3 Hive Aliens Need To Be Beefed Up

TempusTempus Join Date: 2003-01-21 Member: 12540Members
<div class="IPBDescription">End games are taking forever...</div> Yes, you've probably heard it before, but the situation is actually worse than ever. With Onos' charge being completely neutered and the marine cost of equipment so low, the aliens have very little opportunity to finish games where the marines are determined to drag it out.

A perfect example of this is ns_caged. If the marines have had a decent enough game getting upgrades, there can be a situation where the aliens completely dominate the map, the marines are holed up in their base, and there is very little the aliens can do about it. They can charge in periodically, but with upgraded weapons and a few hmgs and shotties lying around, even an Onos won't survive for more than 5 seconds. Coordinated attacks don't get the job done. And the marines, with that one res node, can just wait it out until they've suited up an entire team of HA/HMG/GL/Shotties. Then, just wait in base for another alien surge, destroy everyone, and then march through the map uncontested.

This is not the way the game should be.

What the aliens need is for charge to actually be useful again, and acid rocket needs to be worthy of a 3 hive attack. Beef it up and increase the splash damage. Make primal scream more potent in some way.

3 hive aliens need to be brought back to where they were in 1.04, when they were actually something to be feared. Right now, they are a joke.

Thanks.

Comments

  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    Oops. Just saw the other thread saying something similar. My bad. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Problem is that 3 hives should NOT be an endgame VS full upgraded marines that have all but 3-4 resnodes.
    Otherwise marines ALWAYS have to secure one hive early wich is boring.
    Pure RT without hives strat on marines is fun, you fight aliens with 3 hives but they cant do anything because you drop equipment nonstop and they are low on res because of building hives early.
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    Actually, 2nd hive aliens are more powerful than <i>any</i> tech available to the marines, if used properly...
  • Saj1Saj1 Join Date: 2003-08-11 Member: 19409Members
    agreed Ollj but I assume he means 3 hives up 1-9 rts when marines are beat but are hard to finish off, if im wrong and he means just 3 hives then hes also wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    Yes, I am talking about 1-8 res node differential, marines fully upgraded and just sitting in base. They can sit there forever. Read my post.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Tempus,
    You say that after they are teched-up they can march towards the hives and win. What games are you playing, I have never seen that.
    You must play on some "really good servers" because I have never, never, seen them do that.......











    Because the Aliens will just get **** after 2 hours of attacking the MS and just F4! .... Thats the even sadded part. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    <!--QuoteBegin--Ollj+Sep 25 2003, 11:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 25 2003, 11:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Problem is that 3 hives should NOT be an endgame VS full upgraded marines that have all but 3-4 resnodes.
    Otherwise marines ALWAYS have to secure one hive early wich is boring.
    Pure RT without hives strat on marines is fun, you fight aliens with 3 hives but they cant do anything because you drop equipment nonstop and they are low on res because of building hives early. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, let us have the marines turtle in their base on 1 Resource Node and 50 Turrets off ONE Electrified Turret Factory, all in Heavy Armour....

    Yeah that sounds like great fun for 20 minutes.....

    Did I mention that getting anywhere near their base induces giant amount of lag? Hmmmmm.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    Yeah, I was in that game too. Even though the aliens would *eventually* win the real questions is, is it worth everyones time to just sit there and play it out.
    Aliens just need to be a little more aggresive and coordinated. And xenocide is probably the strongest base breaker of all. Get cloaking as close up to the base as you can and start xenociding in waves. It won't hurt the structures but it will put the marine team in shambles. Then the onos can come in and start breaking the structures.

    In that game in question we sat in base with 1 nozzle and equipped a team of HA in about 15 minutes. We marched out and got slaughtered. After 15 minutes we'd equipped another squad of HA and they moved out. This time the aliens came in and crushed the base while they were out. It was over pretty quick then, or would have been except the admin changed the map because people were sick of playing it out. That's pretty understandable. The game had already dragged on 30 minutes longer than it needed to.

    So I guess some kind of standoff weaponry would be nice. Maybe a boost to acidrocket. But really all the aliens need is a little more coordination. They had so many easy sloppy wins in 2.0 that now they actually have to work as a team for them. This will get sorted out in a few weeks.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    respawn costing 1 res = shorter end-games
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited September 2003
    Movement and Defence chambers outside MS
    Umbra your little brains out

    Celerity/Carapace/Xenocide -- anti-GL, anti-RT, anti-IP
    Adrenaline/anyDupgrade/Bilebomb -- anti-turret
    Adrenaline/Carapace/Spore Cloud -- anti-GL/armory humpers/fresh respawns
    Celerity/Carapace-or-Redemption/Gore-or-Charge -- anti-turret
    Adrenaline/Carapace/Blink/Swipe -- anti-personnel

    One very cool tactic I read somewhere:
    use Xenocide just before an Onos rush to throw marines across the room and disorient them.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited September 2003
    <!--QuoteBegin--coil+Sep 25 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Sep 25 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Movement and Defence chambers outside MS
    Umbra your little brains out

    Celerity/Carapace/Xenocide -- anti-GL, anti-RT, anti-IP
    Adrenaline/anyDupgrade/Bilebomb -- anti-turret
    Adrenaline/Carapace/Spore Cloud -- anti-GL/armory humpers/fresh respawns
    Celerity/Carapace-or-Redemption/Gore-or-Charge -- anti-turret
    Adrenaline/Carapace/Blink/Swipe -- anti-personnel

    One very cool tactic I read somewhere:
    use Xenocide just before an Onos rush to throw marines across the room and disorient them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Siege, and grenade spam, plus umbra is half-useless now. As well as CHARGE, which should be beefed to at least 300 dmg per second. Oh, and coil, usually marines focus fire on the most important target(which tends to be the gorge).
    The thing that DOES work, is xenocide, but since its so weak(EDIT: well, it seems to be weak whenever you use it, it doesn't really even dent HA), people get very reluctant to use it. I still say it should be 250-400 damage, 2x to buildings or not.
    Also, level 3 weapons=death
    Poor fades :/
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    I refuse to believe that 3 hive aliens cant easily decimate marines. Web is the most powerful skill in the game, then we have primal scream(which increases attack speed AND attack damage), bile bomb, acid rocket. If you're losing with 3 hive aliens then you fully deserve to lose.
  • Dragons_RevengeDragons_Revenge Join Date: 2002-11-17 Member: 8994Members
    I don't think Umbra is 1/2 useless now...it's not as Uber as before, but so what 3/4 of your bullets don't get blocked 2/3 is still taking a big bite out of their damage capabilities.
  • godzilla21godzilla21 Join Date: 2003-06-05 Member: 17022Members
    <!--QuoteBegin--Tempus+Sep 25 2003, 08:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tempus @ Sep 25 2003, 08:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3 hive aliens need to be brought back to where they were in 1.04, when they were actually something to be feared. Right now, they are a joke. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree 3 Hive alien power is not worth 3 Hive. But this is not the biggest problem.
    What's really problem is the situation where marines relocate to a Hive.

    Below is what I experienced today.

    Map was ns_mineshaft, we aliens had 2 hives and all res node except sewer hive where marines relocated.
    We had 9 RTs and they had only 1 RT. But the game never ends.
    It took 1 hour and a half until we aliens decided to press F4 because we understood we can never win.

    Sewer on ns_mineshaft is alomost impposible to take down even if all aliens are Onos. This map is quite unfriendly to Onos.
    There are several Onos-unfriendly maps like this.

    On these maps marines are guaranteed 100% win. All they have to do is just relocate to a Hive and wait.

    Aliens really need powerful ranged weapons at 2 Hives.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    <!--QuoteBegin--godzilla21+Sep 25 2003, 01:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (godzilla21 @ Sep 25 2003, 01:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree 3 Hive alien power is not worth 3 Hive. But this is not the biggest problem.
    What's really problem is the situation where marines relocate to a Hive.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Totally agree there. The problem is that the aliens have no ranged weapons at 2 hives, and can only run in to their death in that situation.

    I think that giving the marines a <b>time limit </b>to clear the map of aliens would take care of this. Say, 45 minutes on the map, and if the marines have not won in that time, they should be considered the loser.

    After all, it is the marines' job to clean out the infestastion from their ship, correct?
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Some of the best games ever are ones that last 5 hours.
    You can't solve a problem such as Hive or MS lockdown with a timer.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--godzilla21+Sep 25 2003, 02:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (godzilla21 @ Sep 25 2003, 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [Sewer on ns_mineshaft is alomost impposible to take down even if all aliens are Onos. This map is quite unfriendly to Onos.
    There are several Onos-unfriendly maps like this.

    On these maps marines are guaranteed 100% win. All they have to do is just relocate to a Hive and wait.

    Aliens really need powerful ranged weapons at 2 Hives. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Your problem is thinking that an all-Onos team should be an instant winner. You'll notice that Onos was the last thing I listed; frankly, I think Bile Bomb and Umbra are a much more potent combo. Onos are decoys to attract fire while the Bile Bomb rips the base apart.
  • JDawgJDawg Join Date: 2003-09-15 Member: 20890Members
    This belongs in the Suggestions and Ideas Forum. I've got a post linked right here:
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=48514' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=5&t=48514</a>
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Two best base destroyers are Umbra and Bilebombs.

    If that isn't possible, acid rockets.


    One of the most defendable positions on any map is Hera Reception on ns_hera. Max upgraded Marines in HA there, this is how we solve it:

    Get a load of M and D chambers up at the end of the hallway leading from MS to Hera. Have 3-4 Fades there, with Umbra from a lerk who's hanging back. Everyone just spam acid.

    The rest of the team just keep attacking in waves, xeno skulks, devouring/stomping onos and suicide bilebombing gorges. Base down.

    There is NO way to stop an Alien team with 3 hives and plenty of res. No way. The ONLY reasons it takes long is:

    - Alien players are stupid. They don't realise what the correct way of doing it is.
    - Alien players are lazy. They know they've won so they just mess around while Marines slowly reach their end tech.

    The problem that induces "stalemates" like this is that when a hive isn't being attacked and aliens are winning, they refuse to use teamwork. Skulks just run in and die, feeding Marines res (usually giving the COM more like 2-3 nodes then 1), lerks spore, gorges lame up other parts of the map and onos just wait outside the base for someone to devour.

    The problem isn't the game, it's you.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Pretty much what Stoneburg said.

    I also have to add that ranged weapons won't do diddly, because you've to SEE your target, and if you can see rines, they can see you.

    Second, said ranged weapons would need to be overpowering to even equal CC attacks.

    Thirdly, such weapons would have to come in at hive 2 in order to break a marine third hive lock.

    Which subsequently overpowers aliens into campers.

    If your alien team lacks teamwork and coordination, then tough luck. Its harsh but thats the way it is.
  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    Aliens should get a siege turret, but make it require three hives and 100 res. That way you could clear out the marine base without toning up aliens much.

    A marine win is ended with a heavy train walking through or some siege turrets blasting while HA fend off aliens. A alien win is ended after a long stalemate of planning on how to tackle a grenade launcher on a perch and a turret farm blocking the way.
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    I stated this was the problem with endgame a long time ago

    people told me to basically SUYF and that i was an idiot <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • SturmsoldatSturmsoldat Join Date: 2002-11-24 Member: 9794Members
    aliens need just 2 hives to win.. most of games no matter of third hive because onos is so powerful in 2 hive.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    <!--QuoteBegin--Ollj+Sep 25 2003, 08:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 25 2003, 08:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Problem is that 3 hives should NOT be an endgame VS full upgraded marines that have all but 3-4 resnodes.
    Otherwise marines ALWAYS have to secure one hive early wich is boring.
    Pure RT without hives strat on marines is fun, you fight aliens with 3 hives but they cant do anything because you drop equipment nonstop and they are low on res because of building hives early. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Did you read his post? He said if the aliens are dominating the map and the marines only have MS node...

    And its not 3rd hive aliens that need a boost. Its turret farms that need a nerf. Much like in war3: frozen throne, towers should be good early but useless late game against tier 3 units. Giving turrets light damage don't help here, it just make turret farms grow larger, thus making impossible for anything but an Onos to come in.

    I think TFs should only be able to give power to 6 turrets maximum, and limit TFs to a maximum of 3 per room = 18 turrets max. And take off light damage from turrets. That should do it.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    As I said, the problem is you, not the game. Learn how to defeat it, it's not that hard if you use *gasp* teamwork.
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