Alien Tech To Steep

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">and non-linear</div> It seem's to me that the alien tech tree is far too steep and non-linear. Although hives no longer control lifeforms they do control both abilities and access to chambers. The point I'm trying to make is that marine tech slowly but steadily improves whereas aliens goes from (imho) ~25% strength -> ~75% strength -> ~100% strength based on what hives it has.

2 hives are extremely powerful. I think aliens could win virtually every game with just hive 2 abilities and 2 chambers. However also one hive aliens are quite weak, which allows the viability of a two hive lockdowns even with lots of RP's aliens have trouble destroying lockdowns but as soon as hive two achieved all marine structures are dust, umbra and bilebomb make them alot more susceptible. This is partly due to many alien upgrades working better when in a combination.

I think aliens would be more fun to play and play against if they had more options. For example some sort of provision allowing more chambers at one hive (expensive though) Perhaps 35 for a hive but then 15? res to upgrade a hive to <b>allow</b> chambers, but a hive can be upgraded more than once. This would allow aliens to decide whether to go for early hive or early upgrades. Both with different benefits.

I'm not trying to 'make aliens like marines' but it seems to me that aliens are still highly dependent on hives. So much so they don't have much in the way of choices '2 hives or bust'.

Do you think aliens are still too hive dependent or do you like them?

Comments

  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    They are much better than 1.x
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    It was never said that aliens should do well on only one hive. Hives are very important, and that's how it should be. The restrictions were removed because the marines could lock down two hives and virtually end the game that way. Even with tons of res, Skulks and the occasional Lerk simply had no chance at taking out fortified hives. Once two hives were properly secured, the marines had virtually won already, as the kharaa didn't have a reliable building destroyer. Skulks could take out turrets, but not with marines nearby. With the ability to go Fade or Onos with only one hive, the kharaa now have a chance at breaking a lockdown and getting another hive up. It's not easy, of course, but it shouldn't be.
    While the aliens of course need a lot of resources, they also need hives. Locking down two hives properly is actually not that easy, especially when you have to pay attention that a rogue Onos doesn't take down a phasegate somewhere. Locking down one is not so hard though, especially not when you've relocated there. Getting two hives is all that should be required most of the time. If the marines are a particularly hard nut to crack, a third hive is very helpful.
  • DoggDogg Join Date: 2003-03-31 Member: 15063Members
    Actually what I think the orginal poster was getting at is that the two hive lockdown is becoming the <b>only</b> viable strat against aliens that don't suck. The 2nd hive abilites are just too strong. Once that hive is up, the marines outposts are usually toast.


    Flayra has addressed this by increasing hive cost.


    This is a solution, but I don't think it's the most fun way to address the solution. Alien tech shouldn't be 25%, then suddenly 75% like it is. They should gradually gain power, then the game is more interesting because both sides are teching in different ways (marines might go with guns or upgrades while aliens could go hives or chambers.... in any case if either team wanted to do both they'd have to own a ton of RTs). It would be better if chambers weren't tied to hives, but were more expensive.... therefore when a hive isn't an option... chambers are. It'd just be fun to have more gradual tech and more options.
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    Hello. I'm new to these boards but not to NS. I Just recently started reading the boards and will try to keep up with them when I can <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Adressing this topic, I'm on of the people who believe that the aliens did definately get a huge advantage in the 2.0 upgrade. I mean come on, 35 for a hive down from 80? Ouch. Within minutes, a second hive can be going up, and as was stated, 25% straight to 75. Wow. Perhaps the best solution might be in a later patch to up the cost of a hive. I actually like the idea started earlier to upgrade a hive to allow for the ability. It would definately make things more intersting, especially if the first hive fell under that rule. It might be more than mere minutes before you have cloaked skulks running rampant throughout the map that way <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    Ok, you can get the second hive up fast if you try, you can probably get it faster than the marines can..
Sign In or Register to comment.