stems from the fact that while an Onos may attack, kill, and redeem several time before finally dying, thus gaining much XP from doing so, the marines that fight back against that Onos get little-to-no experience, and can't upgrade to the items that would make late-game more balanced, like HA/JP, weapon upgrades, HG, Mines, Welders, etc.

I've been in late-game situtations where I chase down an Onos and kill it, and maybe am lucky to get a sliver of XP if there weren't too many other players also attacking it. If I turn around and kill a skulk that's running at me, I've gotten up to a half-level of XP from that one kill. That seems a bit inbalanced. Shouldn't killing (or even helping to kill) an Onos give at least a little more experience than killing a skulk?

I suspect what may be happening is that while the Onos lives a long time because of Redeem, etc, lots and lots of Marines attack it (and die) in that lifespan, and the XP for finally killing that Onos gets divvied up between a bunch of people, (many of whom have died, perhaps?) and so that XP gets sent off to the ether.

Am I the only person who thinks this is a significant problem? Combat isn't much fun to play anymore. It's gotten to the point where I try to focus on killing skulks because they give they reliably give the most XP.

Thanks for reading...
Cobalt (often seen on NSArmsLab)

Comments

  • NephyNephy Join Date: 2004-08-28 Member: 30982Members
    This has very little to do with the XP system in CO... but more to do with game balance, and how there is none...

    You see an onos sucks big time in NS, the only thing it is good for is taking down undefended turret farms, and possibly the odd HA (if any com is silly enough to go HA nowadays when Jetpacks are much more effective - only exception is maybe a couple of HA, along side JPs)...

    So because the onos sucks utterly in NS maps, they beef it, it gets better armour with Cara, and redemption is increased... which really has NO effect in NS anyway as no one hardly takes them, the only reason someone wouldn't take regen is if it is pretty much end game, aliens have map control and there are DC stations all over.

    So in NS the onos is a big "scary" 75-point tank, which can die very, very easily against 2 HMG-JPs (unless the JPs are stupid enough to try and fight the onos in a small thin hall, lucky for them almost no hive rooms are small).

    So in NS the Onos was a joke, so they “give it a boost” (which was mostly pointless) while at the same time making them more retarded against Jetpacks.

    But the effect of this in CO… because you are not limited to 1 defence chamber upgrade is that a Redemp-Cara Onos is almost unkillable, with almost a 100% chance to redeem. Which means 2-3 Oni in CO can murder who scores of Marines without ever dying.

    Also with CO you don’t have to help kill someone to share the XP, you just have to be close by.

    This quickly results in marines pinned in base, only able to shoot and redeem onos after onos after onos.

    CO has no balance at all, early game, if marines push they can destroy the aliens, GL into the hive will be enough for the win, but if aliens get a couple of fades and a Redem-Cara onos… best marines can do is camp the timer out at MS…

    Moral of the story:

    <b>NS and CO need different stats… </b>

    I am sick of them trying to fix the balance in one, but fcuking up the other because they share the same statistics, it just doesn’t work… NS and CO need to be split apart so they can be balanced independently.

    But I seriously doubt that is going to happen, because the Devs “don’t want to make any big changes”… Just look at the Unchained chamber debate… 75% of the community support it, but nothing… no word back, no “hey we can’t put it in 3.0, but in 4.0 beta we will”, or “it is not happening sod off”… Nothing.

    Maybe they are just trying to smooth things out to get 3.0 out of beta, but what they don’t realise is that most people are getting sick of NS and moving on to other games because of issues like this very one… and by the time they get around to doing the next version of NS, NS will only have a handful of players left.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    It's balanced by the fact that shotguns rule skulks, lerks, and fades, until the aliens hit about lvl 5-6 and get some upgrades. Also, I find it easier to kill a fade hitting the CC than a JP hitting the hive. All you need to do for the fade is have a couple guys blocking the exits and he's dead. The Jetpacker can take several guys at times.
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    <!--QuoteBegin-Nephy+Oct 20 2004, 02:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nephy @ Oct 20 2004, 02:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Moral of the story:

    <b>NS and CO need different stats… </b>
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Amen.

    I want my onos to be actually useful in NS and not just used for then endgame with 3 hives and most of the marine base due to the fades.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited October 2004
    Well...i don't think aliens own that hard in late game as they did in beta4 due to the need of re-gestating.

    I agree, that it is more difficult for marines to gain xp in lategame, especially for late joining marines.
    I played on some servers, which spend you some xp after joining,
    depending on the average xp-level of your team
    or on the xp of the last teammate in scoreboard.
    Dunno exactly, but i know for sure that this is much more fun for late joining players!
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-p$yk0m@n+Oct 21 2004, 03:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (p$yk0m@n @ Oct 21 2004, 03:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree, that it is more difficult for marines to gain xp in lategame, especially for late joining marines.
    I played on some servers, which spend you some xp after joining,
    depending on the average xp-level of your team
    or on the xp of the last teammate in scoreboard.
    Dunno exactly, but i know for sure that this is much more fun for late joining players! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's the latejoin plugin (great ain't it?) Basically it gives you enough XP when you spawn so that your level is 75% that of the team average.
  • RiotingNerdRiotingNerd Join Date: 2003-09-15 Member: 20896Members
    The reason aliens dominate late game is that the marines are supposed to lose once 10 minutes are up. Going past that at all will obviously create imbalances. That's why servers with time limites of 25 minutes or an hour are rediculous. Once ten minutes are over, aliens win. If the timer goes past 10 minutes, aliens still win. All is right with the world, except longer times means longer waiting for the damn round to end. Unless the aliens don't have a single fade or onos the marines will never break out of base. Its just one big camp-fest until time runs out.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    If it wasn't for the timelimit, there would be a lot more marine wins. It's like the stats are magically changed from "marine win" to "alien win".
    Much h8 for timelimit.
  • RiotingNerdRiotingNerd Join Date: 2003-09-15 Member: 20896Members
    <!--QuoteBegin-Align+Oct 21 2004, 12:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Oct 21 2004, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If it wasn't for the timelimit, there would be a lot more marine wins. It's like the stats are magically changed from "marine win" to "alien win".
    Much h8 for timelimit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    without the time limit, most combat games would never end. have you ever played a single game of pub combat? very rarely does someone win before the time limit, because after 10-15 minutes everyone is level 10 and theres a massive stalemate. rines get locked inside base, and aliens cant finish them off because they dont have an entire team full of onos
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    The opposite is also often true. A jetpacker with resupply is about as challenging to kill as a well-upgraded and smart fade. You can't ignore, but you can't kill them fast enough to make a difference most of the time either.

    This is just a side effect of xp for kills only (+ hive/cc damage), and I think it would be mitigated greatly with a sensible xp-for-damage system. Very little xp per point of damage (kills should still give much more) plus different scales for kharaa and marines (to account for health/damage rate issues, as an hmg can do an enourmous amount of damage per second compared to an onos/fade) seems about right.
  • AnpheusAnpheus Join Date: 2004-09-30 Member: 32013Members
    Also, I think it wouldn't be unreasonable to change it so that higher costing Kharaa life forms give more xp. Honestly, a level <i>x</i> Onos is worth a lot more than a level <i>x</i> Skulk or Lerk. Yes, they provide support, but the Onos and Fades are the main attackers and killers and should give a lot more XP per kill. That and, like mentioned earlier, it is possible for redemption to nearly always bring back an Onos, removing the <b>entire point</b> of the game. Marines are deadlocked because they cannot possibly kill anything, and thus get zero XP. Anybody joining the marine team is stuck because of the lack of XP. The team is essentially dead at this point because there's no way to advance the team. You get close to killing something and you get <i>nada</i> for it.
  • exileSoulexileSoul Join Date: 2004-07-04 Member: 29716Members
    edited October 2004
    might i suggest combat consists of 2 rounds in which each team will play both offense and defense? of course there is always flaws and imbalances (nade spam, web spam, focus rush etc) or else maybe remove timelimit altogether and as the others said, make them have different stats. also i find wave spawn for aliens is quite imbalanced because now, la and ha are practically rendered useless unless EVERYONE is in the hive which is highly unlikely. ive also notices because of the timelimit, people would just get cara and go onos and sit in the hive. this become a problem in maps like angst where there are low ceilings and easy "trap" or "stuck" points for light armor and heavy armors.

    edit: forgot to read the post above but this is also a exellent solution to the camping onos situation.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Maybe when an alien redeems it gives off 1/2 or 1/3 the exp that would have been delivered for killing it? So redeem makes the alien more survivable and removes gestate time, but doesn't completely rob the marines of their exp?
  • mirrodinmirrodin Join Date: 2004-06-29 Member: 29621Members
    I just played 3 late game co_ games. The aliens won 2 and the marines won the other one. I noticed that as a marines (in the alien wins) we couldn't push far enough. We'd kill a few, then we die. They kill a few, xenocide our base and spore it while rushing with oni. GG

    It seems rather unbalanced in late game, though early - mid game is still as fun as ever.
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    <!--QuoteBegin-RiotingNerd+Oct 22 2004, 01:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RiotingNerd @ Oct 22 2004, 01:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> without the time limit, most combat games would never end. have you ever played a single game of pub combat? very rarely does someone win before the time limit, because after 10-15 minutes everyone is level 10 and theres a massive stalemate. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I hear alot of how people loved the epic battles before Beta 3 was released, but they like the timelimit in CO. Take the timelimit out, and let the stalemate stay. Marines should have to work together to kill an Onos, not rambo off and kill the odd one. Take out the timelimit in CO, and make some Marine upgrades cheaper and easier to get (e.g. equipment pack, cat+regen pack, quicker JP, etc). That should solve all your problems.
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