New Version Vs Old Version
EQX
Join Date: 2003-09-21 Member: 21080Members
<div class="IPBDescription">Why people like version 1 better.</div> After playing the new version 2 of Natural Selection, I find myself disappointed of quite a few changes. Maybe I'm too much of a critic, but many players online agree that they missed the gameplay and atmosphere of version 1.
<u><b>Reasons:</b></u>
1. Making jetpacks unviable as a path to victory: many marines loved jetpacks. With them, they could dance around skulks and fade, while having some impressive aerial battles with lerks. Without jetpacks, a quick run for victory by the marines is out of the question.
2. The new tier system for aliens is no system at all. Now, you can get Onos and Fades with just a single hive, reducing the need for more hives. No longer can marines secure a hive and try for assaults, now it’s a mad scramble for resource towers, leaving the predilection to get hives a much less pressing concern (especially the third hive).
3. The rearrangement of alien skills and new ones are a bit unbalanced. Fades are used much, much less often with their acid rockets at level 4, basically relegating him to a half-baked melee unit who can take about 3-4 shotguns before he goes down. People often skip him in favor of the lerk and onos now. Lerk should not have spores at level 2, despite having no effect on heavy amour. An expert lerk player will abuse this skill so much for spawning marines, it’s not even funny. Onos digest is too powerful. Often, a squad of heavies will be picked off by an onos one by one, with almost no danger to the onos.
4. Alien starting resources at 25 means that every alien can go gorge and snag a resource tower. That means that aliens can possibly take control of all towers on a map on most maps in 1:30, and have spore towers in 3 minutes.
5. Spore colonies are much more accurate now. Spore colonies were decent before, being able to be placed anywhere. Now at cheaper prices and better accuracy, most marines will find paths blocked in the beginning by just a few spores. Before, some of the best times were when you could tango with 3-4 spores and somehow manage to make it to the next corridor.
6. The new environment is less Rambo and more teamwork. However, being able to play Rambo once in a while was fun and the impact of a mediocre commander less. This applies to both aliens and marines, since marine build time is so fast, allowing for towers very early, making the skulk-rush a moot point. Nothing is funner for the aliens than a skulk-rush. The environment is too fast and too slow. It is too slow since victory for either side now takes 30+ minutes (usually involving “grab-the-rez”). It is too fast since once the aliens get onos, 80% of the time it is all over for the marines.
7. Many players liked the old system, with jetpacks, mines, fades, and hives. Not too many players like to wait 20 minutes for the “apocalyptic battle,” which is when aliens get onos and digest your heavies.
Summed up, people liked the atmosphere and the excitement of version 1.
<u><b>Reasons:</b></u>
1. Making jetpacks unviable as a path to victory: many marines loved jetpacks. With them, they could dance around skulks and fade, while having some impressive aerial battles with lerks. Without jetpacks, a quick run for victory by the marines is out of the question.
2. The new tier system for aliens is no system at all. Now, you can get Onos and Fades with just a single hive, reducing the need for more hives. No longer can marines secure a hive and try for assaults, now it’s a mad scramble for resource towers, leaving the predilection to get hives a much less pressing concern (especially the third hive).
3. The rearrangement of alien skills and new ones are a bit unbalanced. Fades are used much, much less often with their acid rockets at level 4, basically relegating him to a half-baked melee unit who can take about 3-4 shotguns before he goes down. People often skip him in favor of the lerk and onos now. Lerk should not have spores at level 2, despite having no effect on heavy amour. An expert lerk player will abuse this skill so much for spawning marines, it’s not even funny. Onos digest is too powerful. Often, a squad of heavies will be picked off by an onos one by one, with almost no danger to the onos.
4. Alien starting resources at 25 means that every alien can go gorge and snag a resource tower. That means that aliens can possibly take control of all towers on a map on most maps in 1:30, and have spore towers in 3 minutes.
5. Spore colonies are much more accurate now. Spore colonies were decent before, being able to be placed anywhere. Now at cheaper prices and better accuracy, most marines will find paths blocked in the beginning by just a few spores. Before, some of the best times were when you could tango with 3-4 spores and somehow manage to make it to the next corridor.
6. The new environment is less Rambo and more teamwork. However, being able to play Rambo once in a while was fun and the impact of a mediocre commander less. This applies to both aliens and marines, since marine build time is so fast, allowing for towers very early, making the skulk-rush a moot point. Nothing is funner for the aliens than a skulk-rush. The environment is too fast and too slow. It is too slow since victory for either side now takes 30+ minutes (usually involving “grab-the-rez”). It is too fast since once the aliens get onos, 80% of the time it is all over for the marines.
7. Many players liked the old system, with jetpacks, mines, fades, and hives. Not too many players like to wait 20 minutes for the “apocalyptic battle,” which is when aliens get onos and digest your heavies.
Summed up, people liked the atmosphere and the excitement of version 1.
This discussion has been closed.
Comments
that's constructive...
Even though many people think the game is terribly unbalanced, I have won an equal share of games on Marine and Aliens. It usually boils down to one thing, how good the commander is and how well can the Alien team cope with resource wh0res and people unwilling to go Gorge.
This is true to a certain extent. I do remember using Jetpacks-O-Plenty back in 1.04 and that was one way to ensure victory for the Marine team. However, that was greatly unbalanced because the Jetpacks only costed what.... 5 resources to buy? That's just ludacris. The Heavy Armor has been reduced from 40 resources to 20 resources and we now see more HA Trains than 1.04. It's actually a bit fun to HA Train, being that almost unstoppable force.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2. The new tier system for aliens is no system at all. Now, you can get Onos and Fades with just a single hive, reducing the need for more hives. No longer can marines secure a hive and try for assaults, now it’s a mad scramble for resource towers, leaving the predilection to get hives a much less pressing concern (especially the third hive).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This actually makes the game a little more interesting. Beforehand, there would only be Fades just shooting Acid Rockets everywhere not needing that 3rd hive to win. The Fades were just too powerful back in the day. Yes, I do agree the two teams will scramble madly for Resources Towers but, that just makes the game more "map-wide" fun to play. You're trying to lock down Resources Nozzles while trying to get the hives. Makes the game more interesting and can cause a Commander to flip his/her lid a few times.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. The rearrangement of alien skills and new ones are a bit unbalanced. Fades are used much, much less often with their acid rockets at level 4, basically relegating him to a half-baked melee unit who can take about 3-4 shotguns before he goes down. People often skip him in favor of the lerk and onos now. Lerk should not have spores at level 2, despite having no effect on heavy amour. An expert lerk player will abuse this skill so much for spawning marines, it’s not even funny. Onos digest is too powerful. Often, a squad of heavies will be picked off by an onos one by one, with almost no danger to the onos.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I do agree with this statement a bit. The only thing I agree about it is the Lerks. The 2nd ability is Spores and that can really mess up a Marine base with little to no effort. Of course, the Lerks have been and will always be very weak. You can kill a Lerk with 5 or 6 well placed pistol shots or 10 or 11 when the Lerk has Carapace (regardless of level). The Onos is only as effective as how the Onos is played. If the Alien team has one hive and one Onos with Sensory upgrade, the level of advancement and agressiveness won't be too huge because that Onos doesn't want to die. This goes with the fact of two hives and other upgrades. The Onos is played much more reclusively instead of just charging into battle but, it does happen sometimes.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4. Alien starting resources at 25 means that every alien can go gorge and snag a resource tower. That means that aliens can possibly take control of all towers on a map on most maps in 1:30, and have spore towers in 3 minutes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I really don't want to get started back into this one but, this will RARELY happen due to the fact that people are sometimes resource wh0res and won't go Gorge to spend their resources. They would rather just kill Marines and save up for Onos. This causes much problems on Alien team and allows the Marine Team to expand much faster.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. Spore colonies are much more accurate now. Spore colonies were decent before, being able to be placed anywhere. Now at cheaper prices and better accuracy, most marines will find paths blocked in the beginning by just a few spores. Before, some of the best times were when you could tango with 3-4 spores and somehow manage to make it to the next corridor. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The proper term is actually "Offensive Chambers." Yes, they are more accurate. Hell, before the 2.01 release, the OC's would hit a Marine anywhere... even while flying with a jetpack! That has been reduced and now they don't hit with complete 100% accuracy and a Marine can strafe around the projectiles the OC's fire. If there are more than 2 or 3 OC's, you won't get very far because you're pretty much toast if you're running in a straight line after trying to get past them. The OC's in 1.04 were almost useless becasue of accuracy. They're now an effective tool to keep Marines at bay.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->6. The new environment is less Rambo and more teamwork. However, being able to play Rambo once in a while was fun and the impact of a mediocre commander less. This applies to both aliens and marines, since marine build time is so fast, allowing for towers very early, making the skulk-rush a moot point. Nothing is funner for the aliens than a skulk-rush. The environment is too fast and too slow. It is too slow since victory for either side now takes 30+ minutes (usually involving “grab-the-rez”). It is too fast since once the aliens get onos, 80% of the time it is all over for the marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Wait... where and WHEN did Flayra say he wanted more Ramboing and less teamwork? Please, give this one a rest.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->7. Many players liked the old system, with jetpacks, mines, fades, and hives. Not too many players like to wait 20 minutes for the “apocalyptic battle,” which is when aliens get onos and digest your heavies.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's your opinion and I do respect it however, Flayra and the other team members (in my thoughts) have accomplished more of a Teamwork based game and that's how Natural Selection was designed to be played.
(I have written this out due to the TOTAL LACK OF CONSTRUCTIVENESS by other members posting "nub or newbie")
<u><b><span style='font-size:17pt;line-height:100%'>STOP THE CHILDISH INSULTS!!!11elevenoneone</span></b></u>
I can't find any sort of argument to make. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I can't contribute to the discussion accept in total agreement. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Nothing...at...all... Maaallffunncction. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<u><b>Reasons:</b></u>
1. Making jetpacks unviable as a path to victory: many marines loved jetpacks. With them, they could dance around skulks and fade, while having some impressive aerial battles with lerks. Without jetpacks, a quick run for victory by the marines is out of the question.
2. The new tier system for aliens is no system at all. Now, you can get Onos and Fades with just a single hive, reducing the need for more hives. No longer can marines secure a hive and try for assaults, now it’s a mad scramble for resource towers, leaving the predilection to get hives a much less pressing concern (especially the third hive).
3. The rearrangement of alien skills and new ones are a bit unbalanced. Fades are used much, much less often with their acid rockets at level 4, basically relegating him to a half-baked melee unit who can take about 3-4 shotguns before he goes down. People often skip him in favor of the lerk and onos now. Lerk should not have spores at level 2, despite having no effect on heavy amour. An expert lerk player will abuse this skill so much for spawning marines, it’s not even funny. Onos digest is too powerful. Often, a squad of heavies will be picked off by an onos one by one, with almost no danger to the onos.
4. Alien starting resources at 25 means that every alien can go gorge and snag a resource tower. That means that aliens can possibly take control of all towers on a map on most maps in 1:30, and have spore towers in 3 minutes.
5. Spore colonies are much more accurate now. Spore colonies were decent before, being able to be placed anywhere. Now at cheaper prices and better accuracy, most marines will find paths blocked in the beginning by just a few spores. Before, some of the best times were when you could tango with 3-4 spores and somehow manage to make it to the next corridor.
6. The new environment is less Rambo and more teamwork. However, being able to play Rambo once in a while was fun and the impact of a mediocre commander less. This applies to both aliens and marines, since marine build time is so fast, allowing for towers very early, making the skulk-rush a moot point. Nothing is funner for the aliens than a skulk-rush. The environment is too fast and too slow. It is too slow since victory for either side now takes 30+ minutes (usually involving “grab-the-rez”). It is too fast since once the aliens get onos, 80% of the time it is all over for the marines.
7. Many players liked the old system, with jetpacks, mines, fades, and hives. Not too many players like to wait 20 minutes for the “apocalyptic battle,” which is when aliens get onos and digest your heavies.
Summed up, people liked the atmosphere and the excitement of version 1. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, let me kill your argument:
1. Jetpacks are the preferred choice of tech in clan games of 2.xx. What makes you think they are useless?
2. Now, marine's can't do the boring lame azz tatic of locking down hives to win. Boo-Hoo. God forbid res means something for aliens. However, 2 hives are still vital to alien teams for the second set of upgrade chambers as well as 2 hive abilites which are awesome, such as bilebomb, stomp, and umbra.
3. Fades are probably the most deadly class in the game right now, considering thier cost and their effectiveness. A lerk shooting spores at a marine spawn is a bad thing, but big deal. Either learn to kill the lerk or get some turrets to keep the lerk from messing up your marines. Digest isn't too powerful. The onos is an 100 res point creature on the alien team. This is a lot. Not only that, but the counter to keeping an onos from picking off your marines is to kill the onos. Esp. if you have heavy armor, you should be rushing and taking him down.
4. So what? To do this, it requires most of your team's res, and if the marine's are smart, they will rush your base while you do this, or kill all of your nodes, as defending these nodes as scattered gorges isn't exactly effective.
5. Offense Chambers are deadly, but marines can still easily take them down if no aliens arrive to help them out. I do think offense chambers are a tad broken gameplay wise though.
6. Less rambo and more teamwork, and this is a bad thing... no comment.
7. In 1.04, there only was one apocalyptic battle, in 2.xx, I see several of these each and every game.
Summed up, your arguments and weak, baseless, errornous, and biast, and by no means give good reasons as to why version 1 was better than version 2.
I can't find any sort of argument to make. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I can't contribute to the discussion accept in total agreement. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Nothing...at...all... Maaallffunncction. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Glad I could swoop you off your feet. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--VeTeRaN+Oct 3 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (VeTeRaN @ Oct 3 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nub <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I must agree.
so ok the screwed the jp's and the hmg vs hive and res node and ip helth, and added or did something with marines hitboxes that improve on ladders and ducking .. but give a lot more
knockback <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->( makeing rein harder to kill,
<span style='color:red'>BUT FOR THE LOVE OF GOD MAKEING THE ENEMY TOTALY INVISABLE WHILE MOVEING</span> and not letting this show up on motion tracking<span style='color:red'> !</span>
in any other hl mod that is only capable by useing external hacks ,, witch we all know are banned ! why u ask <span style='color:orange'>COS ITS JUST SOOO **** UNFAIR </span>
Did u not watch that film preditor?u know the one where the black guy dies 1st , ohh and the totaly invisabal alein , any way just in case u didn't,cos it is an 18 and well reading some of these other post's u come across as a buntch of 5yr olds, soz got sidetracked ! well the totaly invisabal alein kills about 10-15 marines b4 he dies... abit like any good player useing the cloacking upgrade ! thank god they made a sequil when the marines/cops could atchaly c the dam thing ....
me looks forward to patch...
nub.
so ok the screwed the jp's and the hmg vs hive and res node and ip helth, and added or did something with marines hitboxes that improve on ladders and ducking .. but give a lot more
knockback <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->( makeing rein harder to kill,
<span style='color:red'>BUT FOR THE LOVE OF GOD MAKEING THE ENEMY TOTALY INVISABLE WHILE MOVEING</span> and not letting this show up on motion tracking<span style='color:red'> !</span>
in any other hl mod that is only capable by useing external hacks ,, witch we all know are banned ! why u ask <span style='color:orange'>COS ITS JUST SOOO **** UNFAIR </span>
Did u not watch that film preditor?u know the one where the black guy dies 1st , ohh and the totaly invisabal alein , any way just in case u didn't,cos it is an 18 and well reading some of these other post's u come across as a buntch of 5yr olds, soz got sidetracked ! well the totaly invisabal alein kills about 10-15 marines b4 he dies... abit like any good player useing the cloacking upgrade !? thank god they made a sequil when the marines/cops could atchaly c the dam thing ....
me looks forward to patch... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I seriously hope English is your second language. If it's not, then I don't think you should write a commentary on NS2.
Only newbies have problems with invisible aliens. Tell your comm to get MT up and scan sweep for the group every time they confront an invis alien horde. I'm sorry if you get rocked by the cloaked skulk when you go rambo. A moving alien can be seen faintly while cloaked, and usually puts up a circle if he's out of cloak range.
NS2 is called 2 for a reason. It has little to do with the gameplay style of 1. NS1 was riddled with an "upgrade only" system. A lerk was a beefed up skulk, a fade was a beefed up lerk, an onos was a beefed up fade. They all had pretty much the same function - kill a lot of things. Now, each species of alien has its own job - lerks are the pinacle of support, fades are like the anti-rambo with improved speed and ability to take out undefended outposts, onos is the anti-HA. Hell, even skulks have a lot of use well into the game now.
Same for marines. Now, JP/HMG is not the end-all, be-all of marine upgrades. HA/Shotgun, HA/HMG, and JP/GL all have great uses. You only see HA in pubs because a group of heavies, even played by a newbie, is a dangerous thing. Although, the flexibility of a hard-to-hit GL'er is always overlooked when it comes to taking down oddly-placed structures.
I personally prefer the new NS over the old. In the old NS, it was practically the same thing every single game - JP rush, fade rush, hive lockdown, etc. Now, a clever team can actually pull off different tactics and succeed.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
im not a nubie... i go round with sensory and compleatly own entire teams and i think its v unfair ...... and my victim's agree with me.
as for <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm so tempted to say something that would jepordize my already unstable relationship with Coil.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Coil is a moron with to mucth power i wouldent worry about upsetting him.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> seriously hope English is your second language. If it's not, then I don't think you should write a commentary on NS2.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes english is my 1st launguage and by the timeing of your post i would say your an american.... u should know all about people with spelling proplems after all we did ship out about 200,000 - 500,000 chrimanals into your country where they breed most of them had *dislexeica (according test conducted on there disendance's)
*for all of u that dont know dislexeica ( dont even know if thats the corect spelling ) is a and lerning disorder that effects things sutch as reading .. writeing and most of all spelling.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Jetpacks were the single most overpowered item in 1.x. If you think they've been nerfed, ask any player who gets 30fps in NS and you'll hear them tell you that jetpacks were drastically improved. Personally, I get 40-80fps and have noticed no real difference in jetpack functionality. They're still very useful; they're just not the ridiculously overpowered weapon they were.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2. The new tier system for aliens is no system at all. Now, you can get Onos and Fades with just a single hive, reducing the need for more hives. No longer can marines secure a hive and try for assaults, now it’s a mad scramble for resource towers, leaving the predilection to get hives a much less pressing concern (especially the third hive).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There was nothing more frustrating in 1.x than being aliens facing a two-hive lockdown. The entire game was fought over 3-4 locations: the two vacant hives and the original base of the losing team. Flayra deliberately changed the focus of 2.0 from hives to resource towers to make NS a tactical battle for map control. The availability of Onos at 1 hive and Bile Bomb at two was to provide aliens with base-breaking ability even in the face of a hive lockdown, provided they had the resources to pull it off.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. The rearrangement of alien skills and new ones are a bit unbalanced. Fades are used much, much less often with their acid rockets at level 4, basically relegating him to a half-baked melee unit who can take about 3-4 shotguns before he goes down. People often skip him in favor of the lerk and onos now. Lerk should not have spores at level 2, despite having no effect on heavy amour. An expert lerk player will abuse this skill so much for spawning marines, it’s not even funny. Onos digest is too powerful. Often, a squad of heavies will be picked off by an onos one by one, with almost no danger to the onos.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Learn to use the Fade. Most of the Vets still feel the Fade is overpowered because even a one-hive Fade is dangerously effective (and they've been able to get a Fade as quickly as 1:30 into a match). Spores are much less painful, do not stack, and do not last as long as they did in 1.x; if a marine base is falling prey to a sporing lerk, the commander set his structures poorly.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4. Alien starting resources at 25 means that every alien can go gorge and snag a resource tower. That means that aliens can possibly take control of all towers on a map on most maps in 1:30, and have spore towers in 3 minutes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
True. Aliens can resource rush. So can marines. The upside is a quick flow of RPs, if it works. The downside is that the alien team and their structures are spread very thin, and they do not have any extra RPs for upgrades or defensive structures. The answer to resource rushing, as in any RTS, is an attack rush to the under-defended main base. This works for *either* team.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. Spore colonies are much more accurate now. Spore colonies were decent before, being able to be placed anywhere. Now at cheaper prices and better accuracy, most marines will find paths blocked in the beginning by just a few spores. Before, some of the best times were when you could tango with 3-4 spores and somehow manage to make it to the next corridor.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I assume by "spore colony" you mean "offensive chamber." Comparing prices is pointless, as the resources system is entirely different in 2.0. Ask any clanner how useful turrets and OCs were in 1.x... they'll laugh. Turrets/OCs were, simply, a waste of time and resources in competitive NS1.x; the new turrets/OCs are a worthwhile expense, provided they are intelligently placed, and force the opposing team to alter strategies to counter them (e.g. get GLs/bile bomb).
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->6. The new environment is less Rambo and more teamwork. However, being able to play Rambo once in a while was fun and the impact of a mediocre commander less. This applies to both aliens and marines, since marine build time is so fast, allowing for towers very early, making the skulk-rush a moot point. Nothing is funner for the aliens than a skulk-rush. The environment is too fast and too slow. It is too slow since victory for either side now takes 30+ minutes (usually involving “grab-the-rez”). It is too fast since once the aliens get onos, 80% of the time it is all over for the marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
NS:C will offer you rambo'ing fun. NS is about tactics and teamplay, and the lone rambo *is* still effective in 2.0, but more selectively. As a rambo, go RT-hunting. Set up a forward base under the aliens' noses. But don't expect to take on the entire opposing team single-handedly. That is not the way NS works.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->7. Many players liked the old system, with jetpacks, mines, fades, and hives. Not too many players like to wait 20 minutes for the “apocalyptic battle,” which is when aliens get onos and digest your heavies.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Personally, I feel the overall action in 2.0 is much higher than 1.x - territory changes hands, the lead flip-flops as ground is taken and lost, and both teams see a greater variety of tech/abilities in a game of 2.0. This is only my opinion, but I daresay it's also the opinion of the majority of the NS playtesters and veterans. *shrug*
Final analysis? I wonder if you've ever played as an alien. All of your complaints are regarding changes that made the marine team less effective. Hate to break it to you, but the marines were overpowered in 1.x, and that's why 2.0 included these changes. Yes, it's a different game... you can either whine about it, or adapt and learn to play the new NS.
That said, every one of these topics has been beaten to death, and are invalid for the above reasons. *locked*
5 posts in and you're already insulting admins? Good start, really. Consider this a warning to clean up your attitude.
Regarding sensory chambers: Observatories are cheap and scans are free because they are the two counters to sensory chambers. Sensory is easy to counter if your commander is paying attention. In spite of all its bonuses, it's (sadly) recently still fallen to 3rd-favorite chamber. I wouldn't say it's overpowered.