More Players = More Marine Wins?

Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
<div class="IPBDescription">Or more alien wins?</div> Recently, i've noticed that in general, on larger games, (10vs10 or more) marines will pwn. Unless of course they have a bad commander, but that will pretty much always result in defeat, even in 1.04.

However, I got into a bit of a debate with someone who firmly believes that it is ALIENS that win more often with more players, because:

- A standard Skulk is stronger than a standard LMG marine, hence aliens take the early lead and own.
- More aliens means big packs of skulks chewing their way through eveything in their path.

My argument was that:

- More skulks does NOT mean big packs of skulks chewing through everything in their path, it means lots and lots of rambo skulks who get gunned down by the 12 marines who are in a group.

- Marine upgrades are more cost effective with more players; 1st level upgrades cost 20 points (in 2.0) to upgrade any amount of marines

- More aliens means less res per individual alien, hence longer before you see a 2nd hive, and longer before you see teh <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> .

So who do you think was right? It was an epic flamewar, but I think I came out the loser, since the general consensus in the server was that aliens win more often with more players.

So am I being a complete nub? Or was HE being a complete nub?

Enlighten me please.

Comments

  • TorgoTorgo Join Date: 2002-12-30 Member: 11626Members
    Based on experience, more people = more marine wins, BUT keep in mind that these "more people" have to be somewhat competent and not just wander off and die.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    edited September 2003
    more people = more marine wins. Aliens will individually get slower res, which means more time to lock down hive and so..
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    Ah yes, the masses are behind me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Are you watching c00litz? Are you? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    (i think that was his name, it was probably a bad idea to argue with him, since he was the commander <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    Yeah, in theory more marines means a win...but then the amount of times I've seen in big servers the marines all going off in groups of 2...it kind of defeats the purpose of having the numbers behind them! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    -Lee
  • RedeyeRedeye Join Date: 2003-03-23 Member: 14819Members
    Ha, are you talking about c00lizz?
    He plays on roobs most times and pwns us as an alien, maybe his argument was because he prefers aliens and wants to stick up for them.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Without a doubt, more players means a better chance for marines. Of course, 2.01 may change that, but as it currently is, the game does not scale well for balance.

    You can think about it just in terms of firepower. Larger and larger groups of marines are able to eliminate skulks faster at long range: unless a pack of aliens are perfectly spaced and timing, moving at once, the pack of skulks will be evaporated: nearest skulks first, then moving back through the pack. The only way for skulks to make it to the marines is for them to move paralell to each other, and for the marines to all focus on the same skulk (thus wasting their firepower and time while the rest of the skulks close the distance).

    Also remember that ambush tactics rely on stopping the marines fast. With larger and larger packs of marines, it gets harder to stop an advance even with a good ambush, because by the time you've chomped on the first marine, the rest of the marine squad is alerted (silence helps, but they still see the death message and hear the marine scream) and it can prevent serious losses.

    There are tactics that can help, but the fact remains that with lower player numbers, you don't need those tactics and skills to win. At higher player levels, you do.
  • DukatDukat Join Date: 2002-11-08 Member: 7748Members
    It also depends on the res you can secure too. That's why in smaller games aliens are so tough. Go out, drop a bunch of nodes, have a hive up in no time. In larger games marines have to expand fast, use their numbers to capture as many res nodes as they can. in a 10v10 game send out 2 groups of 4 to different res nodes, that'll leave one person behind to build up and defend the base and the commander. It's all in strategy.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    youre also forgetting the whole respawning issue.

    kill twelve marines and their three IP's bring them back in about 45 seconds, but kill twelve skulks and theyll be in the one hive spawn queue for DAYS.

    anything below 5v5 is alien win 95% and anything above 7v7 is marine win 95% competetive play is done at 6v6 for that reason.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2003
    The big difference between marines and aliens is, that marines are better in long range, therefore they need to reload and cover each other.

    When teamwork skill and teams are even...
    on bigger servers marines have the "covering each other while camping/securing one hallway after another" bonus.
    On smaller servers aliens get "outflank and surprise attack"boni.

    I wasnt able to experience any of thoose boni in enough games of different size to underline that theory due the lack of even teams (intelligent marines) on publics.
    But it was that way on 1.04 for sure.
    on 2.0 "self ballancing game mechanisms" are completely different and with RFK and new upgrades you get a lotof new strategys/boni.

    One alien kills one marine after another, gaining res for upgrades.
    10 marines kill 10 aliens, aliens respawn slowly.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    More aliens means that aliens have to be *better* at team-work than less aliens. The aliens in general have a lot more flexibility than marines. The more aliens there are, the more they can exercise that. The downside of this, of course, is that the more flexible they can be, the better the chance that they'll do things the wrong way.

    As an example, res-hoarding in large groups of aliens doesn't work so well, because the res takes so long to flow. You're better off using what you have to try and speed up your RFK rate. Which means chambers all over the map, folks. And don't just think OCs.. DCs, SCs, and yes, even MCs can help you and your team increase your kill rate. If you've got more aliens then there are res-nodes, there should not be an empty resnode for more than 30 seconds any time in the game. If the marines aren't using it, then the aliens should be. And if marines are using it, the aliens should be concentrating on ripping it down so that they can use it.

    Large groups of marines mean that the aliens standard "Charge and overpower" tactic that I see so much of on pubs isn't going to work. Aliens have to play sneakier. Silence over Celerity, Cloaking with SoF and communication, (learn your hotkeys for communication, people. The alien sounds are still there, just not on the pop-up menu,) and a lot more run in your hit-and-run. A big mistake I see in larger games is aliens trying to hold off the marine advance. This is a bad tactic because, in general, people advancing have their weapons pointed forward. In a large group of marines, typically only one or two will check the six of the group. If you're in front of them trying to slow them down, you're dealing with the combined firepower of the group. If you're behind them, you only have to deal with the guy who actually looks back. (As a side note, attacking from the rear does tend to slow them down, as they turn around to deal with you. Of course, when they turn around is the time when your guys hiding at the front come in..)

    So let them advance, but take them one by one from behind so that by the time they get where they're going, it's not hard to take them out before anything gets set up.

    Also, learn that there are times to ignore their advances. It sounds horrible, but if you can take down a hive outpost and put up the hive in the time it takes them to set up a siege and take down a different one, you've probably come out ahead in the bargain. If nothing else, you've gained a chance to switch chambers. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    What this all means is that, given the same level of play, marines *do* tend to do better in larger games. But if aliens can step up their play, they can still come out on top.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--REDEYE+Sep 7 2003, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (REDEYE @ Sep 7 2003, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ha, are you talking about c00lizz?
    He plays on roobs most times and pwns us as an alien, maybe his argument was because he prefers aliens and wants to stick up for them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I never denied he pwns, I just had to prove my point because I seem to have a medical condition which means I can never let things like this go... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Maybe it's just because I'm a bloke <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DEMIURGODEMIURGO Join Date: 2003-06-21 Member: 17565Members
    if you play 8 vs 8 the game is BALANCED.

    if you play 3 vs 3 aliens have 2 major issues by their side:

    1) Individual resources grows faster
    2) Marines, needing a commander, feel the loss of a 3d of their team
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    I don't find this the case, i usually play on a server that is 9v9 all the time, and aliens are still winning more games.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Small games are decided real quick, and not everyone has realised that you need to adjust your tactics a lot.

    On a small game, say 4vs4, Marines will be hard pressed to win unless they can kill the alien RT's quickly. Most times all the aliens or at least 3 of them will cap nodes. If the nodes stay up, they will get resources at an amazing speed and be able to cap more and put up OC's to protect them. As Marine you *have* to hand out shotguns immediatly (and with a small team you can have your whole team with shotguns at a very low cost) and your grunts *have* to be decent shots. If you take down 2 or 3 nodes you are in the game. Armor and weapon upgrades aren't as important, HA, shotguns and static defense is.

    On hera we played 4vs4 and Marines actually won even though the aliens had 3 hives for a short time. The things mentioned above were the keys. We killed some of their early nodes, got our own turreted and/or electrified, then kept teching up (focusing on HA and MT after armor1). They had 2 cows but without lerks they tend to go down rather quick, and equipping your *whole* team with HA is quite cheap with such small numbers. Everyone in HA = no RFK for aliens.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Well...if you have 1 good comm and the others can aim as easily as writing 123 then yes they will pwn

    But when you have bad/ramboing marines then the alines have found themsleves free RFK

    Just my guess on what will happen if it does happen
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    2.01 seems to be more forgiving than 2.0 when it comes to team skill and size.
    Normally I play on 9 v 9 servers (pubs) so the battles are intense.
    Size makes a big difference, instead of having 2 teams of 4 marines now you have 3 teams of 3 - 1, this allows the mariens to still have alot of firepower per group and are able to split up and flank more.

    Skill anbd tactics play a huge part in marine battles!
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    When 2.0 was still in beta, we used to play on pubs most of the time, with a size of up to 24 players. So, without intention, the res model and the teching up was mainly balanced for larger teams. The problem is that with smaller teams aliens get res faster and thus expand faster. That was the main problem of 2.0 (not redemption onos d'oh <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> ) and hence marines have more chances of winning in larger games. 8v8 - 11v11 in 2.01d are very balanced actually.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Argh! Forgot to mention I was talking about 2.01d... I've totally forgotten about 2.0 (repressed those horrible horrible memories one might say;))

    2.0 is just insanely alien-biased no matter what team size. The only reason Marines win at all is because Aliens are getting fat, lazy and spoiled.
Sign In or Register to comment.