So Was It Supposed To Be Two Hives, Or Three?

JackBoCrackenJackBoCracken Join Date: 2002-11-09 Member: 7928Members
I remember long ago posting in some balance thread post-1.01 and complaining that marines didn't have a counter for level 3 hive abilities.

I was quickly chided and told that the game was supposed to revolve around a game of contention for the third hive.

Okay, that makes sense.

However, right now, it seems like it's not that, it's whoever gains two hives first. Since I play with the same pool of 50 people or so, this is what usually happens:

If the marines successfully pull off a phase gate rush and takeover two hives, then it becomes 10 minutes of excitement followed by 30 minutes of waiting for the marines to kill us. We'd F4 but it breaks admin mod for some reason.

If the aliens successfully get a second hive, it's 10 minutes of violent struggle over that second hive and then 30 minutes of slow, painful death by acid rocket/umbra.

At this point, the game isn't very fun. It boils down to the same strategies, over and over. It would be a lot more fun if the midgame was longer, took place when the aliens had two hives, and didn't require only one strategy.

The only two variations to marine strategy I've seen besides a race to portals is:

-Jetpack rush (works best on Refinery hive)
-Marine rush (stick down 5 portals near a hive and just kamikaze constantly)

Aliens have successfully gorge rushed before, and that was certainly interesting, but it doesn't happen all that often.

Comments

  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    edited December 2002
  • LarofeticusLarofeticus Join Date: 2002-10-30 Member: 1764Members
    uhh you didn't read his post at all, did you?
  • Naughty_BremboNaughty_Brembo Join Date: 2002-05-30 Member: 701Members
    JackBoCracken, you just summarized the whole balancing problem, balancing the mid-game. Good on ya.

    /NB
  • WykedWyked Join Date: 2002-11-18 Member: 9158Members
    3 marines with GLs, two with HMG's+welders for support, and a comm quick on the medpacks.. bu bye acid rocket+umbra

    if the marines pick up that second hive its over.. unless you get real lucky, sorry bout that, but you cant jack up hive 1 powers without ruining the early game.
  • JackBoCrackenJackBoCracken Join Date: 2002-11-09 Member: 7928Members
    Unfortunately, it is difficult to expand and gain the resources necessary to combat fades because one fade and one lerk can take down a guarded resource collector very very fast.

    Ideally, HMGs would be fighting fades, but right now, it boils down to what I originally posted.

    I like how people still don't manage to RCP.
  • RazorClawRazorClaw Join Date: 2002-11-06 Member: 7413Members
    Yea it's quite obvious that GWAR just jumpped in here to flame someone, there is no way he read through that post. He made himself look like a real fool now...
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    An even number of hives might help.

    Or each map having different numbers of hives.
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    I was **obscenity** off earlier today, sorry.

    I dont see any problem here, though.
  • DefconDefcon Join Date: 2002-11-20 Member: 9402Members
    edited December 2002
    Play 1.04 on the beta servers

    you need a decent comm however it'll usually end up a battle to hold 3rd hive/take over 2nd WHILE managing all your res towers.... hehe

    Variations of tactics could be attempting to take all alien res nodes BEFORE taking 2nd hive if it's too heavily fortified, and using the advantage of the aliens lack of resources and your gain, to reinforce your 3rd hive.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    if i have a team of about 7-8 marines that know what to (rare yes) i can set up my base, move out and take the 2 empty hives with 2 groups of marines in about 3 mins, then it is 30 mins of holding, then 10 mins of fighting for the last hive

    might win, but it is sooo uncool and not fun at all,

    the mid game is the best part of this mod, fades vs HA, trying to take control of a 2nd hive (for both teams), the problem is...... we dont play the mid game. (i actually played 1 mid-game today, it was my first time)

    i have thought about this long and hard, have played many games with many people, have pondered this for days, i just cant find a way that would make it so that most games played, you whould be fighting a tense mid-game for a second hive.

    i can not figure out what to do <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • PraevusPraevus Join Date: 2002-11-13 Member: 8424Members
    If Marines, DO infact, take 2 hives within the first 10 min its more like waiting 1-2 hours for them to fully upgrade until they can do offensive... 30 minutes you say? Thats if its very lucky.

    Aliens securing 2 hives just means hurry up and fade before siege is laid, inbetween. Of course, I'm just speaking in general.
  • JackBoCrackenJackBoCracken Join Date: 2002-11-09 Member: 7928Members
    This is, IMHO, what needs to happen:

    -Early game marines need to be slowed down (seems to be happening in 1.04)
    -2nd hive aliens need to be slightly powered down. Slightly as in ONE change, either fade armor, health, damage, energy, or change the way the grenade launcher works (explode on contact with anything) or increase acid resistance of HA. Only one change though, not multiple ones.
  • Eater1Eater1 Join Date: 2002-12-18 Member: 11106Members
    Perhaps slowing down the fades so that LA marines can actually keep up with them and toning down the claw attack would balance the fades? That way they would still be deadly at taking out buildings and marines from far away, but would have something to fear from moderately upgraded LMG marine charges. It would also give skulks a role in the midgame in defending fades (perhaps a better 2nd hive ability for skulks, or simply a more damaging leap, could further help this). To balance this, HMG can be made to require HA to carry, so HMG marines without the expensive armor don't slaughter the fades (this would also prevent the HMG rush in clan games).

    Eater.
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    Why does everyone want Fades toned down?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> they cost 44 res and when one dies they have to skulk again for a LONG time.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    edited December 2002
    Yeah right...when I play Fade, usually the team is so far ahead that by the time I spawn and re-evolve my Move and Def abilities I've regained all the res.

    Never mind all the time it actually TAKES you to die as a Fade you spend gaining res.
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    That all depends on how many gorgs your team has, how many res nodes you have, and the amount of players on the server.
  • EdcrabEdcrab Join Date: 2002-11-02 Member: 4324Members
    edited December 2002
    Wee, someone who's realised that the hives are the very core of NS's strategy. I'd agree- I usually find that the marine's take a hive about the same time that the aliens get their second up and running- then it's a battle for the marines to get HA etc. and push forward before being overwhelmed. Of course, if the marines are fast enough they might manage this before aliens even get a second hive...
    Played a set of games last night that perfectly enforces the point- due to a slightly inexperienced (*ahem*) commander who eventually left we'd lost our hive outpost- the turning point- and were under siege by Fade's and gorges. A Fade got a nasty example of teamwork when I frantically typed "Rush the Fade!" to my newly spawned teammate as our turrets were bombarded with acid- we each leapt up and emptied our LMG's into it, adding a nice touch of yellow about the place. We may have lost, due to the failure to defend the hive, but it shows that either side can make a comeback if they get lucky (and have a decent team).

    Oh, it's not entirely relevant but I played a tournament game the other night- as a HA/HMG I walked down the corridor to see a standard comrade empty his clip optimistically into an umbraed lerk. He drew his knife, regardless of the spiky death rapidly killing him, rushed in... then the HA behind me flattened the lerk with a grenade and sent the standard's corpse flying. Everyone muted me on voicecomm as I wouldn't stop laughing... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited December 2002
    So basically, hold two hives = victory right now as of 1.03. Judging by patch notes for 1.04, probably 1.04 even moreso. The question is if this is what was intended. For marines, probably. For aliens, probably not so much.

    Well, here's a problem I see that you have to deal with when trying to force three hives to be built to be a victory: It's easy for the marines to take and fortify one hive at the beginning of the game. Thus, if you make three hives absolutely required to win the game, then you've pretty much just permascrewed the aliens.

    I think what basically needs to happen is this:

    * Fades (the main reason why the entire game hinges around two hives) need to be nerfed. Especially their acid rockets, which they generally lob at an angle into any room which dares have any marine fortifications in it. A range reduction isn't going to do it.

    (Come to think of it, I think Fade's extreme potency might have taken Fleyra and co by surprise. In 1.01 they were not all that great, so they were jacked up a bit in 1.02. Then 1.03 fixxed some serious bugs with AOE damage that alien weapons were running into. Two out of three of the fade's weapons are AOE based. Voila, acid rocket and bile bomb balance needs a total reconsideration.)

    * Economy needs to be tweaked to give marines bonus resources for smaller servers 16 players or less, and less resources for larger servers (24 players or more). You'll notice a drastic change in win/loss ratio for the two sides on these two kinds of servers due to the way the economy works.
  • sendersender Join Date: 2002-11-12 Member: 8337Members
    It's funny because when this game first came out fades WERE weak. Everyone clamoured to have their power increased...which happened. Now marines are losing and people are yelling for fades to be nerfed. Very ironic and very funny (although I'm sure not so for Flayra et all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->).

    Despite this irony I am in the "fades are too strong" camp. I would like to have a viable mid-game. This is probably hard as all hell to do, though, without screwing up the rest of the balance. So if you dev's are reading this, know that I still think this mod is AMAZING and I think the balance is near perfect. All this bitching may just be bad commanding on our parts. Personally I think the midgame balance can be tweaked very slightly, but thats just a personal opinion I still think you guys have done a bang up job.
  • TrikkTrikk Join Date: 2002-11-22 Member: 9606Members
    Imho, the game is unbalanced mid-game when both teams are trying an extreme tactic, like phase gate rushing or skulk-rushes.
  • Evil_TimmyEvil_Timmy Join Date: 2002-11-01 Member: 2350Members
    I'd agree with Trikk...the midgame is pretty unbalanced because marines are phase-rushing everything, and when one of their phase + TF + 4 turrets + resource setups is taken out, it's too much of a hit. The current tactic is honestly too risky, but it seems to be basically all that's done. If it works, it works too well, if it fails, it hits the marines too hard. 1.04 will force some new tactics because the normal setup is too expensive for a phase rush to be effective. Maybe this will force marines to play for a longer game, rather than phase rushing and risking the rest of the game.
  • JackBoCrackenJackBoCracken Join Date: 2002-11-09 Member: 7928Members
    edited December 2002
    <!--QuoteBegin--sender+Dec 25 2002, 10:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sender @ Dec 25 2002, 10:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's funny because when this game first came out fades WERE weak.  Everyone clamoured to have their power increased...which happened.  Now marines are losing and people are yelling for fades to be nerfed.  Very ironic and very funny (although I'm sure not so for Flayra et all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->).

    Despite this irony I am in the "fades are too strong" camp.  I would like to have a viable mid-game.  This is probably hard as all hell to do, though, without screwing up the rest of the balance.  So if you dev's are reading this, know that I still think this mod is AMAZING and I think the balance is near perfect.  All this bitching may just be bad commanding on our parts.  Personally I think the midgame balance can be tweaked very slightly, but thats just a personal opinion I still think you guys have done a bang up job.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They don't need to be nerfed. They need one very very slight adjustment (perhaps .15 second slower attack rate, 15 less armor, 20 less HP...). They were boosted too much in 1.02 or whatever. That's just my opinion though.

    This is what I see time and time again in HL mods:

    - X feature is too powerful
    - X feature is then nerfed, and everything else is boosted as well
    - X feature becomes useless
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