Skulk Vs. Lmg Marine

TickTockTickTock Join Date: 2002-05-13 Member: 608Members
<div class="IPBDescription">The ambassadors of NS</div> In the beta forums, there seems to be a belief that the skulk is weaker than the marines, but the aliens are winning more games, so perhaps the skulk should be left alone. I caution against that line of thinking.

The skulk gets vastly more play time than any of the other alien evolutions. That's a simple fact, just as the LMG marine gets vastly more play time than any of the other equipped marines. Because players start as these, and they must play as these atleast for awhile, it feels more imperative that these 2 should be balanced than any other classes. New players coming into the game should be able to see and play as the skulk or LMG and feel like they make an impact, if only minor. I don't want new people to try the skulk in NS, see that it really can't cope well with marines at all, and get **** at NS just to end up leaving.

I think that because LMG and skulk represent the core gameplay for all players, that it might be more important to balance those than anything else in the entire game.

Comments

  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Very true. I'd like to also add that while learning NS new players will spend even more time as skulk/lmg marine becaue of the frequency of their deaths.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin--TickTock+Jun 30 2003, 08:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TickTock @ Jun 30 2003, 08:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the beta forums, there seems to be a belief that the skulk is weaker than the marines, but the aliens are winning more games, so perhaps the skulk should be left alone. I caution against that line of thinking.

    The skulk gets vastly more play time than any of the other alien evolutions. That's a simple fact, just as the LMG marine gets vastly more play time than any of the other equipped marines. Because players start as these, and they must play as these atleast for awhile, it feels more imperative that these 2 should be balanced than any other classes. New players coming into the game should be able to see and play as the skulk or LMG and feel like they make an impact, if only minor. I don't want new people to try the skulk in NS, see that it really can't cope well with marines at all, and get **** at NS just to end up leaving.

    I think that because LMG and skulk represent the core gameplay for all players, that it might be more important to balance those than anything else in the entire game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    with the new costs for alien evolutions the skulk might actually see *less* playtime. I believe you can lerk up almost instantly at the beginning of a game. However, I don't keep up with the new beta threads so I might be wrong there.

    However, I really see where you're coming from about the marines owning skulks could be bad for newbies. I don't really know how to solve that problem, as it exists in 1.04 as well. Newbie skulks=cannon fodder.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Hopefully the visuals and the wallclimbing will be enough to hook people until they get good enough to compete. I definately agree with what you are saying though.
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    Newbie marines are skulk food too though.

    You see more play at higher life forms in 1.1 than you do in 1.04. I wouldn't go so far as saying that you get more with other life forms than you do with the skulk.
  • xRavenxxRavenx Join Date: 2002-11-08 Member: 7751Members
    edited June 2003
    <!--QuoteBegin--Speed 2 Dave+Jun 30 2003, 10:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Speed 2 Dave @ Jun 30 2003, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--TickTock+Jun 30 2003, 08:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TickTock @ Jun 30 2003, 08:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the beta forums, there seems to be a belief that the skulk is weaker than the marines, but the aliens are winning more games, so perhaps the skulk should be left alone.  I caution against that line of thinking.

    The skulk gets vastly more play time than any of the other alien evolutions.  That's a simple fact, just as the LMG marine gets vastly more play time than any of the other equipped marines.  Because players start as these, and they must play as these atleast for awhile, it feels more imperative that these 2 should be balanced than any other classes.  New players coming into the game should be able to see and play as the skulk or LMG and feel like they make an impact, if only minor.  I don't want new people to try the skulk in NS, see that it really can't cope well with marines at all, and get **** at NS just to end up leaving.

    I think that because LMG and skulk represent the core gameplay for all players, that it might be more important to balance those than anything else in the entire game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    with the new costs for alien evolutions the skulk might actually see *less* playtime. I believe you can lerk up almost instantly at the beginning of a game. However, I don't keep up with the new beta threads so I might be wrong there.

    However, I really see where you're coming from about the marines owning skulks could be bad for newbies. I don't really know how to solve that problem, as it exists in 1.04 as well. Newbie skulks=cannon fodder. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *cough*remove push effect for skulks*cough*
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--TickTock+Jun 30 2003, 08:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TickTock @ Jun 30 2003, 08:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The skulk gets vastly more play time than any of the other alien evolutions. That's a simple fact, just as the LMG marine gets vastly more play time than any of the other equipped marines. Because players start as these, and they must play as these atleast for awhile, it feels more imperative that these 2 should be balanced than any other classes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, considering that it takes longer for marines to get hmgs/hvy armour and that the commander has to give it to them, marines SHOULD be slightly more powerful than skulks imho. Think about it, once aliens have enougth res to go fade, for example, then the marines will NEED to be that bit more powerful than skulks.

    Just my opinion.

    *puts on flame retardent clothing*
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    Balance isn't as simple as team vs. team. You also have to look at strat vs. strat, form vs. form, weapon vs. weapon, etc. Everything must be balanced, not just win/loss ratios.
  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    Yes, commanders have to give equipment to the marines, but the commanders also know exactly WHAT to give to the marines because they know everything that is going on. The "disadvantage" of equipment handouts is already counter-balanced by the knowledge and order the commander gives to the marine team. Why the marine must also be more powerful in addition to the advantages a commander provides I don't see.

    I won't speculate on the balance of strats or the time involved in acquiring certain tech either, since I don't know, but that is also not my point. Basically my point is that the vanilla skulk and vanilla LMG marine serve as NS' introduction to new players. If those aren't balanced, it casts an unfavorable light on the rest of the game for those just learning.
  • MrWizardMrWizard Join Date: 2002-11-02 Member: 4860Members
    Skulk vs Marine all depends on where you are. Long hallway? forget about it skulky, good chance the marine will win. Ambush? most likely the skulk will win. I got one word though, Celerity <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I don't see how people get angry at the skulk bite push because usually if you are facing skilled marines they will jump like crazy looking for you to shoot. well, that should mean you keep on the move as well.... just my opinion.
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    edited June 2003
    they can do that, but it doesn't help to bite them only to find that they have been flung back about 10 meters. that extra 1.5 seconds, to get in range for a second bite normally means death to the skulk.

    <!--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-->Skulk vs Marine all depends on where you are. Long hallway? forget about it skulky, good chance the marine will win. Ambush? most likely the skulk will win. I got one word though, Celerity <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If you are talking about 1.04 where every1 sticks to their DMS, if you have celerity you already have leap. Imo adren is quite fun for skulks gives you 4 leaps instead of 2 and a half
  • Virus_comVirus_com Join Date: 2003-06-27 Member: 17731Members
    I think skulk vs lmg marine depends too much on player skill to ever be balanced.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Basically vanilla Skulk vs. vanilla LMG marine should be draw. Same thing should apply with 3upgrade Skulk vs. lvl3 LMG marine.

    Now I know that the teams are different, but I think balancing things like this would be the easiest way. Skulk kills rambo marine because he can ambush easily. Group of marines wins group of Skulks because it's harder to ambush then and marines have range-advantage.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--Dread+Jun 30 2003, 04:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dread @ Jun 30 2003, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Basically vanilla Skulk vs. vanilla LMG marine should be draw. Same thing should apply with 3upgrade Skulk vs. lvl3 LMG marine.

    Now I know that the teams are different, but I think balancing things like this would be the easiest way. Skulk kills rambo marine because he can ambush easily. Group of marines wins group of Skulks because it's harder to ambush then and marines have range-advantage.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is the goal but IMHO it falls short of this.

    o At range: stock marine > stock skulk - this is currently true

    o In Melee range: stock skulk > stock marine - this is currently false without : Unless the marine is jumping at the time of the bite.

    Once the marine is bitten in mid air he flys accross the screen nullifying any melee advantage the skulk has. To use the current catch phase, "this is counter intuitive". Why should a skulks main weapon leave him at a disadvantage in a situation where he should have the advantage? The whole skulk game is about getting close enough, without dying, to bite the marines. The bite-push, in it's present form, totally works against the skulk play model. I think a lot of people don't quite understand the problem.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Throughout my entire NS experience, there is one single thing that I have really noticed about skulks v. marines. This thing is the fact that the only real influence on the power of one over the other is upgrades.

    Honestly, I believe that non-carapace skulks and non-upgraded marines are perfectly on par with each other. When the aliens get carapace, though, and the marines don't have weapon upgrades, the balance shifts away and the aliens are superior. The same goes with marines (try using no-carapace in late-game as a skulk and you'll see what level 3 ammunition upgrades can do <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ).

    In the end, the entire balance issue comes down to the speed of the respective builder/leader on each team. If the aliens get their acts together and lay three DC's down in the first few minutes, they will enjoy a long period of superiority over the marines. If the marine comm is fast, however, the weapon upgrades allow the aliens to pretty much fall down the 'sliding curve' deal tht is so oft-referred to.

    With the current skulk-bite, this tenuous balance is upheld. However, Isuspect that when 1.1 hits, the fixed skulk bite will force balance changes to reduce the bitegun damage, and marines will have to keep more on their toes to avoid being eaten before they can say "f4!" I think when we see 1.1, this discussion will finally have an answer:

    Neither.

    lieve that in that case, a good skulker will be far superior to a mediocre marine, and likewise. The repair of the bitegun will bring more of a skill element and less of a luck element to the game for good. The game once again will be returned to individual player skill and ability.


    Bad news for us noobs...


    As for right now, however, marines simply pwn everything. Damn you, 1.04! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    edited June 2003
    I've been playing since the beggining and I've noticed that when a noob skulk vs a noob marine fight, the skulk will generally win. When it comes to a vet skulk vs a vet marine the marine will almost always win, even if that marine is facing many vet skulks. When I face skulks even on very good servers, I can take out generally as many as I can until I run out of ammo (also if 4 rush me, I'm generally dead). I play both sides equally I cannot take out 3-4 exp rines on my own, hell I only take out an experienced rine half the time. I don't like the fact that when a marine gets some skill, he becomes nearly invincible yet an experienced alien isn't nearly as good. As the community gets more and more experienced, it gets harder for the skulks, especially noobs who find it incredibly frustrating to be killed in less than two seconds each time they see a marine. The only tactic that I find helps me kill good rines is bhop and I'm pretty sure thats going to be gone in 1.1...
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    The skulk push problem of 1.1t does not exist in 1.04. If the beta testers have a lot of trouble scoring the 2nd hit, it is a large problem.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    It most certianly does exist in 1.04. <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=36824' target='_blank'>This</a> thread talks alot about it. The two threads are really connected.
Sign In or Register to comment.