Problem With Aliens

defekticondefekticon Join Date: 2003-08-10 Member: 19381Members
Ok I'm a noob, cause every game i play marines... (still trying to get one side down at a time).

First problem... marines don't win very much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I can only associate this with serious balence issues, but I think it boils down to being a by-product of requireing one man to have a very serious amount of control over the team, where-as aliens, as long as they work together, can come out on top without having one person in any more control then the another. Hence this type of game is just going to constantly have that problem regardless of correctly balance issues.

However, aside from this fact I have one BIG problem. Onos come into the game way too fast. I have a very specific instance of this: 4Marines v 3aliens. Before Marines could even research lvl1 weapons, there was an onos right outside our base with turrets right behind him. 3 marines cannot take an onos down with lvl0 LMG's. This is a problem. I belive 3 clips of lvl1 LMG shots should take down an onos. It sort of jumps out to me as a HUGE gameplay issue. I know that patches are being released left and right server side to correct gameplay issues... but seriously... I think fades should be much more attainable then onos.

Comments

  • MrMoFoMrMoFo Join Date: 2003-05-10 Member: 16193Members
    this has been discussed a billion times and they are working on a fix but you have to wait until then, and 3 lvl 0 lmgs should at least redeem an onos, when your out of ammo pull out your pistol
  • defekticondefekticon Join Date: 2003-08-10 Member: 19381Members
    Well, I really wasn't sure... Everyone that plays alien just seems to think everything is fine and dandy... probably because they win every round... They will argue to the death that there is not a problem with the game and that marines just whine alot.... But, i'll wait for the patch to see what really happens.

    -Mike
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    There are problems, however, they're not that glaring... More subtle, though there effects are large.

    And, anyways, if you cap res nodes, which you should, you should DEFINITELY have at least L1/L1 by onos (I think), on a pub. This is, of course, assuming some semblance of balanced skill at a less than unbesmackinglievable level.

    That and, even with L0, you can drop shotguns!

    Plus, the game wasn't really designed for 4v3.
  • LigerLiger Join Date: 2003-07-08 Member: 18026Members
    It is quite true that Marine success is weighted heavily on Commander ability <i>and</i> team work, but it sounds like you haven't seen what the marines can do when those two factors come togather.

    The Aliens often don't stand a chance.


    The problem of low population games is that the Aliens have a heavy advantage, because even at even numbers, the marines have to be down a man to be at full capacity. But this is somewhat balanced by the aliens' taking longer to get their major combat classes...

    If they did have an Onos <i>that</i> quickly it means one of two things:
    A) if from Res for kills: you were going to lose very badly anyway
    B) if from res from towers: you were probably going to lose poorly anyway.

    If it was B, well, the main course of action anymore should be the locking down of resource points, locking down a hive is usually just a side benifit of a the res point in the hives. But still, even in a low pop 4 on 4, with all but marine start as alien, (ave of 9 res on a map) that's still 50 ticks for an Onos, not counting the starting res, or all ticks up to this point.

    That's fifty res for the marines with their one point. While not really being ableto discount all their prior ticks, an arms lab should probably (IMO) be the fourth or fifth structure built anymore. Of course TF+Farm counting as one stucture in that build order. IPs, TF+3-4+, Obs, ArmLab. Additional RT's come somewhere along the way, depending on how quickly you can secure them.
  • Lumberjack_WannabeLumberjack_Wannabe Join Date: 2003-03-11 Member: 14404Members, Constellation
    <!--QuoteBegin--Liger+Aug 10 2003, 09:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Liger @ Aug 10 2003, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    That's fifty res for the marines with their one point. While not really being ableto discount all their prior ticks, an arms lab should probably (IMO) be the fourth or fifth structure built anymore. Of course TF+Farm counting as one stucture in that build order. IPs, TF+3-4+, Obs, ArmLab. Additional RT's come somewhere along the way, depending on how quickly you can secure them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree, but you forgot the Armory in your build order <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Also, the game is not really balanced for such small games. The ideal size games are 6-8 players per team. With only 3 aliens, with 3 res nodes, they get 1 res point a tick, thats quite a lot including the kills they get, and with 6 they get 2 a tick!
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    <!--QuoteBegin--defekticon+Aug 10 2003, 08:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (defekticon @ Aug 10 2003, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4Marines v 3aliens. Before Marines could even research lvl1 weapons, there was an onos right outside our base with turrets right behind him. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    no one mentioned the autobalance thing -- there's a server option (on by default) that compensates the team with fewer players with more res. the aliens were probably getting res 25% to 33% faster than you, per RT...
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin--defekticon+Aug 10 2003, 08:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (defekticon @ Aug 10 2003, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok I'm a noob, cause every game i play marines... (still trying to get one side down at a time).

    First problem... marines don't win very much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I can only associate this with serious balence issues, but I think it boils down to being a by-product of requireing one man to have a very serious amount of control over the team, where-as aliens, as long as they work together, can come out on top without having one person in any more control then the another. Hence this type of game is just going to constantly have that problem regardless of correctly balance issues.

    However, aside from this fact I have one BIG problem. Onos come into the game way too fast. I have a very specific instance of this: 4Marines v 3aliens. Before Marines could even research lvl1 weapons, there was an onos right outside our base with turrets right behind him. 3 marines cannot take an onos down with lvl0 LMG's. This is a problem. I belive 3 clips of lvl1 LMG shots should take down an onos. It sort of jumps out to me as a HUGE gameplay issue. I know that patches are being released left and right server side to correct gameplay issues... but seriously... I think fades should be much more attainable then onos. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Tell your commander to research jetpacks.
  • Onkel_DittmeyerOnkel_Dittmeyer Join Date: 2003-07-05 Member: 17951Members
    edited August 2003
    Maybe this will sound ignorant but I noticed this recently:
    Commander ability does not ensure a victory for marines. If your executing marines are as dumb as 1 m² country lane (which is sadly on every second game I play the case) you can't even build an infantry portal when 5 skulks come and rush the base. I mean, I got 4 marine in the base and told them not to build all at the same time and that at least 2 guys should watch the entrances... Nope, they all had to build at the same time PLUS they always pointed their back to any spots aliens could came from which they of course did and thus finnishing the game after 20 seconds. This went on the next <b>4</b> rounds I tried it with them and so I finally just quit the server.
    But that's not always the problem, some folks simply can't properly aim and go spray&pay on a single skulk and lose in a squad of 3 rines against it - even with medspam.
    As a commander I must expect as certain level of ... skill, or some else ugly word for this, of my marines don't I? IMHO is that the main problem of pub servers.
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