Thoughts On Balance

Snake13Snake13 Join Date: 2002-04-30 Member: 554Members
<div class="IPBDescription">2nd hive is the game winner</div> First off I am not trying to say that the Aliens are more powerful, I think the marines can win a game with a decent commander if they keep the aliens from getting two hives. And the aliens will win if they get two hives (I'll present my support for this in a moment). Now while currently (assuming the commander uses the tactic of preventing the aliens from getting a second hive) both teams have an equal chance of winning I don't think the turning point is what the team was intending (as they have stated the third hive is supposed to be the game winner)

Why do I say this? Well up untill yesterday I have always claimed that the marines can in fact fight on equal footing with two hive aliens (since i ussualy play alien I guess i was kind of biased) but after seeing game after game turn after the second hive I started to change my mind, finally yesterday I played a game as alien against an <i>excellent</i> commander with an alien team that didn't work together, and had lame gorges for the first five minutes (one started building offensive chambers on nodes) yet we still won, why? well because the commanders one mistake was letting us get two hives.

This commander used all the right tactics, gave his marine squads a Grenade launcher to comabt umbra, took as many nodes as he could, made phase gates for fast movement, even escaped and rebuilt the base three times when we destroyed it. But despite this the best he could do was survive against a alien team with no teamwork. Why is this? well two reason I think, Firstly I think acid rocket is a bit overpowered in its current form and use, and secondly marine turrets are complete junk once the aliens get umbra. In all my games as alien I see the same thing (I am ussualy a lerk) I drop an umbra and three fades just bombard the base with acid rocket, shooting at the turrets and kill all the marines with the splash damage.

Now I think both of these problems can be fixed by removing the splash damage on acid rocket, and perhaps raising GL damage a tad. The reason for this is it would allow umbra to continue to be a turret nullifier bombarding the turrets would leave you vunerable to marines with a GL because you would know longer kill everyone in the base with the splash damage. Also it would make the expensive GL deadlier as currently as a lerk It takes nearly three grenade explosions directly on me to kill me, two blasts near the epicenter should do it. Although even better I think would be to up the damage cosiderably and lower the rate of fire, making it a heacy weapon on par with its costs instead of a cheap one that runs out of ammo in one engagement.

finally in order to keep the marines from turret farming with their now more pwoerfull defenses there should be a limit on how many turrets a turret factory can power, personally 6 seems like a good number.
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Comments

  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    Although it may have some correlation with team size (or other factors), I have to grudgingly admit that 2nd hive seems more a game-ender than perhaps intended. These days games I play, neither team really gets end-game technology before the game is really over. The tide usually turns one way or another before HA or Onos. I'm not sure this was the way the game was intended. We'll wait and see if the devs do anything or consider this a problem. I'm not so sure it is a "problem", just an observation.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Getting the second hive is definitely a benefit to the team that secures it. I think that the fun in NS comes from the other team trying to take it back. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Ive played games where the entire team has gone Fade ASAP only to have the 2nd hive taken down by Sieges situated in the middle of a turret farm with a portal nearby.

    Course it prolly was also do to our stupid Gorges who just couldnt seem to build any movement chambers at all (it took well into 10+ minutes to convince them to build defensive chambers!!). Guess they were to busy building walls of OC's so they could be l33t offensive Gorges.

    On the same note, when is the ability to kick people from Gorges going to be put in?
  • R32R32 Join Date: 2002-09-16 Member: 1325Members
    I was just thinking the same thing. While the game is much better than in V1.0 it still has some problems possibly due to players learning how to use the aliens.

    All of the games I play, regardless of commander, are usually over if 2 hives are secured by aleins. The Fades have insane HP and damage. It is damn hard to collect resources while fades keep killing turrets with their acid rockets.

    Additionally I almost never see Onos anymore. By the time 2 hives are online marines are completly owned by Fades with Carapace and Adrenaline. It is no longer necasssary to use Onos since the marines have a tough time getting HA and heavy weapons.

    Unless the marines rush the game is usually over. Maybe turret factories should be cheaper or Seige cannons should have more HP. It is too easy to anhilate a marine outpost as a Fade or Lerk.

    I always thought the game should be fought over the 3rd hive with HA HMG marines vs Fades and Lerks. Being able to own marines with only 2 hives seems a bit too simple. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    It does not matter how good the commander is if his troops cannot execute his commands. Basically if the marines cant aim and are wimps vs fades, then the marines cant win. A lot of people tend to forget that this is not just a strategy game, its an FPS. An FPS requires, reaction, coordination, and above all, AIM! If the commander's men cant aim, whats the point?
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin--FireWater+Dec 17 2002, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Dec 17 2002, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It does not matter how good the commander is if his troops cannot execute his commands. Basically if the marines cant aim and are wimps vs fades, then the marines cant win. A lot of people tend to forget that this is not just a strategy game, its an FPS. An FPS requires, reaction, coordination, and above all, AIM! If the commander's men cant aim, whats the point?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Just wanted to point out that that was one of the stupiest reply I've ever seen.
    Anyhow to the point now. I agree with you guys, I remember when NS started and everyone was noob we would see not to often, but once in a while even teams. I remember how the game always stuck in the position where there would be HA/hmg against fades. Then one of them manage to overcome the other and secure the last hive, well if it was the aliens.. marines lost, if it was marines, the aliens was in trouble but still had a chance.
    What I would like to see as many of you pointed out is a struggle for the last hive AND the resource nozzles. Right now one can simply just ignore the res noz because once one team gets two hive, you're dead anyway, and what good do resources have when you're dead? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • dexiondexion Join Date: 2002-11-02 Member: 5339Members
    I have added what I consider a novel approach to a little help to the marine side.

    I now have a player limit of 15 people.

    The 15th is supposed to be a marine. I am working on a plugin for am to force the 15th to be a marine always. On a side note, I have never made a plugin before and need to learn. If there is someone out there that could script that easily I would love to hear from you.

    I feel 8 marines vs 7 aliens may make the game more fun. Only time will tell though if it is too much or not enough. I am worried about the early marine rush to the single alien hive. I don't want to make it too easy.

    We shall see.
    dex
    Dexion's ns server 67.36.236.238:27025
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Marines turn into little Wussies when they see a Fade! thats the only reason they lose. No you cant really confront a Fade without HA, but if they have a 2nd hive and you dont have HA yet...you deserve to lose! MOW THE **obscenity** DOWN! Dont run from the fades if you have HA and HMG...you can easily take out 2 even 3 retreating Fades with 1 clip of your HMG. And Im sorry but seige and nades are twice the game ender that Fades are. Aliens Rarely have enough teamwork to employ the Fade/Lerk/Gorge combo that is most effective to actually end a game without Onos.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I've won enough games as marines not even going hmg or ha. Just secure 2 hives then rush their last.. game over. You don't need equips against skulks. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • SemperFiSemperFi Join Date: 2002-08-02 Member: 1049Members
    marines are good early game but get owned mid game. I think they should just reduce the hp and armor of the fade by a bit, no power decrease or anything just make them easier to kill.

    But hey thats just me, the NS team will probably think of a better idea to fix it.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    edited December 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No you cant really confront a Fade without HA<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You can take out a Fade with a shotgun, HMG, or even upgraded LMGs - you don't necessarily need HA, although I'm not saying it doesn't help.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but if they have a 2nd hive and you dont have HA yet...you deserve to lose!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It really depends on your build order, and what you decided to tech to first. You don't deserve to lose because you're using a build order that everyone on the pub doesn't like.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Aliens Rarely have enough teamwork to employ the Fade/Lerk/Gorge combo that is most effective to actually end a game without Onos.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I beg to differ. In 90% of the games I play, I see more Fades/Umbra than I see Onoses(esessess?)
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    edited December 2002
    Ah... another "OMG... I can't deal with the Fades!" thread. Please refer to the other 6,234,345 threads regarding this issue. Seriously... I kill fades ALL THE TIME as a LMG/LA Marine with just some armor/weapon upgrades (you know... the passive ones). I'm NOT that good. I just know when and when NOT to attack them. If there are 2-3 of them? Yes... it's a much taller order. You will probably need to get 2-3 buddies together and coordinate your attack. But then... that's three Fades that are coordinating that you're trying to kill... so I think that's fair... yes?

    Edit: one point I WILL concede is that Acid Rocket could probably use a bit smaller splash radius, but not because it's too nasty vs. marines. More because it's too strong compared to Bile Bomb. It's a bad sign when you use your 2nd level attack instead of your (supposedly) insano 3rd hive power because it's more effective in 90% of situations.
  • AOBBlack_BartAOBBlack_Bart Join Date: 2002-12-11 Member: 10629Members
    Fades can be delt with, but they are tough, very tough...

    A fade in umbra is something a grunt marine can not kill even a HMG&HA can not kill it, + the gren launcher is not terribly effective against fades...

    Umbra is a very powerful tool...

    I'd like to see a turret, that could deal with Umbra, (ie a rocket/grenade launcher) or make the grenade launchers more powerful, (or perhaps the umbra ignite from grenade blasts)

    Bart
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    edited December 2002
    I kill Fades all the time with my LMG...sure I die; but WHO CARES? I'm just Marine #234987 with an LMG. See a Fade? RUSH AT HIM AND LMG HIS **obscenity** TO DEATH! Jeez.

    This happened to me yesterday...I think it was 9v8 or something with Marines the greater team on Eclipse. The Fades came and the ENTIRE (minus me) Marine team just sat around the Armoury as they spawned (including guys in HA), begging for guns and getting killed. We had like 3 Fades at each door and what do I do? Leap off the Inf Portal and run straight for the door, LMG roaring.

    I probably killed a Fade every 3 times I spawned. If my whole team had done that, that would have been an average of 2 (rounding down...I'm pretty good) Fades dead every time we cycled a spawn. And that's 88 resources to the 0 those 3 Marines cost.

    Marines just don't seem to GET that (newsflash) YOU COST 0 RP AND ARE MEANT TO DIE UNLESS YOU HAVE A WEAPON/HA. I think it's all the CS-thinking about how if you die that's it you're out or that someone's spread the evil rumour that it costs 50rp to respawn a Marine or some crazy thing.
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    First, the balance does change the more and more players you have. I like to stay on servers that have a player limit of 16, 20+ player games are way too silly for me. The marines already have the early game advantage with their ranged attacks, but when you have more than 10 players on each team, the marine's advantage of being able to spawn more players early game becomes overwhelming. I just wanted to get that out of my system, since I don't like big servers, less tactics, more luck.

    As far as aliens getting a second hive causing a marine loss? Well, this depends on the marines, most importantly, on the commander. Lately, most commanders I see try and get 2 hives as fast as possible, in an attempt to not have to deal with fades. While there is nothing wrong with this, the reason they usually fail is because they don't think they have any chance of winning once the aliens have 2 hives, and this causes them to ignore upgrading their marines. In most games, when the first fade is spotted, the marines are still at their base level, most commanders don't even build an arms lab until the aliens have fades.

    I think the biggest problem is commanders not being flexible enough. They have a set routine, and don't prepare for unexpected outcomes. If I have one hive, and see that the aliens have started their second and are defending it with all their might, then I'll back off, try and secure a few extra resource nodes to help move the upgrades along, and start getting my marines ready to battle with fades.

    Someone mentioned somthing about players learning how to use aliens, yes, I think more and more players are coming to grips with using aliens effectivly, and players knowledge of how to use marines is especially lacking, which is silly because they are so easy. Listen to your commander. That is it. All there is to it. I would say 'only travel in groups' but a good commander is not going to have you run off by yourself, unless he specifically needs someone like that.

    In the mean time, all you good players out there, show your fellow marines that fades are no big thing! Take down a fade or two with your LMG, then tell them what you just did and that it IS possible. If they are willing to follow you, tell them to stick with you and go on a fade hunting mission, teach them how to deal with fades (rush them, don't let them run to heal! Dodge their acid rockets, jump over them or move to the side!) The unbalance, in my opinion, comes from new players fear of fades, and their unwillingness to stand up against them.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    All this talk of balance on a <b>public server</b> can be a little misleading. These threads tend to identify the gameplay or weapon/class structure as the problem but the majority of issues that are identified could just as much be blamed on:

    1) Bad Commander/Bad Gorge
    2) Team Imbalance
    3) Poor Tactics/Teamwork
    4) Poor Use/Understanding of Weapons (ie. LMGs <i>can</i> take out Fades)

    Any single one of the problems above can result in a totally imbalanced match. NS is still in it's infancy and people have yet to get fully comfortable with the game yet.

    Now, this is not to say there aren't some fundamental imbalances that have to be looked at especially at the Clan-Match (Tournament Mode) level of NS.

    Here is a thread that discusses some of the issues with Clanplay.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=22&t=13394' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=22&t=13394</a>
  • DanSTCDanSTC Join Date: 2002-11-26 Member: 10046Members
    edited December 2002
    <!--QuoteBegin--Fantasmo+Dec 17 2002, 07:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Dec 17 2002, 07:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All this talk of balance on a <b>public server</b> can be a little misleading.  These threads tend to identify the gameplay or weapon/class structure as the problem but the majority of issues that are identified could just as much be blamed on:

    1) Bad Commander/Bad Gorge
    2) Team Imbalance
    3) Poor Tactics/Teamwork
    4) Poor Use/Understanding of Weapons (ie. LMGs <i>can</i> take out Fades)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I hate to burst your bubble, but I play almost exclusively on private servers and still encounter most of the problems described in this thread on a regular basis.

    Yes, we know very well how to play. Yes, we use very good tactics. Yes, the teams are balanced 90% of the time. Yes, the commander/gorges are generally competent. Yes, we even manage to kill fades with LMG now and then. But we STILL run into these problems. The game is WAY too dependant upon whoever grabs the first two hives. And often it feels as though the outcome of the game is decided within the first 5-10 minutes of gameplay, with everything simply falling into place after that.

    These problems are not isolated to public servers; they are fundamental problems with the game itself.

    Also, I don't see how blaming the problems on the incompetence of public server players helps the situation any. If anything, the devs should be even MORE conerned if issues like these crop up on public servers more often than they do in a controlled setting.
  • that_swanky_kidthat_swanky_kid Join Date: 2002-11-18 Member: 9257Members
    <!--QuoteBegin--DanSTC+Dec 17 2002, 07:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DanSTC @ Dec 17 2002, 07:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Fantasmo+Dec 17 2002, 07:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Dec 17 2002, 07:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All this talk of balance on a <b>public server</b> can be a little misleading.  These threads tend to identify the gameplay or weapon/class structure as the problem but the majority of issues that are identified could just as much be blamed on:

    1) Bad Commander/Bad Gorge
    2) Team Imbalance
    3) Poor Tactics/Teamwork
    4) Poor Use/Understanding of Weapons (ie. LMGs <i>can</i> take out Fades)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I hate to burst your bubble, but I play almost exclusively on private servers and still encounter most of the problems described in this thread on a regular basis.

    Yes, we know very well how to play. Yes, we use very good tactics. Yes, the teams are balanced 90% of the time. Yes, the commander/gorges are generally competent. Yes, we even manage to kill fades with LMG now and then. But we STILL run into these problems. The game is WAY too dependant upon whoever grabs the first two hives. And often it feels as though the outcome of the game is decided within the first 5-10 minutes of gameplay, with everything simply falling into place after that.

    These problems are not isolated to public servers; they are fundamental problems with the game itself.

    Also, I don't see how blaming the problems on the incompetence of public server players helps the situation any. If anything, the devs should be even MORE conerned if issues like these crop up on public servers more often than they do in a controlled setting.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And often it feels as though the outcome of the game is decided within the first 5-10 minutes of gameplay, with everything simply falling into place after that.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is absolutely true. When it first came out, marines set up camp in their base and sloooowly expanded out from there, giving skulks a chance to rush them hard and gorges the painfully long time it takes to get rolling. Then marines found out that spawns are pretty hardy and they can respawn faster than aliens, so drop a couple of spawns and an armory and you've got enough resources to drop a spawn and resourcer in a hive, then set up a little more in there, then bum rush and lock down the next hive. There's equally cheesy counter-tactics like the gorge rush (a mass of gorges heal-spraying plus a couple of skulks doing the extra damage) but the biggest imbalance is the early game. Unless you've got exceptionally good (or lucky) aliens, a competent commander and competent marines will win 90% of the time and there's roundabout nothing the aliens can do about it. Aliens need some way to pool their resources to their chosen gorge to balance the commander's resources out.
  • DanSTCDanSTC Join Date: 2002-11-26 Member: 10046Members
    edited December 2002
    <!--QuoteBegin--that swanky kid+Dec 17 2002, 08:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (that swanky kid @ Dec 17 2002, 08:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    This is absolutely true.  When it first came out, marines set up camp in their base and sloooowly expanded out from there, giving skulks a chance to rush them hard and gorges the painfully long time it takes to get rolling.  Then marines found out that spawns are pretty hardy and they can respawn faster than aliens, so drop a couple of spawns and an armory and you've got enough resources to drop a spawn and resourcer in a hive, then set up a little more in there, then bum rush and lock down the next hive.  There's equally cheesy counter-tactics like the gorge rush (a mass of gorges heal-spraying plus a couple of skulks doing the extra damage) but the biggest imbalance is the early game.  Unless you've got exceptionally good (or lucky) aliens, a competent commander and competent marines will win 90% of the time and there's roundabout nothing the aliens can do about it.  Aliens need some way to pool their resources to their chosen gorge to balance the commander's resources out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You're missing the point...on the servers that I play on, sometimes marines with, and sometimes the aliens win. The problem is that the outcome is decided in 5-10 minutes, and then the game simply drags itself out from there. The problem is that this game essentially "ends" before it's truly begun...the game is often decided even before mid-game!
  • Bulgarian_Sausage_DogBulgarian_Sausage_Dog Join Date: 2002-12-15 Member: 10847Members
    Its fair as long as marines get their acts together, all these people saying you can't take out Fades with LMG/LA - its perfectly possible.

    Right when the Kharaa get the second hive, there's usually only 1 or 2 players who can afford to evolve into Fades anyhow. Fades are easily killed by marines if they know what they're doing, its once they get the 3rd hive and there's 5 or 6 Fades all using bile bomb that they do the serious damage. 2 Hive Fades on their own (with no more than 2, possible 3 of them) just require a small group of marines to rush out of the base while they're regaining energy and to just let the LMG rip on them.

    I tend to play with a mate, and when Fades are attacking our base we both charge at once, if we get everything out that's 100 LMG rounds, 20 pistol rounds, and then us knifing. Tend to take down a Fade everytime, and that's 44 res to the Kharaa lost, and if we die no problem, we were't carrying anything valuable and we'll respawn in no time! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    marines commanders major flaw is they pick weapons uppgrades before armor uppgrades

    Armor uppgrades (surviving 2 acid rockets is far more important than any weapons uppgrades)
    Siege uppgrade (yes deuce set up atleast 1 siege cannon in marine starters spawn)
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--DanSTC+Dec 17 2002, 07:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DanSTC @ Dec 17 2002, 07:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Fantasmo+Dec 17 2002, 07:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Dec 17 2002, 07:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All this talk of balance on a <b>public server</b> can be a little misleading.  These threads tend to identify the gameplay or weapon/class structure as the problem but the majority of issues that are identified could just as much be blamed on:

    1) Bad Commander/Bad Gorge
    2) Team Imbalance
    3) Poor Tactics/Teamwork
    4) Poor Use/Understanding of Weapons (ie. LMGs <i>can</i> take out Fades)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I hate to burst your bubble, but I play almost exclusively on private servers and still encounter most of the problems described in this thread on a regular basis.

    Yes, we know very well how to play. Yes, we use very good tactics. Yes, the teams are balanced 90% of the time. Yes, the commander/gorges are generally competent. Yes, we even manage to kill fades with LMG now and then. But we STILL run into these problems. The game is WAY too dependant upon whoever grabs the first two hives. And often it feels as though the outcome of the game is decided within the first 5-10 minutes of gameplay, with everything simply falling into place after that.

    These problems are not isolated to public servers; they are fundamental problems with the game itself.

    Also, I don't see how blaming the problems on the incompetence of public server players helps the situation any. If anything, the devs should be even MORE conerned if issues like these crop up on public servers more often than they do in a controlled setting.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I apologize for being vague, what I was trying to say was that there are many factors currently plaguing Public Server play such as the items I listed off. If you noticed I didn't use "n00bs" or "newbs," all I'm saying is that public servers are the beginner's learning grounds. It is these learning factors that sometimes cause major upsets (which may frustrate more experienced players).

    I just thought it might be worthwhile to make a note to anyone thinking about posting a story about some percieved imbalance so they might consider these learning factors before they say it's a balance factor.

    I'm not going to question your skills, this weekend I played over 45 scrims (10v10 LANfest). Part of my motivation was to prove that NS was indeed balanced... what we found is pretty much what you were talking about. In serious competitive play where everyone communicates NS is pretty much decided by your actions in the first 5-10 minutes.

    So I don't disagree with you, think that NS is perfectly balanced, or blame anybody's incompetence on any server. I just think for this discussion it would be useful to first weed out any imbalances caused by the "learning factor" (this can't be done by discussion, this is an experience thing) and then we can get a better look at what gameplay mechanic is busticated.

    That's why I said these balance threads <i>can</i> be misleading, there are some balance issues but not every post here (that contains a story or experience of a percieved imbalance) is actually the imbalance, they are more "learning issues".

    <b>Eats</b> did up a report on some of the imbalances he observed in clanplay. Although I don't agree with all his observations all his major ones were pretty much right on. (He was who I was trying to disprove with the 72 hour LANfest I hosted, I thought he was wrong but I was)

    <a href='http://www.natural-selection.org/forums/in...ST&f=22&t=13394' target='_blank'>http://www.natural-selection.org/forums/in...ST&f=22&t=13394</a>
  • PraevusPraevus Join Date: 2002-11-13 Member: 8424Members
    <!--QuoteBegin--Bishop Gantry+Dec 17 2002, 12:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bishop Gantry @ Dec 17 2002, 12:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Armor uppgrades (surviving 2 acid rockets is far more important than any weapons uppgrades)
    Siege uppgrade (yes deuce set up atleast 1 siege cannon in marine starters spawn)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ok lets say theres 3-4 fades w/ adren. Thats 15-20 acid rockets coming at you. At that rate, I don't anything is going to survive that many hits. Plus the fact that you know your team, when fighting fades, is going to die a million times. I usually go wep1, then armor1, then wep2, because when you get to the bottom line you can just expect fades. And you need wep1 first to give them a better chance vs Fades (and carapace). Point being: Give your cannon fodder better wep dmg and tell them to charge fades b4 they can get back to their WOL (Wall of Lame, ie def line).

    Also, there ARE many ways to accomplish what I said above. So I'm saying that I'm not 100%, but this is just what *I* do, when I can't secure 2 hives within 7-10 minutes of game.
  • Snake13Snake13 Join Date: 2002-04-30 Member: 554Members
    Thank you for the contructive comments most of you, some of you I just wonder if you even read the post.

    1) this is not a fade whine thread, I told you I play as aliens all the time. I'm saying that I win way to easy.

    2) all of you saying well its possible to kill a fade, sure it happens with skilled players, but i've taken out HA/HMGs with a one hive lerk quite a few times too, but with a decent lerk providing umbra support a handful of fades become nearly invincible.

    3) I'll say it again, the teams are balanced, I just think the point at which victory is decided should be the fight over the third hive.
  • DeprecatedDeprecated Join Date: 2002-11-14 Member: 8619Members
    Its been a while since my last post, but I saw this and had to comment.


    First of all, marines. Yes, most of the time, marines lose if the aliens get 2 hives. However, there are many, many tricks and tactics that can be used to overcome this second hive, although nothing works every time and you usually only have one chance to off that second hive before things cannot be salvaged. The key to defeating fades is the lmg rush. No, I am not kidding. HMGs and shotguns near base, the fades will come in, hit em, make em run, then anyone that is un-upgraded rush them with lmgs and take them out. Yes you probably will die, but 9 times out of 10 the fade will fall with you if you have aim and know to switch to pistol instead of reloading. A 44 resource point fade is much harder to replace than a newly spawned marine. The problem I see people constantly having against fades is that they never kill em. Fades with regen will just fall back for a bit and heal, then renew assault, costing no resources, while marines need to issue welders, health, and new turrets. With that situation, of course the marines will fall. Marines are big on defense, but you're not gonna win if you never kill anything. Oh, and the tricks I'm talking about for taking the second hive are all related to sieging from somewhere if you haven't guessed that.

    Aliens are different. I definately admit that aliens have an advantage for games up to 10 on 10 people. (After that size, marines get a noticable advantage early on due to spawn rates). The thing is, everyone overlooks how incredibly powerful an organized skulk attack can be, especially with some thought being put into the tactics. Have the entire team cept for one skulk attack one secure hive, then the last skulk (or lerk, skulk is usually faster) hit the other hive. The marines respond much more intensely to the one under heavy attack, and the other one they will often not even notice is under attack. Skulks seem to be best in one of two modes: containment and base attack. And if a skulk can get Celerity and Carapace, its all over. Much more powerful than a fade against non-HA'd marines if used right.

    Personally, I think the game is pretty balanced if and only if the marine comm can take 2 hives at the beginning. Then, its a great battle against the skulk menace. Not sure if this is what was intended, but it sure is fun as aliens, and thats what NS is all about. That and biting people's heads off. And jetpacks.

    mmmm.....jetpacks....

    Peace,
    Dep
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    edited December 2002
    Yes I do think people overlook what an organized skulk attack can do. They have to learn to find out the blind spot of the turrents then they can take out the tf/phase in less than one minutes if no marines are looking. Same as with marines. If the aliens have two hives, a group of 3 ha hmg welding and 2 light armor builders can siege a hive fairly quickely if no or little alien fades are rocket spamming.
    Only difference between the two during a two-hive(marine 2 hives or alien 2 hives) situation is that the marines need to spend resources to equip themselves, whereas the aliens have to spend time waiting for teammates to spawn and organize.
    Aliens with two hives, then the marine better have resources for equipments.
    Marine with two hives, then the aliens better not go dying off on their own and organize.

    I also think that the fade's acid rocket has a too big of a radius. Since in most maps, most rooms are quite small. I mean most rooms are no bigger than about 2 - 4 rocket radius wide. Not to mention some marine start bases are fairly small, ie. NS_nancy. One rocket can hit just about half of everything in the room.
  • Snake13Snake13 Join Date: 2002-04-30 Member: 554Members
    edited December 2002
    Hive one lerks do not need to be made stronger, they require alot of skill to use properly, I do just fine with them as it is and I've barely got a hang of advanced tactics yet.

    edit: oops fixed an important typo
  • SpeedySpeedy Join Date: 2002-11-06 Member: 7313Members, Constellation
    I'm now convinced that battling for the 2nd hive is the core of the game. A game I played last night involved no less than 5 Hive capture/loss scenarios. The only reason we (the Marines) won was because we kept capturing the Hives fast enough to keep the Aliens at 1 Hive while we eventually upgraded to HA/HMG. However, to their credit, their skulks worked well as a team and would keep taking back a Hive only to have one of their gorges build it back. They also harrassed our base enough that we had to pull back from several offensives just to keep our spawn points and CC from getting chomped.

    Even though both teams made some mistakes, it was one of the best games I've ever played. It was always about the 2nd hive.
  • Crazed-OneCrazed-One Join Date: 2002-11-05 Member: 7027Members
    I think the flaw is in the Marine tactics some times. If the Comm doesnt waste resource by building tf's and RP's that get wasted 1 minute after they go up then they will get HA quicker. Marines HAVE to work together, 1 fade does not, hit and run. The fact that you get 1 comm whos decisions make the game for you, can be a weakness. I keep seeing comms drop in most public servers mid-game, that will lose the game.

    Aliens have an advantage, in that even if there is a newbie gorge on the team wasting resources an experienced player can gauge rp build up and go gorge build rp and go back to skulk, even though its still a major rp waste. But a gorge or 2 on teams at 7 vs 7 is same liability as a comm and comm mid game drop, and we are usaully all focusing on team rp build up and 2nd hive security.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    You're missing the point of this post people. It's not a fade discussion as the post-starter stated. But more that the game's outcome is decided on who's getting 2 hives, and not who's getting the highest resource flow and in turn can upgrade the most. Right now, the main tactic for both team is, drop 2-3 res noz then bum rush to two hives, and see who can secure them first, I don't think this is quite right since the outcome is decided very early in the game. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
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