Unbalance The Aliens Please

HarpoonHarpoon 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.
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Comments

  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    They are winning at least half of the times I can ensure you. I don't know where you play but on the servers I play 1.04 has really balanced stuff good. You see more ha/hmg vs fades battles and not the usual fads vs la/lmg or ha/hmg vs skulks....
  • StandingCowStandingCow Join Date: 2002-11-28 Member: 10187Members, Constellation
    This was probly one of the least correct posts I have ever read...Marines need MORE teamwork then aliens especially now with the update.
  • HarpoonHarpoon Join Date: 2002-10-06 Member: 1448Members
    Yet the aliens still loose. And in clan scrims, where both sides are using teamwork, marines win out more than aliens.
  • EatsEats Join Date: 2002-10-24 Member: 1582Members
    That may be true for clan scrims, but for none of the reasons you brought up. In fact clans don't even use turrets at all. Further, it was more unbalanced in 1.03 towards marines then it is now. The game is without a doubt more balanced in 1.04 then it was in 1.03
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Haha... im sorry if I find your post humorus... as aliens many times we win more than half the time. Granted I do play with some talented individuals.. but that is on both sides. Another thing... turrets dont mean squat alot of the time. Get some corrdination with 2 other skulks and you can take down a hive base. Chomp a turret...that allows you to hit a blindside of the tf. Ive seen 1 marine own 5 skulks... and ive seen 1 skulk own 5 rines. Ive been on both sides of that one. The fact is there will ALWAYS be someone who argues that aliens/marines are better, the downfalls and weaknesses of yourself always seem less than those of your opponents.

    Evolve your stratagies... thats the only way to win this game.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Well, aliens are harder to play, require more skill over the spray and pray weapons of the marines.

    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.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    <!--QuoteBegin--+Hozart++Jan 26 2003, 10:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (+Hozart+ @ Jan 26 2003, 10:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, aliens are harder to play, require more skill over the spray and pray weapons of the marines.

    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.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    My only issue right now is that aliens have no effective counter to early jetpacks.

    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-->
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Jetpackers, by the time they get that the whole team should be able to go lerk, serving for some lerk/jetpacker warfare. But once again, aliens require more skill in combat then marines, simply because flying a jetpack is easier then flying as a lerk.
  • HarpoonHarpoon Join Date: 2002-10-06 Member: 1448Members
    cool just lost another game.

    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.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    <!--QuoteBegin--Harpoon+Jan 26 2003, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harpoon @ Jan 26 2003, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->cool just lost another game.

    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-->
  • Dalai-LamaDalai-Lama Join Date: 2002-11-20 Member: 9459Members, Constellation
    Ok... and the hive can regenerate the aliens, and the aliens don't have to build resapwns, and they can parasite the marines, etc etc...

    That's what i call a balance game...

    Weak point/Strong point for the 2 teams, that's all
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    I was just playing ns_bast in 1.04 and it was HORRIBLE. Sieges need some range where they can fire without a spotter! There was absolutely nothing we could do except use poor mines (in pubs they don't work anyway!) to try to hold the aliens coming from the vent to marine main base. They had DCs in the vent and we didnt have jetpacks (they wouldn't have helped though cause it's such a crammed space) so we couldn't do anything to those DCs. They simply could heal themselves while eating our IPs. My idea is this: give sieges some "basic" range (10m?) so they can shoot around corners without spotters and shoot the DCs in vents. Now aliens can just stack giant constructions to vents and live happily while being healed trough walls. This IS a serious problem, especially in maps like ns_bast. Resource flow is hellishly slow at the beginning so you can just forget 45 RP Arms Labs and 33 RP GLs to clear a single vent.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--Pege+Jan 26 2003, 05:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pege @ Jan 26 2003, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I was just playing ns_bast in 1.04 and it was HORRIBLE. Sieges need some range where they can fire without a spotter! There was absolutely nothing we could do except use poor mines (in pubs they don't work anyway!) to try to hold the aliens coming from the vent to marine main base. They had DCs in the vent and we didnt have jetpacks (they wouldn't have helped though cause it's such a crammed space) so we couldn't do anything to those DCs. They simply could heal themselves while eating our IPs. My idea is this: give sieges some "basic" range (10m?) so they can shoot around corners without spotters and shoot the DCs in vents. Now aliens can just stack giant constructions to vents and live happily while being healed trough walls. This IS a serious problem, especially in maps like ns_bast. Resource flow is hellishly slow at the beginning so you can just forget 45 RP Arms Labs and 33 RP GLs to clear a single vent.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *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-->
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    I lost alot of games today by jetpackers. Its so cheap to make them and sned them at the enemy its also very ahrd to kill them when you only have a hive and a 1/2. They need to be more expensive and the aliens need some sort of better defence than just the offence chamber. Marines can upgrade their turrets to be mroe powerful why can't aliens do that to?
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    New thing in 1.04 is that an infestion gorge can build near the siege cannon(in any) and have the siege cannon blow itself up, also, hordes and rushing skulks with a gorge building at the same time will crumble any outpost.

    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.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Harpoon, join a clan and take grammar lessons. Then you will have nothing to complain about.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Actually, I've heard that marines are much better in clan matches over public matches.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Harpoon, you make your grand return, but still contine to babble on like a fool. Pity.
  • Dalai-LamaDalai-Lama Join Date: 2002-11-20 Member: 9459Members, Constellation
    I just want to say that NS is (imo) the most balance game with all that differences between species since StarCraft....
    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-->
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Heh, Redford, although he does sound like a newbie you shouldn't just flame him and leave? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    <!--QuoteBegin--Harpoon+Jan 26 2003, 05:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harpoon @ Jan 26 2003, 05:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->cool just lost another game.

    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.
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    Well.. I had about 350 players today on my server and they played quite many games, i was spying them..lol.

    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.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    edited January 2003
    well, pege, I'm glad that you slapped yourself 'cause I was getting my hand cocled for the ol' five-across-the eyes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->



    *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.
  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    I don't know what happened, my team might have been horrible, I don't know, but I played a game today where the marines had hmg/jetpack in 5 minutes and they seemed to kill us with only a few shots with lmg and pistol. I played 2 rounds and in those two we got a total of 1 node.
  • HybriDHybriD Join Date: 2002-12-11 Member: 10631Members
    For a jp rush they must have only 1 ip and no base defenses. Grab a partner, rush in and chew the ip and go for the comm while the other guy covers you. I've taken out the entire marine base solo as a skulk when the marines jp rushed (this was the second round - we got owned on the first <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> ) They are usually having too much fun with the jps to respond quickly to a raid on their base.
  • HarpoonHarpoon Join Date: 2002-10-06 Member: 1448Members
    edited January 2003
    Yeah Guspaz.. wait, dont marines own aliens in clan matches? nm lets not talk about that.

    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.
  • BorisBoris Join Date: 2002-12-30 Member: 11636Members
    Man, maybe I'm out to lunch or something...but the most I pulled out of these postings is someone complaining about unfair teams in a way I don't understand...
    <!--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-->
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    edited January 2003
    I play on a server which generally has experienced players on both sides. It's 1.04 now, and IMO it's incredibly well balanced. Harpoon, the easiest way to stop them getting turrets is to not let them get to the hive in the first place. This is one of the fundamental points of being a skulk, ambush. Skulks are not designed for taking out large turret farms (although they are capable of doing so). Yes, it's hard without DCs, but it's certainly doable with a decent alien team. The best order I've found as gorge for preventing hive lockdowns is 1 rt/3 DCs (with the new carapace values)/2 or 3 rts/hive. If your skulks can't hold off the marines with 3 dcs, they suck muchly.

    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.
  • Eternal_BlissEternal_Bliss Join Date: 2002-11-07 Member: 7633Members, NS1 Playtester, Contributor
    game is very 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-->
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