Unbalance The Aliens Please
Harpoon
Join Date: 2002-10-06 Member: 1448Members
Every patch its made seem that it is keeping the two teams equal and balanced. But this is never the case.
Let's not kid ourselves here. Marines>Aliens. All marines need is a half decent commander. When NS first came out last october, aliens could often win because the commander was dumb, didn't spend resources, etc.. and the constant voting-out and anger that followed would disrupt them while the aliens got hives. But now it is no longer the case. Most commanders know how to build stuff, know that if you hit the space bar you can jump to the last request or warning, and they have their health/ammo keys binded to support marines.
Every single game I have joined in the past 5 days I have started playing again, the marines have always outnumbered the aliens. Every single time, mostly by a margin of 3. Often though its more than that, with a difference of 5 or so. What pisses me off is when servers set their mp_autoconcede to some **** number like 7, so obviously stacked teams are allowed to play out. This is because of the landslide factor of NS, that is basically kicking you in the balls for playing. You start loosing a bit, then you start loosing more and faster, and then you are completely crushed as the other team (usually marines) establishes superiority. There we go, 45 minutes of your life wasted. The outcome of the game is predictable, and thats why aliens are the ones with less players because they realize they can either quit and loose now, or loose in half an hour. I come in, see that the games been going for 10 minutes, marines are totally owning us skulks (thats another thing: marines totally own skulks. You have to get close to them to hurt them, they will fart in your general direction and you're dead) and have control of a hive already. We already lost at this point, because even if we get the other hive up, marines w/ heavy armour and HMGs>fades. And there's nothing that can reverse the situation.. unlike CS, where a good player can join and turn things around (player skill doesn't play that much of a role in NS) or where one team can sneak in, plant the bomb/rescue hosties and give their team a bunch of money to turn things around with.
Except for marines. A few times, by using lots of teamwork, us aliens have actaully destroyed the marine base. (this was bast btw, the one map that marines are weaker on) But the com quickly sets up a CC at one of the hives they control, and their deathstar turrets effectively deny us from getting near them while they build up. Eventually the jetpacks and the HMGs come out and we get owned.
"Use teamwork and aliens will win". Can someone tell me how? Marines don't have to use teamwork to win, they can just build turrets. And no amount of coordination and good team feelings will take down turrets alone.
So i'm asking, please unbalance the aliens, because that way they'll be able to win half the time.
Let's not kid ourselves here. Marines>Aliens. All marines need is a half decent commander. When NS first came out last october, aliens could often win because the commander was dumb, didn't spend resources, etc.. and the constant voting-out and anger that followed would disrupt them while the aliens got hives. But now it is no longer the case. Most commanders know how to build stuff, know that if you hit the space bar you can jump to the last request or warning, and they have their health/ammo keys binded to support marines.
Every single game I have joined in the past 5 days I have started playing again, the marines have always outnumbered the aliens. Every single time, mostly by a margin of 3. Often though its more than that, with a difference of 5 or so. What pisses me off is when servers set their mp_autoconcede to some **** number like 7, so obviously stacked teams are allowed to play out. This is because of the landslide factor of NS, that is basically kicking you in the balls for playing. You start loosing a bit, then you start loosing more and faster, and then you are completely crushed as the other team (usually marines) establishes superiority. There we go, 45 minutes of your life wasted. The outcome of the game is predictable, and thats why aliens are the ones with less players because they realize they can either quit and loose now, or loose in half an hour. I come in, see that the games been going for 10 minutes, marines are totally owning us skulks (thats another thing: marines totally own skulks. You have to get close to them to hurt them, they will fart in your general direction and you're dead) and have control of a hive already. We already lost at this point, because even if we get the other hive up, marines w/ heavy armour and HMGs>fades. And there's nothing that can reverse the situation.. unlike CS, where a good player can join and turn things around (player skill doesn't play that much of a role in NS) or where one team can sneak in, plant the bomb/rescue hosties and give their team a bunch of money to turn things around with.
Except for marines. A few times, by using lots of teamwork, us aliens have actaully destroyed the marine base. (this was bast btw, the one map that marines are weaker on) But the com quickly sets up a CC at one of the hives they control, and their deathstar turrets effectively deny us from getting near them while they build up. Eventually the jetpacks and the HMGs come out and we get owned.
"Use teamwork and aliens will win". Can someone tell me how? Marines don't have to use teamwork to win, they can just build turrets. And no amount of coordination and good team feelings will take down turrets alone.
So i'm asking, please unbalance the aliens, because that way they'll be able to win half the time.
Comments
Evolve your stratagies... thats the only way to win this game.
Marines need to have a commander that can adapt to bad situations, any commander can *try* the two hive lockdown, but once that fails, they break.
As for things being unbalanced, sure ha/hmg is hard to beat, but you need more skill to take them out. Blinking tactics, acid shooting, and clever thoughts as whether to melee or not can turn a battle.
Be advised though, not one fade can kill 2 heavies without very good skill. I've noticed hordes of fades suffering a rude awakening when five of them rush an outpost with two heavies, only to underestimate the power of the hmg and all of them die, usually followed by several "WTF!!!".
I just say,"Heh, not used to fighting heavy armor eh?". You see, I've been playing sense 1.0 when hmg was awesome, played day and night, soon developed a mentality that hmg users are very scary, even in light armor.
Both teams need teamwork, but really, marines can act like dumb pawns while the commander uses his brain and win, although people are too busy being "field" commanders or asking for weapons.
Aliens on the other hand, they have a more democratic way of playing, wondering through the map and always giving out information.
The only unbalance I see at all at this point is pretty much **** fades, running into outposts flinging claws thinking redemption will save them again, only to suffer heavy hmg fire and die in rapid succession, while I hide in the back gunning down welderers and keeping my distance.
Marines need to have a commander that can adapt to bad situations, any commander can *try* the two hive lockdown, but once that fails, they break.
As for things being unbalanced, sure ha/hmg is hard to beat, but you need more skill to take them out. Blinking tactics, acid shooting, and clever thoughts as whether to melee or not can turn a battle.
Be advised though, not one fade can kill 2 heavies without very good skill. I've noticed hordes of fades suffering a rude awakening when five of them rush an outpost with two heavies, only to underestimate the power of the hmg and all of them die, usually followed by several "WTF!!!".
I just say,"Heh, not used to fighting heavy armor eh?". You see, I've been playing sense 1.0 when hmg was awesome, played day and night, soon developed a mentality that hmg users are very scary, even in light armor.
Both teams need teamwork, but really, marines can act like dumb pawns while the commander uses his brain and win, although people are too busy being "field" commanders or asking for weapons.
Aliens on the other hand, they have a more democratic way of playing, wondering through the map and always giving out information.
The only unbalance I see at all at this point is pretty much **** fades, running into outposts flinging claws thinking redemption will save them again, only to suffer heavy hmg fire and die in rapid succession, while I hide in the back gunning down welderers and keeping my distance.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Eh.. its like the newb mentality that an onos that costs a whole 70 rps could never die to a lmg light armor.
Other than that, seems OK to me. Broadly speaking. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
freaking ridiculous. All marines have to do is put turrets at a hive location. We cant do anything about it. Refinery hive on bast. They put turrets, we die. You dont beat turrets with skulks, and no one is stupid enough to leave their turret factory open.
freaking ridiculous. All marines have to do is put turrets at a hive location. We cant do anything about it. Refinery hive on bast. They put turrets, we die. You dont beat turrets with skulks, and no one is stupid enough to leave their turret factory open.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Harpoon... It can be done quite easily... find the turret that will allow a blindside to the tf.... circle strafe it... hit the tf.....
pretty basic and can work easily if there is no phase.... if there is one... well .. take it on first <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
That's what i call a balance game...
Weak point/Strong point for the 2 teams, that's all
*Hits himself in the face*
Why on earth didn't I scan... *sigh*
Forget I said anything <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Sadly enough, too many gorges find it more important to get resource towers over helping there fellow skulks take back a hive.
Or, too many gorges find it a good idea to save for the hive as soon as they spawn, right there I know we're going to lose.
Come on people, marines begin greater then skulks, no defense chambers, sensory or movement chambers early, means that your skulks must work very hard to win, but with defense chamber, 10 extra bullets will turn a battle easily.
And Pege, about those vents hurting you with defense chambers in them, there are usually weldable areas nearby. Same goes for ns_caged, it's neccessary or you'll have some trouble later.
The mod devellopers are gods <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
freaking ridiculous. All marines have to do is put turrets at a hive location. We cant do anything about it. Refinery hive on bast. They put turrets, we die. You dont beat turrets with skulks, and no one is stupid enough to leave their turret factory open.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Cry harder, or take the damn turrets out.
Have you ever heard of the concept of circle strafing?
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> > <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
Kthx.
Aliens won most of the games,
and Marines won some when they worked together ALOT (and when their comm knew how to use siege..ehe)
The biggest Question on everyones mind was, "phasegate is not working?", "whats up with this siege?!". Welder -was asked about 50 times..
Alien team had no questions, it was pretty clear for them but they are still using the same chamber order.. i guess that will take along time to change.
I think its still about finding the right number of players, thats the thing what might favour the other team too much. I believe 16 would be ideal probably.
A hint, if your veteran commander from v1.03 you cant use your old tactics that much anymore, you need to tech-up faster and actually give more welders, those phase gates are targeted alot more than before.
*just slowly shakes head at Harpoon* moron.......
If ANYTHING, the aliens own marines (and keep in mind that I say "IF"). You just gotta play like the game was meant to be played. Skulks are not kamikaze lil' torpedoes, designed to be thrown at turrets repeatedly. They serve to kill <i>marines</i>. if you wanna kill a TF, ASK some people to help instead of going alone! A TF doesnt last very long against 3-4 skulks, so that "problem" is definitely irrelevant.
Second, are we forgetting D chambers? I (as a lerk) have taken out FIVE Ha/HMG marines before dying by liberally using defense chambers, falling back after every volley of 5 spikes or so to heal. It ISNT hard!!
Use the brain that you claim to have constructively, without complaining about the marines ONLY way to win. Would you be happier if marines were forced to use knives?
Sheesh.
Sup redford:)
Anyways, maybe I've been playing in the wrong servers... but the west coast ones with around 14-18 people.. aliens always loose.
Circle strafing turrets. Yes I tried that. Ok thats cool if theres one turret by itself and you take it out. But if there are 3 or 4 (minimum amount commanders slap down after getting factory out) around a turret factory, you cant circle strafe the turret without getting hit by atleast one other turret. If you just evenly space the turrets, they will cover each other. And this is talking about a turret factory in the open. Usually commanders will put the turet factory against a wall, knocking off one blindspot just like that. And with three or four turrets in a semi circle around the factory, there is NO WAY a single skulk or even two will be able to scratch the factory or the turrets. Sometimes I might go over voice "meet me at spawn and we'll take out turrets at blah blah" or what not.. but that process is very cumbersome. Rarely will enough people listen, and often times we'll run into a couple of marines on the way and get owned/loose health. Whatever damage is done will be repaired by the time I get back.
I'm not saying that aliens are bad medium to late game, but the early to late mid game they have some serious problems. There are exceptions, ie, if aliens spawn close to marine base in bast they can screw things really good.. but if the marines stop the rush (which is happening alot, now that alot of marines know how to aim) their turrets can deny aliens sections of the map and lockdown their hives, and ironically in order for the aliens to get the capability to take out those turrets guarding the hives, they have to have the hives in the first place.
I dunno guys, maybe you've been playing in servers where the marines were all like "What do I do in commander mode?" or "where do you buy guns??" thus allowing you to win in consecutively. And I've only played marines once in the past few days, again because marines always have more players.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Circle strafing turrets. Yes I tried that. Ok thats cool if theres one turret by itself and you take it out. But if there are 3 or 4 (minimum amount commanders slap down after getting factory out) around a turret factory, you cant circle strafe the turret without getting hit by atleast one other turret. If you just evenly space the turrets, they will cover each other. And this is talking about a turret factory in the open. Usually commanders will put the turet factory against a wall, knocking off one blindspot just like that. And with three or four turrets in a semi circle around the factory, there is NO WAY a single skulk or even two will be able to scratch the factory or the turrets. Sometimes I might go over voice "meet me at spawn and we'll take out turrets at blah blah" or what not.. but that process is very cumbersome. Rarely will enough people listen, and often times we'll run into a couple of marines on the way and get owned/loose health. Whatever damage is done will be repaired by the time I get back.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Maybe I'm not alone on this one....THIS IS THE WAY THE GAME IS SUPPOSED TO BE!!!! If you want to be a hero and play a one man army, GO PLAY COUNTERSTRIKE!!!!!!!!
This *IS* a team based game and *THAT IS* why you can't take down a turret fortified base by yourself as a skulk. (turrets cost money remember, you have to deny marines this luxury...)
Well, I don't want to get started and write a BILLION things here.
PLAY THE GAME, and HAVE FUN!!! <---- And maybe get some skill along the way...(So you don't whine so much when you die...)
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> = YOUR DEAD - Work as a team next time.....
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
Unfortunately, this order results in a slower time to second hive, which potentially increases the likelihood of the popular 1.04 tactic of JP/HMG rush. To counter this you need to kill all their res, and preferably send some of your skulk team in rushes on their base once you think they've started to leave (to get res or whatever). If they can take out things like the obs, arms lab, prototype lab you're in good shape, and the rest of your team can attack the ressing marines. 1.04 seems to me (on pubs at least) to be extremely well balanced.
just played 8 vs 8, as aliens and we won..
the rush hive tactic does not work anymore since the hp hive bug has been fixed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->