6v6 Team Darkside vs Clan 420
Luitjens
Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
<div class="IPBDescription">6 part video playlist</div>Here is a 6 parter video playlist to Team Darkside vs Clan 420,
Games were very interesting on summit!
<a href="http://www.youtube.com/playlist?list=PLD3AB1BC7205D8486&feature=view_all" target="_blank">6v6 Playlist </a>
-highlight for results
<span style='color:#000000;background:#000000'>Ended in a 3-3 tie, with alien wins for all teams, marines didn't win once</span>
Games were very interesting on summit!
<a href="http://www.youtube.com/playlist?list=PLD3AB1BC7205D8486&feature=view_all" target="_blank">6v6 Playlist </a>
-highlight for results
<span style='color:#000000;background:#000000'>Ended in a 3-3 tie, with alien wins for all teams, marines didn't win once</span>
Comments
Can't wait to see how everything came out.
In the remaining rounds even teching straight to ARCs, foregoing everything else but mines, we were still not able to put enough damage on the hive before they were able to spawn Onos at the 7 or 8 min mark.
In the remaining rounds even teching straight to ARCs, foregoing everything else but mines, we were still not able to put enough damage on the hive before they were able to spawn Onos at the 7 or 8 min mark.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea, I noticed that when rines were pushing into flight control lifeforms kept hatching umbrad and there was a good 5 crags surrounding that hive, no way you were going to take that out without massive arcs/grenade launchers and it amazes me that aliens can get to the point of defending something that easily causing rines to completely change their gameplay which slows down their game. (switching from doing shotgun rushing to arcs/gls first and then waiting to have enough arcs as well).. Far easier for alien commander to spawn a few drifters, send them to build crags and its done in a matter of seconds
Even second hive onos are far too readily available for their power. If Onos were limited to 2 hives, you'd still see 7-8 minutes onos anyway. Onos are currently an end game unit, 7-8 minutes is more early - mid timing. That's when fades w/ blink should be coming out, not infantry destroying tanks.
Well maybe the cost should also be increased to 100 res and each upgrade should be increased to 15 res for the onos.
The cost isn't the problem.
I meant cost and upgrade cost increase along with making it second hive tech with smash as hive 3 ability and remove knockdown from gore with armor reduction.
What about the radius on stomp?
Cut in half plz.
Also fix geometry issues where you still get knocked down when you're above him on a prop.
edit: +1 to gore knockdown being removed. its well known that freezing player input is frustrating.
Watch games 4 and 6.
edit: I especially enjoyed the 1 hive (+crags) strategy, lifeform unlocking has changed the game a lot and removed the blinding focus on the 2nd hive.
and there's also unbalanced builds, which this is. but it's a beta so we're all accepting of that fact. however it doesn't change the fact that if the aliens play smartly, and use the appropriate structures, they can simply turtle until onos is out, which in the current build the rines aren't really able to counter so early into the game.
Having watched the matches, I would think if you played again and picked up what strategy they were using again you would have more success. This is a huge part of competitive gameplay, identifying the strategy used by the opponent and adapting yours to counter it. Its exciting seeing the importance of the second hive reduced, allowing for more differentiation in strategies.
Please enlighten me.
Please enlighten me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Trapping/Blocking them is the key, I will let you work out how to do that!
Would you like me to tell you how to kill skulks, lerks and fades too? How about gorges, they can be tricksy too!
edit: I didn't mean the above to sound insulting, I was slightly baffled by the question. Everything considered, the better you shoot the faster the aliens die. With onos, they can so easily run away, so blocking/trapping is useful too (armourys/marines/whatever is at hand).
At the end of the day, if everything is dead, you can just walk into their hive and axe it to death before the 7 minute mark gets close. Early marine superiority is now a more viable marine strategy than ever before.
In the remaining rounds even teching straight to ARCs, foregoing everything else but mines, we were still not able to put enough damage on the hive before they were able to spawn Onos at the 7 or 8 min mark.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is why Umbra, Fury, Cloak etc. should cost PRes for the alien comm.
The energy concept is like this everywhere it is used.
Scan, Beacon, Umbra, Cloak, Fury etc.