Alien Invisibility: Marauder/Vulture vs Mutalisk?

aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
Isn't it obvious how incredibly silly the skill chamber's cloaking is in NS1? From a marine perspective cloaking is the complete opposite of fun as it makes marines incapable of fighting the aliens without a lot of luck or a good commander. (something that doesn't happen in pubs at all, which makes for a traumatizing experience) The onos is the only other alien that marines are incapable of fighting with their starting equipment, but that's okay since it costs 75 res - something that doesn't happen for a good 15-20 minutes in a public game. Cloaking isn't actually imbalanced since the beefier aliens lose out on a defensive upgrade and get shredded as soon as they try to throw their HP at a marine or two. However, the fun of marine vs skulk close combat disappears and the game becomes a horrendous piece of junk.

Needless to say, the aliens in NS2 aren't going to be missing any skill-enhancing structures since they're obviously going to be slower and more hp-ful than the NS1 variant.

I'll leave you with this here.
<img src="http://i217.photobucket.com/albums/cc15/Domining/CharlieCleveland.jpg" border="0" class="linked-image" />

Comments

  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
  • GDWhiteGDWhite Join Date: 2009-07-17 Member: 68170Members
    wat is this i dont even
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    i just got owned in a sc2 round where this guy did a perfect timing attack with mutas. i was like, wut? then died.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1760110:date=Mar 19 2010, 02:05 PM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Mar 19 2010, 02:05 PM) <a href="index.php?act=findpost&pid=1760110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i just got owned in a sc2 round where this guy did a perfect timing attack with mutas. i was like, wut? then died.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There is no such thing as a "perfect timing attack with mutas" in sc2. l2build marines
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited March 2010
    I am mad my Lunkerz are not in SC2 ATM(At The Moment).

    WTF BLIZZARD, F U and your 2 PLANNED EXPANSIONS.

    Extra Goodiez:

    <img src="http://img149.imageshack.us/img149/9573/23410pb4.jpg" border="0" class="linked-image" />
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    <!--quoteo(post=1760077:date=Mar 19 2010, 04:22 PM:name=aNytiMe)--><div class='quotetop'>QUOTE (aNytiMe @ Mar 19 2010, 04:22 PM) <a href="index.php?act=findpost&pid=1760077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't it obvious how incredibly silly the skill chamber's cloaking is in NS1? From a marine perspective cloaking is the complete opposite of fun as it makes marines incapable of fighting the aliens without a lot of luck or a good commander. (something that doesn't happen in pubs at all, which makes for a traumatizing experience) The onos is the only other alien that marines are incapable of fighting with their starting equipment, but that's okay since it costs 75 res - something that doesn't happen for a good 15-20 minutes in a public game. Cloaking isn't actually imbalanced since the beefier aliens lose out on a defensive upgrade and get shredded as soon as they try to throw their HP at a marine or two. However, the fun of marine vs skulk close combat disappears and the game becomes a horrendous piece of junk.

    Needless to say, the aliens in NS2 aren't going to be missing any skill-enhancing structures since they're obviously going to be slower and more hp-ful than the NS1 variant.

    I'll leave you with this here.
    <img src="http://i217.photobucket.com/albums/cc15/Domining/CharlieCleveland.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    <img src="http://4.bp.blogspot.com/_fSHS4hyeZIk/SsFVBtteXCI/AAAAAAAAAFU/W2C0NNI_qNk/s400/hurrr.jpg" border="0" class="linked-image" />
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--quoteo(post=1760211:date=Mar 19 2010, 09:33 PM:name=aNytiMe)--><div class='quotetop'>QUOTE (aNytiMe @ Mar 19 2010, 09:33 PM) <a href="index.php?act=findpost&pid=1760211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no such thing as a "perfect timing attack with mutas" in sc2. l2build marines<!--QuoteEnd--></div><!--QuoteEEnd-->

    Was protoss. He faked me out by going roaches, which led me to get immortals, then he quick tech changed to mutas. He only had 3 but it was enough because of his timing.

    Terrans are so god damn boring. How can you play them?
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1760238:date=Mar 20 2010, 12:55 AM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Mar 20 2010, 12:55 AM) <a href="index.php?act=findpost&pid=1760238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was protoss. He faked me out by going roaches, which led me to get immortals, then he quick tech changed to mutas. He only had 3 but it was enough because of his timing.

    Terrans are so god damn boring. How can you play them?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Protoss is still for retards in sc2. Zerg is very difficult to play without the F# keys. Earthlings are the strongest due to the horrendously overpowered SCVs. The choice is clear to me.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Theres one problem in your theory.
    In ns if the com is not good enough he get's a fast eject.

    Also you seem to dislike public games ? then play some gathers or go ensl ? ;D
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--quoteo(post=1760245:date=Mar 20 2010, 02:07 AM:name=aNytiMe)--><div class='quotetop'>QUOTE (aNytiMe @ Mar 20 2010, 02:07 AM) <a href="index.php?act=findpost&pid=1760245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Protoss is still for retards in sc2. Zerg is very difficult to play without the F# keys. Earthlings are the strongest due to the horrendously overpowered SCVs. The choice is clear to me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I actually have most wins as Zerg. I don't understand why they removed the F keys and I definitely think they hit the Nydus Worm a little too hard in one of the patches. I'm trying to learn every race inside during the beta and out so I will be trying out Terran soon enough.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1760280:date=Mar 20 2010, 09:08 AM:name=Seker)--><div class='quotetop'>QUOTE (Seker @ Mar 20 2010, 09:08 AM) <a href="index.php?act=findpost&pid=1760280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Theres one problem in your theory.
    In ns if the com is not good enough he get's a fast eject.

    Also you seem to dislike public games ? then play some gathers or go ensl ? ;D<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think you understand my use of the term "good commander." But then again, I don't know the general skill level of euro comms, I can only speak for Americans. If all of the "bad commanders" were ejected, marines would have to play significant amounts of commanderless rounds.

    I played in the ENSL when I had more time, more willingness to deal with 100ping and when my expertise in the field of raging the other team was needed.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Well it's simply a question of how much FPS and how much RTS we want in NS2. Cloaking is an RTS-style hard counter - very effective when not properly countered, useless once the comm responds with the tech and pinging. It was poorly implemented in NS for a couple reasons:

    1. Being completely helpless without the comm's direct intervention in a fight is not fun for the marines
    2. Having an upgrade that's 100% shut down by a competent comm is not fun for the aliens

    I think the comm should be responsible for providing the tech to counter an alien strategy, but not for using it. Cloaking would be alright if there were an item the marines could buy to do a scanner sweep in the area, but you have to take it out and use it so it leaves you vulnerable for a bit. This would make cloaking an excellent counter to rambo marines, and give aliens some sort of an advantage for using the upgrade even if it's countered since it's wasting marine time/money to respond to it.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    It also wasn't very well done in NS1, because it didn't take much time and investment to "change" tech to deal with sensory. I put change in quotes, because really the marines where going to get an obs anyway, so the only change is getting obs earlier than usual, or building a second one. If it took a significant investment in time and res to counter cloak, then it might have been an interesting strategic element in the game. As it stands, it was pretty much an extra 15 res on an obs, and some pings, maybe it made sieging harder later because you don't have as many pings saved up... but really not significant.
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