Combat Mod
FrostyOne
Join Date: 2012-11-30 Member: 173792Members
<div class="IPBDescription">Some balancing</div>I am not going to waste time trying to state my NS experience from the "olden" days of the mod. But if the creator(s) of the NS2 Combat Mod are reading this forum I have a suggestion. You need to reduce the number of fades that can be on an alien team to 2/3 availability. As it stands right now, an alien team with a lot of fades and some onos meat shields is pretty much a loss for the marines. If the marines cannot kill the alien hive before more than one fade or onos appears it is nearly always a loss.
A VERY good marine team can pull through and win it, but in the realm of pub play it becomes a losing battle. It takes a group of three marines with at least one having a shotgun to counter a fade in normal play. Within the spammy nature of combat, it takes roughly twice as many in order to keep pushing the front line. An average fade can kill a marine in each strike until that push is eliminated entirely. This is not taking into consideration other life forms that can support the fade.
Combat has never been a perfect game mod in its history, but there was at least a sliding scale of balance that made it quasi-predictable. As it stands, in games with more than 4 players on each side within this mod, fade spamming negates most of what a marine team can do. A fade is more durable than a single marine and exos are the tipping block of the marines against higher life forms. A group of shotgunners can hold off a fade but against an onos they are rather helpless as it slaughters them in 2/3 hits. Without a DPS machine that can do decent burst in a pinch like the old HMG, marines lack any ability to counter the groups of fades with onos meat shields that occur.
Combat has always been a decent mod to take a break from the regular game in the history of NS, but because people could let their aggression run rampant and still effective. As it stands, a marine not in an exo feels almost like a liability unless they become a dedicated welder. That is of course no fun.
A VERY good marine team can pull through and win it, but in the realm of pub play it becomes a losing battle. It takes a group of three marines with at least one having a shotgun to counter a fade in normal play. Within the spammy nature of combat, it takes roughly twice as many in order to keep pushing the front line. An average fade can kill a marine in each strike until that push is eliminated entirely. This is not taking into consideration other life forms that can support the fade.
Combat has never been a perfect game mod in its history, but there was at least a sliding scale of balance that made it quasi-predictable. As it stands, in games with more than 4 players on each side within this mod, fade spamming negates most of what a marine team can do. A fade is more durable than a single marine and exos are the tipping block of the marines against higher life forms. A group of shotgunners can hold off a fade but against an onos they are rather helpless as it slaughters them in 2/3 hits. Without a DPS machine that can do decent burst in a pinch like the old HMG, marines lack any ability to counter the groups of fades with onos meat shields that occur.
Combat has always been a decent mod to take a break from the regular game in the history of NS, but because people could let their aggression run rampant and still effective. As it stands, a marine not in an exo feels almost like a liability unless they become a dedicated welder. That is of course no fun.
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-Daniel