Game Evolutions
CommunistWithAGun
Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
<div class="IPBDescription">The way it changes</div> So far I've experienced two phases in public gameplay. At first commanders turret farmed, thinking that since they were so cheap, and shot well...why not. That was day one. By noon the nextday you started to see observatories at every hive location. Day three came regular scanner sweeps of known hotspots. (A menace for us dedicated alien players) Day 4 was yesterday- The day when turret farms fell. Commanders realize if people co-ordinate a good distraction a few gorges 1-2 skulks and a fade can take down most turret farms. Today is day five. What will I see? Hopefully jetpacks will be widely used to combat onos...I almost feel bad for all the marines ive eaten.... All the "balance issues" we thought were game critical were only game phases. People trying things out, etc. So don't get down if yours dosen't work right away, save it for another time. Thats why this game is good.... Its dynamic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
But then, im not qualified to talk about this...
most publics still are in their "day 1" or "day 2" phase. (or even worse in a 10 jear old kiddie plays it like CS phase)
im happy seeing a comm in "day 2" level on publics.
I TRY using observatories and JP against cloaked onos but i get flamed from my rambos not having enough res for upgrades with my 2 poorly defended resnodes.
Btw. On some servers oni die like flies by shootgun-HMG-MT without HA. Of course thoose are rambo oni but still an improvement.
Sorry, completely Off-Topic, but yay! You quoted me in your sig. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Best way to win as a marine is to group up your team and work to kill gorges and res nodes right away. Toss a shotty or 2 in, and it's all good. You have all the time in the world as long as no skulk/gorge can afford a hive.
Then, it went a bit pear-shaped. A gorge was bilebombing one of our res, I sent one guy to take him out with a shotty (which he did) but then an onos came along. Then I sent the whole team out with shotties to take down the onos and they all got killed :/
I wish that the game had a few more players from the outset, as it felt like if I had more guys in the field we could have moved a bit faster and maybe won.
Then, it went a bit pear-shaped. A gorge was bilebombing one of our res, I sent one guy to take him out with a shotty (which he did) but then an onos came along. Then I sent the whole team out with shotties to take down the onos and they all got killed :/
I wish that the game had a few more players from the outset, as it felt like if I had more guys in the field we could have moved a bit faster and maybe won. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The game flow is still dependent on teamssizes - far less than in 1.04, but aliens still own marines at smaller games (4-5 or less) as the limit on the number of RT's built is more decided by map limits than resource limits (ie, a 4 player alien team have 4 RT's 1-2 minutes into the game, while a 12 player alien team has ... about the same.
Thus, aliens tech up FAST in small games (or slow in large, depending on your view). So far, I see aliens owning small games, but larger games seems to be pretty balanced... the slower alien tech up seems to be balanced by more initial alien res and less heavy-weapons density on the marine side... all in all, a big win compared to the very narrow limit of teamsizes (6-9) where 1.04 was balanced.
Cloaking is an excelent upgrade for when you have rambo marines. They can't see you until you attack, so the first kill is usually risk-free, which means marines patrolling alone are guaranteed to die, and even a group can get a nasty surprise.
Movement chambers have more advantages too: they recharge aliens nearby. Just tested this, a gorge without upgrades gets 11 healsprays before energy is at zero. About double that when next to one movement chamber, and infinite (or at least too long to bother counting) next to two movement chambers. So as a gorge, pick celerity and put down a few movement chambers. If the marines hunt you, use your speed to flee to the nearest movement chamber, then start shooting back. Or put an OC nearby, it's hard for the marines to kill it when you can healspray it forever. Unless there are many of them, this can force a retreat. In 1.0 battlegorges were very dangerous at hive two. Now they can be pretty mean already at one hive.