[Video] Watch competitive match Archaea vs. Exertus, co-casted by ArcLight
blind
Join Date: 2010-04-17 Member: 71437Members, Squad Five Gold
Tip: Game 2 was really amazing!
Game1: <a href="http://www.youtube.com/watch?v=Y7a54htiAdI" target="_blank">http://www.youtube.com/watch?v=Y7a54htiAdI</a>
Game2: <a href="http://www.youtube.com/watch?v=VoT8p-Kk4C4" target="_blank">http://www.youtube.com/watch?v=VoT8p-Kk4C4</a>
This match got also recorded/streamed somewhere by Hugh, curious where we might find it too :)
Game1: <a href="http://www.youtube.com/watch?v=Y7a54htiAdI" target="_blank">http://www.youtube.com/watch?v=Y7a54htiAdI</a>
Game2: <a href="http://www.youtube.com/watch?v=VoT8p-Kk4C4" target="_blank">http://www.youtube.com/watch?v=VoT8p-Kk4C4</a>
This match got also recorded/streamed somewhere by Hugh, curious where we might find it too :)
Comments
If 'yes', then <i>shocker</i>. If 'no', then shocker! No sarcasm that time.
<span style='color:#000000;background:#000000'>It's a marine and an alien win. Is that now a shocker or <i>shocker</i>?</span>
<span style='color:#000000;background:#000000'>It's a marine and an alien win. Is that now a shocker or <i>shocker</i>?</span><!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://i0.kym-cdn.com/photos/images/newsfeed/000/182/549/cPxPA.jpg?1318992465" target="_blank">http://i0.kym-cdn.com/photos/images/newsfe....jpg?1318992465</a>
Anyway, I guess I'll go watch then.
LOL
I've having troubles with my own team picking roles because of the possibility of tres eggs. Certainly isn't ns1 where aliens have very defined roles
Second game was Fade heavy second half ... 0_o
And I don't know why but I like your mispronunciation of the odd word. It's like one of your quirks :P
Those stats are just kind of depressing. Marines need 3x the number of tres to get on par with the Aliens? Yeesh.
We've been losing most rounds to Archea lately, marine or alien. Not to bad-mouth my own clan-mates or anything, but there might be bit of skill difference at play here ;)
I'm talking purely about the number of resources spent though. Aliens have pretty much everything worth getting at 200~ tres while the Marines didn't even start getting into the good stuff until 500~ tres.
There's also the fact that Aliens have been going 60/40 for the past two builds.
There's also the fact that Aliens have been going 60/40 for the past two builds.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you look at the lower chart you will notice, that aliens have roughly half the number of RTs compared to marines, for the most of the game.
60/40 a fact? Where did you get that from? Source please. I've thought that the sides were pretty even despite noobs flooding marines in hope of losing the game with exo armour ;)
You like? Next time its 6 IPs ;)
Sure! We'll have onos on top of each IP farming stats <3
Dunno, i guess its relative okay the way it works for now.
60/40 a fact? Where did you get that from? Source please. I've thought that the sides were pretty even despite noobs flooding marines in hope of losing the game with exo armour ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://ns2stats.org/" target="_blank">http://ns2stats.org/</a>
Aliens: 58.23%
Marines: 41.77%
The game mechanics currently favor the Aliens. Especially on servers with low player counts. On high player counts, Marines have enough guys to both provide upkeep and regular assaults. If they're dying too much, throw down a few more IP's and everything is groovy. Khammander can't do anything about the Alien's wave spawning, so Aliens that are put out of the fight stay out.
More players also means that Marines can form more well rounded 'death squads' (Something like a Flamer, two GL's, and three Shotguns) while Aliens only have more bodies to throw at the Marines.
Edit: Just found the filter option. If you group together builds 216, 217, and 218 you get:
Aliens: 58.45%
Marines: 41.55%
Great commentary as well.
Really opened my eyes to a few things:
Marines still have issues especially once 2-3 fades hit 1 area and pile on the gate, there's no way for them to hold it without the whole marine team there, thus they cannot attack other places and expand at all.
Meanwhile, in a 7v7 scenario, aliens still have 2-3 non fade lifeforms doing cleanup of res nodes around the map.
Perhaps sentries should be buffed to an acceptable, worthwhile level and limited to 3 per power node. Because right now, I'd rather have 3 mines then 3 sentries with me in the room.
This would buy marines just enough time against fade trains to have a chance at repelling such attacks without having the entire team camp hive rooms/nanogrid all game.
This would also help with overexposed marine mains that where power nodes sometimes be effortlessly ninja'd by 1 or 2 skulks when the comm and the team is busy.
No
<!--quoteo(post=1973398:date=Sep 7 2012, 10:26 AM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ Sep 7 2012, 10:26 AM) <a href="index.php?act=findpost&pid=1973398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->aliens seems stronger on lower levels, but marines are way stronger on higher levels.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup. This is what happens when you dumb down game mechanics and lower the skill ceiling for aliens (compared to NS1).
This is also the reason why Archaea hasn't lost a single marine round in b217 and 218.
<a href="http://en.wikipedia.org/wiki/Veal" target="_blank">FYI, to the casters, this is veal.</a>
Good job not reading the whole post. :3
Also, you think useless gameplay elements make for good design?