Balance Issue
minscus
Join Date: 2005-07-24 Member: 56647Members
I just recently heard some guy on some server say that ns is close to balance. Also some other guy wrote on these forums that marine > skulk in combat so the only option a skulk has is to ambush.
I think these people are probably right, however these things create a bit of a problem put together. Any CS or Quake player can play a marine with some success, but no one can play an alien well right away. The game may be balanced in the eyes of experienced player but I think new players who keep dying as aliens without killing a single marine think differently. This game isnt all about fragging and I like that, but you cant really play well if you cant frag.
So my question is: do you think the game developers should take newbies into their balance considerations?
I think these people are probably right, however these things create a bit of a problem put together. Any CS or Quake player can play a marine with some success, but no one can play an alien well right away. The game may be balanced in the eyes of experienced player but I think new players who keep dying as aliens without killing a single marine think differently. This game isnt all about fragging and I like that, but you cant really play well if you cant frag.
So my question is: do you think the game developers should take newbies into their balance considerations?
Comments
Most accusations of marine bias occur from people who play exclusively on large servers with 12 players or more per team. The game was balanced with 6-8 players per team in mind and at high population levels, the resource system sort of breaks down and grinds the aliens to a halt. The higher population levels also mean that marines can cover more ground and restrict the alien mobility advantage, which is a rather signficant thing to lose.
The game is, at the populations it was balanced for, slightly alien biased. This stems largely from fades being so powerful, especially when the second hive goes up and they get the armor boost and meta. While the learning curve for aliens is definitely steeper, the rewards are much higher when you can push a fade or lerk to its performance limits.
Anyway, about balancing the game to suit newbies is not a good idea. Everybody was a newbie once and they just have to learn how to get better at it.
Look at CS and see all those AWP pros. They just headshot everybody. The game isn't balanced around the newbies. It's all about practice.
QFT, also skulks can go ehad to head with marines they just have to ambush unless your a really good bunnyhopper and a pretty average marine is firing at you. Nothing is more satisfying than waiting on a ceiling and killing a totally oblivious marine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
and waiting on the ceiling is easily countered by a marine thats smart enough to look up. if he bothers to look up he can easily kill you before you land on him.
and waiting on the ceiling is easily countered by a marine thats smart enough to look up. if he bothers to look up he can easily kill you before you land on him. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So don't let them into siege position? Go in before/after the fade does his dance? Don't go to the VERY TOP OF THE CEILING for your ambush, and attack as they round the corner/right before they enter the door?
Many things work wonders.
First, not too many online FPSs require stealth and not too many FPS players even think in terms of stealth. Most new skulk players need to be sneaky to be effective. Secondly, the skulk isn't an effective rambo - he needs help. Even the simplest of diversions work wonders on ever experienced players.
Third, and it's a big one, the alien implementation still sucks. Your "crosshair" as a skulk is a full screen row of teeth. You'd think that if you see a marine anywhere in front of you and you bite - that you would hit the marine. This, unfortunately, isn't the case. Your field of view is large and the teeth don't represent anything accept something that blinds you. The bite is oriented around the center of the screen in what appears to be a cone shape. Your perceived distance from the target also isn't accurate at all, you'd think the closer you are the better your chances of registering a bite would be - this also isn't the case. At the maximum distance for registering a hit, bites aimed lower than parallel to the target will MISS yet bites aimed upward will HIT. This completely goes against any euclidian measurement in 2d or 3d space. In my opinon, bite is <b>broken</b> and needs to be redesigned.
this is less common then ever
The balance can change completely depending on the skill of the players, the skill of the comm, the map being played, and the way the numbers of players change as the game progresses.
Some maps confer a slight advantage on the aliens (lots of vents and ambush points), some on the marines (siege points and long corridors). The only way maps could ever be truly balanced is to make them symmetrical, like CTF maps, but that would be no good for NS games.
The developers regularly tweak the damage/armour settings to bring things more in line, but generally I think it's as balanced as a game like this could get.
3 bites to kill a vanilla marine...
Care to elaborate and post a bug report?
3 bites to kill a vanilla marine... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
im pretty sure its 4 now
30 + 30 - 1 + 30 = 89
knife , knife , regen , knife
or something im lazy and bad at doin this for a forum, but im pretty sure the regen makes you live with 1 hp.
Uh, skulks are made sheerly to ambush hence the low health, if you got shanked at close range its your own fault because knife range is < than bite range.
3 bites to kill a vanilla marine... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
im pretty sure its 4 now
30 + 30 - 1 + 30 = 89
knife , knife , regen , knife
or something im lazy and bad at doin this for a forum, but im pretty sure the regen makes you live with 1 hp. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Oh yah, you're totally correct there.
Care to elaborate and post a bug report? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'll see if I can get a really small demo to attach to a bug report.
Edit: Done
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=38&t=96707' target='_blank'>http://www.unknownworlds.com/forums/index....ST&f=38&t=96707</a>
The demos should describe the problems better and make them pretty obvious.