Alien commanding vs. Marine commanding
powerr
Join Date: 2005-03-11 Member: 44769Members
Hello everyone!
I've done my fair share of commanding, both in ns1 and 2 and I absolutely love it.
When I play alien comm, there is not half as much to do compared to commanding marines... It is booring and there are fewer sensible options right from the start of the game.. The new gorge tunnel is an awesome feature (kinda like the ns1 movement chamber) but I cannot help wondering why is it a Gorge ability and not alien comm?? ...
Who decides:
- where and when to build hydras/turrets (aliens: the team / marines: the commander)
- where and when to research/build tunnel/phase gate (aliens: the team / marines: the commander)
Beeing a decent alien now, requires more knowledge of the game (and allot more coordination with the team is required in terms placing buildings) - while as marine you're good as long as you know how to buy weapons from the armory and walk through a pg.. And the commander will do all the thinking. The gameplay as marines is simply too simple - all marines are the same, while an alien can be 5 different things. I realize that you'd have 3 roles as marines (standard, jp and exo). But the difference in how you play your role, and what you need to do is second to none.
Suggestion: Make tunnels an alien commander ability (its not like you are too busy).
And turrets could be a marine non-commander ability somehow, like hydras are. Perhaps an engineer class, i dunno.'
But you need to do SOMETHING!
Thx for creating awesome games!
I've done my fair share of commanding, both in ns1 and 2 and I absolutely love it.
When I play alien comm, there is not half as much to do compared to commanding marines... It is booring and there are fewer sensible options right from the start of the game.. The new gorge tunnel is an awesome feature (kinda like the ns1 movement chamber) but I cannot help wondering why is it a Gorge ability and not alien comm?? ...
Who decides:
- where and when to build hydras/turrets (aliens: the team / marines: the commander)
- where and when to research/build tunnel/phase gate (aliens: the team / marines: the commander)
Beeing a decent alien now, requires more knowledge of the game (and allot more coordination with the team is required in terms placing buildings) - while as marine you're good as long as you know how to buy weapons from the armory and walk through a pg.. And the commander will do all the thinking. The gameplay as marines is simply too simple - all marines are the same, while an alien can be 5 different things. I realize that you'd have 3 roles as marines (standard, jp and exo). But the difference in how you play your role, and what you need to do is second to none.
Suggestion: Make tunnels an alien commander ability (its not like you are too busy).
And turrets could be a marine non-commander ability somehow, like hydras are. Perhaps an engineer class, i dunno.'
But you need to do SOMETHING!
Thx for creating awesome games!
Comments
Gonna have to play the asymmetrical card as well. You can't just say that since the marine comm can do it why can't the alien khamm...
Also, I'd argue that there are more than "3 roles" for marines... Not every marine is the same. A marine with an lmg is different than a marine with a SG, which is different than a marine with a FT, etc. They all play differently. Also, thinking of this game in terms of classes is a problem. There aren't meant to be "classes", any marine can do any job by having the right weapon. Any alien can do any job, but some are just better at certain things than others based on lifeforms.
You realize you can follow your players and give them a HOLY SHIT 50% ATTACK BOOST ?! That is massive!
Also with the blue mist thing apparently gone when Marines are on Infestation, you need tons of Drifters anyway.
They are great early game to help keep eyes on choke points and watch the marines moving around. With foresight removed, they are even more important. Mid to late game, they can drastically improve your alien's damage output.