I love playing Aliens, but they seem so boring...

MorthisMorthis Join Date: 2012-11-08 Member: 168189Members
I've only got about 20 hours of total playtime on NS2, and more hours that I probably want to know about in NS1. I much preferred to play aliens in NS1, usually as a support role (gorge or lerk with umbra for the onos/fades).

Maybe I'm not experienced enough with NS2 yet, but so far the aliens feels a lot more bland this time around. There's a couple of reasons I feel that way, I'll go over the ones that stand out to me.

Gorge: I still enjoy the lifeform a lot, it's very useful, but I still think they need some work. Mainly in the building department. I understand there's a commander now too, so that role is partially delegated to the com, but if someone wants to perma gorge, they'll end up with way too many resources because the only resource sink is hydras, and those aren't even terribly useful (I can't think of a single game where I thought they really had much of an impact on things). So when I play gorge, I'll end up with a ton of pres, at which point I feel I should go Onos for my team simply to spend the resources, but then if every person that enjoys playing support with gorges did this, you wouldn't have many gorges, since most players tend to avoid the support role.

Lifeform diversity: In NS1, it felt like all lifeforms had their role, even at the end game they all remained useful. In NS2 it feels like the only one that really impacts the game is Onos. Heck, we see Onos so early now it even loses some of it's "Oh crap it's an Onos" feeling. Obviously the two games are different, but NS1 just felt more gradual. You moved up in lifeforms, you used those, until you finally had the (hopefully) game ending Onos. In NS2 it feels like the only thing that matters is how fast aliens get Onos up, and none of the others matter terribly much.

Hives vs CC: Aliens are still more dependent on hives than marines are on CC. I guess that's a carry-over from 1. As Aliens, going from 2 hive to 1 hive sucks so much I honestly rather just see the game end right then and there most of the time. Losing the other hive is almost a given, it's just a matter of time. As marines, losing a second CC obviously isn't good, but it doesn't feel like marines just turned into complete crap to play, and they may be able to actually still do something (it's unlikely and the aliens need to screw up, but it feels possible, as aliens it doesn't really).

I dunno, could just be my lack of experience with the game, but that's what stood out to me so far.

Comments

  • JigglesJiggles Join Date: 2012-11-04 Member: 166855Members
    Aliens are less fun in NS2, imo, for the following reasons:
    1) No pres from kills and no pres while dead, which encourages more passive play and generally games that play out the same way every time
    2) Gorge feels very 1-dimensional compared to NS1
    3) While NS1 Fade was too good, NS2 Fade is too weak
    4) Most everything "new" on the Aliens is concentrated on 1 role: the Alien commander. The Aliens didn't get <i>any</i> new evolutions.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    The reason why it feels like aliens lose when they lost their second hive is that they also lose one trait category with it, regardless of whether or not the actual trait chambers are still around. Every time you destroy a hive, you basically destroy the alien equivalent to armor and weapon damage upgrades on the marine side.
    That is not the case for the marines, though. They have no long evolutions, start always at their most up to date fire power and don't lose any tech upgrades except for access to exo and jetpacks when they lose their second CC.

    In a balanced world, at least level 3 marine upgrades would be tied to CCs as well, so they get actually weaker if pushed back.
  • sharnrocksharnrock Join Date: 2012-11-02 Member: 166084Members
    Well, the gorge is supposed to gain another ability to create tunnels. They might end up being incredibly useful. It seems like we spend 99% of the game as skulk because we're waiting for fade or onos. It takes maybe 12-15 minutes to reach 50 res? Then you run into a pack of marines with shotguns and it's another 10 minutes or so of being a skulk. I wish the lerk was a little hardier/useful as an offensive force rather than a support/harass thing. I just watched about 3 hours worth of competition play, and I didn't see a single lerk. They just held on until they got 3-4 players up to 50 res, then went fade and GG.

    The marines are supposed to be slower and ranged, but then they get phasegates and jetpacks. Aliens are supposed to be quick and melee, but they end up getting slower, more awkward and still melee.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2020251:date=Nov 11 2012, 04:58 PM:name=Morthis)--><div class='quotetop'>QUOTE (Morthis @ Nov 11 2012, 04:58 PM) <a href="index.php?act=findpost&pid=2020251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lifeform diversity: In NS1, it felt like all lifeforms had their role, even at the end game they all remained useful. In NS2 it feels like the only one that really impacts the game is Onos. Heck, we see Onos so early now it even loses some of it's "Oh crap it's an Onos" feeling. Obviously the two games are different, but NS1 just felt more gradual. You moved up in lifeforms, you used those, until you finally had the (hopefully) game ending Onos. In NS2 it feels like the only thing that matters is how fast aliens get Onos up, and none of the others matter terribly much.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I completely agree with this and it really hits it head on. Take a game like Starcraft 2, there is an early game, mid game and late game. During each of these phases players can make plays that either set them up for the late game or can use a strong early game strategy to attempt to obtain out an early win. In Natural Selection 2 I feel Marines have this potential, while the strategies are somewhat limiting, players are given choices in upgrades, players are given choices in how they spend their rez and generally for Marines I feel lit is their map movement which is essentially their early mid and late game.

    Aliens on the other hand feel like they have nothing but a late game. Their are not diverse strategies you can use to obtain map control, their is basically one acceptable build order and their lifeforms are basically "Imma be a skulk for 6 minutes, pray we get an onos, oh i got onos now i'll be onos till 15 minutes (hopefully) and if i die I'll spawn onos." Now if you don't get the first onos egg its "I'mma be a skulk for 15 minutes save up my rez then I can impact the game as an Onos." Yes skulks do make a difference and yes you can go gorge and lurk but in all honesty you should only have 2-3 gorges 1 - 2 lurks. The other 5-7 players are waiting. The pacing of the game feels incredibly slanted as an Alien.

    That is why I think this game frustrates new players and limits the fun experienced players can have because of the lack of diversification.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Remember one big difference between SC/2 and NS/2 is starting units.

    In SC, when you rush, you *cannot* go mid or tech, if you go tech, you cannot go mid or rush etc, due to the price of initial units.

    About the only trade off in NS2 with rushing is counter rushing and base building.
  • dktnedktne Join Date: 2012-11-12 Member: 169700Members
    The gorge ought to really be a stronger unit and the Onos ought to have its resource requirement increased drastically.
  • BearTornadoBearTornado Join Date: 2012-11-02 Member: 166223Members
    edited November 2012
    <!--quoteo(post=2020436:date=Nov 11 2012, 10:06 PM:name=dktne)--><div class='quotetop'>QUOTE (dktne @ Nov 11 2012, 10:06 PM) <a href="index.php?act=findpost&pid=2020436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The gorge ought to really be a stronger unit and the Onos ought to have its resource requirement increased drastically.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Onos already costs 75 pres, which is an absurd amount of res for a single player to rake in, especially given the hit and run nature of aliens and the lack of pres earned for kills. The issue is how easily the commander can create an onos egg using Tres.

    I feel the Onos itself and its cost are in a fine position regarding the pres aspect. If it was much harder to get with Tres and the other Alien classes were made much more useful to the point where you didn't NEED onos, then you would only see onos in stalemate games where they went on long enough for both teams to hit the peak of their tech, marines with full on exo escorts or jetpackers and Aliens with onos.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=2020459:date=Nov 12 2012, 07:39 AM:name=BearTornado)--><div class='quotetop'>QUOTE (BearTornado @ Nov 12 2012, 07:39 AM) <a href="index.php?act=findpost&pid=2020459"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Onos already costs 75 pres, which is an absurd amount of res for a single player to rake in, especially given the hit and run nature of aliens and the lack of pres earned for kills. The issue is how easily the commander can create an onos egg using Tres.

    I feel the Onos itself and its cost are in a fine position regarding the pres aspect. If it was much harder to get with Tres and the other Alien classes were made much more useful to the point where you didn't NEED onos, then you would only see onos in stalemate games where they went on long enough for both teams to hit the peak of their tech, marines with full on exo escorts or jetpackers and Aliens with onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think the best way to solve this problem is to look to the marine commander. The Exo and Onos are arguably similar units, and fulfill very similar roles, yet you will never see a marine commander early dropping an exo. You probably won't even see a marine commander late dropping an exo, or even dropping an exo at all in mos cases. If it is decided that spamming of lifeform eggs is not a desired strategy, then finding out why the marine commander seldom drops tech directly would be a good starting point.

    I personally believe it is a case of tiered and expensive (both in cost and time) upgrades. Most people agree that an exo is basically useless without at least level 2 armour, and it is preferable to have level 3. Even though level 3 armour takes substantial resources and time to get, ignoring weapon upgrades altogether is also a good way to lose, even though it has absolutely no effect on the exo you plan to drop.

    This highlights two problems with the current alien situation.
    The first is how upgrades work. Firstly, an Onos without carapace, while substantially weaker, is nowhere near as useless as a level 0 armour exo. Furthermore, even though shells are relatively weak and vulnerable, getting the max level of an upgrade from a single 30 tres investment is too all or nothing. There aren't enough other factors to consider, meaning that certain choices become the obvious ones.

    The second problem is the tradeoff. If you want to rush level 3 armor exo, you risk leaving your light marine's weapons entirely unupgraded. Because light marines are so important, this leaves the marine team very vulnerable, and is a massive risk. Not so on the alien team. Firstly, the most important Onos upgrade, carapace, applies universally to every lifeform, meaning no tradeoff. Secondly, even without carapace, the difference between a carapace skulk and a vanilla skulk is almost meaningless with an onos on the field.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    edited November 2012
    <!--quoteo(post=2020270:date=Nov 11 2012, 06:13 PM:name=CrushaK)--><div class='quotetop'>QUOTE (CrushaK @ Nov 11 2012, 06:13 PM) <a href="index.php?act=findpost&pid=2020270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The reason why it feels like aliens lose when they lost their second hive is that they also lose one trait category with it, regardless of whether or not the actual trait chambers are still around. Every time you destroy a hive, you basically destroy the alien equivalent to armor and weapon damage upgrades on the marine side.
    That is not the case for the marines, though. They have no long evolutions, start always at their most up to date fire power and don't lose any tech upgrades except for access to exo and jetpacks when they lose their second CC.

    In a balanced world, at least level 3 marine upgrades would be tied to CCs as well, so they get actually weaker if pushed back.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it's more because when Aliens fight for a Hive, they fight hard. As in, if the Hive goes down, it's because all of their higher lifeforms were killed in the defense of it. Marines really don't have all that much to spend p.res on, so even if they all get slaughtered and lose their weapons defending a CC, they can just go and buy new ones.

    So it's not so much that the Aliens just become that much weaker (Although they sort of do with all of the extra abilities tied to second Hive) so much as...now they're all reduced to Skulks and have a large number of upgraded Marines are incoming.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited November 2012
    Fades will be "fixed" in the patch tomorrow (today), and probably buffed in the future as Charlie hinted during the EU tournament. They were absolutely a necessity during the beta, and hopefully after a few fixes will still be.

    Lerk without spores and then with spores can also be very helpful. In fact, aliens usually lose ground if the entire team waits for an onos. They should anyway. If the marines aren't pushing before fades come out, they're asking to lose.

    As far as usefulness, IMO lifeforms are useful all the way, except perhaps skulks which become gradually crappier and crappier as shotguns, weapon levels, armor, and jetpacks come out. Xeno is meh. The other lifeforms have abilities which carry them well into the late-game (bile bomb, spores/umbra, fades are always good except for sieging, etc.) - although vortex needs to be rethought or something IMO; it's not very useful atm.

    As far as marines/hives discrepancy, I agree. I have always disliked how marines can fully tech, except exos and jetpacks, on one chair, while aliens basically get no tech on 1 hive. But asymmetry and all that... w/e.

    Gorge isn't that much fun without bile bomb, but bile bomb makes it a lot more fun/dangerous, at least for me. With BB you can really start pushing positions. Also tunnels might or might not come some time in the future :-) .

    And to be honest, I don't think "not having a p.res sink" is an indication that the lifeform is bad. I've gone lerk or fade and then had 100 p.res. It doesn't mean anything.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    As of right now, I feel that Fade is too expensive. Why get a Fade when you can wait a little bit longer and get a Onos?

    I haven't gotten the hang of Lerks and don't really see the justification of buying a Lerk evolution at my low skill level.

    Skulks and Gorges are pretty much perfect as-is, I'm usually 90% Skulk or Gorge.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    Fades used to be the "it" lifeform before release. I'm not sure why. Maybe the lower performance made marines aim much more slowly. Maybe blink was much more useful when it didn't have a delay, and shadowstep being vertical helped. Maybe people just played fade better... I don't know. But in some games, aliens were down to 3 RTs and then fades came out and actually pushed marines back.

    I used to hate lerk and thought it was kind of lame and not very useful, but I've been playing a lot more with it lately (after the spike buff), and it definitely holds its ground pretty well. With some teamwork and a combination of spike kiting/dodging, attaching to dark places in the map/spiking, surprise hit-and-runs, and eventually spores, it can really bring severe pain to marine teams.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I agree, Lerk is in a good place. Being spiked and not knowing where it is coming from is really painful.

    Once spores are researched and umbra becomes available they are nightmare to any team.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited November 2012
    In NS1, I used to hate it that you could only go onos at 3 hives, because by then the game was already over. I thought it was a bit of a waste, to design such a lifeform, and only be able to play with it for the last few minutes of the game. Now, in NS2, it's almost the opposite. Onos is so much more useful than a fade, which costs too much imo, and can come into play so fast it feels like there's no more mid-game. Just early game and late game.

    Anyway, I agree with most points. I enjoy playing alien side, but they're lacking some features (for gorge, fade), and early onos is a tad overused. Lerk is awesome though.
  • BlaxxunBlaxxun Join Date: 2010-07-21 Member: 72632Members
    I find playing Aliens actually more entertaining than marines. You have more gameplay options and even if you just grunt it out, you still have to think about how to engage the enemy. While as a marine you just follow your Comm's commands, listen for aliens, check ceilings, kill skulks and build stuff.

    But me and all of my NS1 friends agree that playing aliens felt way better than you actually could use your personal res to build stuff like RT's and upgrade chambers. Nowadays you just save for a higher lifeform or go gorge instead of exerting influence on the strategic meta-level.
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