The one thing I thought made NS unique, was the way the Kharaa needed more hives to spread/evolve. There were always big battles over the one or two hives that the Marines are trying to lockdown. Dropping PGs, TFs, Skulks breaking in through vents, a constant fight.
Now, the Marines have no real strategy, they have to march into the Kharaa's hive(s), and either win, or lose. I think the three hive version was much more entertaining.
For you thread browsers, im the original poster of this thread.
Before any argument actually happens I jsut wanted to point out that i simply wanted to state *one* point of view and my arguments for why I believe it has merit. There is little to argue about here other than recognizing my point as having some truth or not, dont you think?
i just had an idea come across me, and the reason why 2.0 may seem a little more bland, common in every game than the few and far between but insanely great battles of 1.x is that the developers have put the thrust into resources, so that the action is by default going to be spread around the map, instead of great battles for hive locations. its a catch 22 if there is a great battle for the hive location, after that the game is over, if you make it less hive dependent, you stretch the game but its over at some less observable, less markable spot midway through the game.
So my idea was maybe its the maps we are playing? Ever think of that? Think how much fun SIEGE_006 is. Remember in siege_006 you build a forward base, a main base, and a backwards base, but you never quite know how long each segment will last, and individual (alien) players can make an enormous difference, and everything felt completely hectic? As long as you didnt go over the turret limit and crash the server, it was great fun, because there was intense action combined with the element of a *time* pressure, plus great distances to cover, it felt like you were racing, fighting, and teching.. Such a different style of map would be a great welcome for future NS releases, no? Anyways, i dont think many servers play siege_006 (such as voogru) anymore but I hope it gets included in the future
However spyduck is pretty much correct, and I didn't realize how often I've thought to myself "Great we got 5 nodes, looks like we win". Countless times. 5 nodes seems to be the "Uh-oh" point where. If either side dosen't take action soon, the heavy units will be basewrecking within minutes.
I agree with him. This makes me look at NS alot differently now. The ratio of the games seems correct as well. Of course, this doesn't happen at all in scrims, there are *RARELY* comesbacks in scrims. I think I may have been in one scrim out of the countless scrim's i've been in where we were losing and came back. Of course, we were aliens. Oh, and if you're judging this off of Hamptons, there are no comebacks. Its just a matter of which team ramboes the least.
<!--QuoteBegin--spyduck+Nov 7 2003, 11:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spyduck @ Nov 7 2003, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i just had an idea come across me, and the reason why 2.0 may seem a little more bland, common in every game than the few and far between but insanely great battles of 1.x is that the developers have put the thrust into resources, so that the action is by default going to be spread around the map, instead of great battles for hive locations. its a catch 22 if there is a great battle for the hive location, after that the game is over, if you make it less hive dependent, you stretch the game but its over at some less observable, less markable spot midway through the game.
So my idea was maybe its the maps we are playing? Ever think of that? Think how much fun SIEGE_006 is. Remember in siege_006 you build a forward base, a main base, and a backwards base, but you never quite know how long each segment will last, and individual (alien) players can make an enormous difference, and everything felt completely hectic? As long as you didnt go over the turret limit and crash the server, it was great fun, because there was intense action combined with the element of a *time* pressure, plus great distances to cover, it felt like you were racing, fighting, and teching.. Such a different style of map would be a great welcome for future NS releases, no? Anyways, i dont think many servers play siege_006 (such as voogru) anymore but I hope it gets included in the future <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> So then, after this realization, what was your solution to this? Because, I think there is no solution, the gray areas between hive dependency and RT dependency is what the dev's have been trying to plumb for a while now, as far as I understand. While spots like "dbl res" come close to drawing enemies together, often they can be ignored or held with an iron fist just as easily.
Yeah, the problem are the stupid ha trains overrunning the aliens BEFORE they get their stuff and vice versa. Actually, if you sync the 2 tech levels together, the game will be even MORE boring. I mean, how could you? HA corresponds to what? Onos? Fade? Lerk? What we need is to make BOTH sides have EQUAL chance of winning at ALL stages. Not this bullcrap imbalance in NS we have right now. BTW 10% time when there are "epic" battles? They get real boring, real fast, when marines are using their grenade launchers as artillery defense and nothing gets done. These are not called "epic" battles, these are called Stalemates. Mmmm... also regarding 1.0 and 2.0 difference, 1.0 was all about hives and 2.0 is mostly about Resource Nodes. Is there a way to find the ultimate balance between the two? Sure, but it means either decreasing the benefits of RT's which no one would want or increasing the benefits that hives bestow. Such as increasing 2 hive or 3 hive abilities effectiveness.
I've been in a battle where the aliens had practically overrun the marines. The marines had the last hive point, that is all they had, period. Not even there original base point.
Half the team was onos, redemption was over used, the aliens were going to win!
BOOM! Marines in the vents and breaking through the alien strong point pushing back all of the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> .
The marines quickly took over res caps and the next part of the battle began. This is what your laser is doing!
<!--QuoteBegin--Hornyshrimp+Nov 7 2003, 10:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hornyshrimp @ Nov 7 2003, 10:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ive actually been in a game on hera (first game of 2.0 incidentally) where rines have wiped out the last hive but missed a gorge building in another, all the aliens respawned and won after a 2 1/2 hour slug fest. I was marine <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> had i been on your team and the commander payed attention to me that could not happen.
I saw a game recently where the marines had most of the maps res, but the aliens managed to get 2 fades and 4 gorges and just ran into spawn healing spraying and whacking - even with 4 turrets and a comm desperately dropping shotties/hmgs they still won. If you lose the first few minutes of the game, you still usually have one chance to pull of a good rush - and if the rush fails hopefully you can use the time granted as they regroup and rebuild to cap more res (especially good for aliens).
<!--QuoteBegin--Cold-NiTe+Nov 8 2003, 01:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cold-NiTe @ Nov 8 2003, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--spyduck+Nov 7 2003, 11:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (spyduck @ Nov 7 2003, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i just had an idea come across me, and the reason why 2.0 may seem a little more bland, common in every game than the few and far between but insanely great battles of 1.x is that the developers have put the thrust into resources, so that the action is by default going to be spread around the map, instead of great battles for hive locations. its a catch 22 if there is a great battle for the hive location, after that the game is over, if you make it less hive dependent, you stretch the game but its over at some less observable, less markable spot midway through the game.
So my idea was maybe its the maps we are playing? Ever think of that? Think how much fun SIEGE_006 is. Remember in siege_006 you build a forward base, a main base, and a backwards base, but you never quite know how long each segment will last, and individual (alien) players can make an enormous difference, and everything felt completely hectic? As long as you didnt go over the turret limit and crash the server, it was great fun, because there was intense action combined with the element of a *time* pressure, plus great distances to cover, it felt like you were racing, fighting, and teching.. Such a different style of map would be a great welcome for future NS releases, no? Anyways, i dont think many servers play siege_006 (such as voogru) anymore but I hope it gets included in the future <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> So then, after this realization, what was your solution to this? Because, I think there is no solution, the gray areas between hive dependency and RT dependency is what the dev's have been trying to plumb for a while now, as far as I understand. While spots like "dbl res" come close to drawing enemies together, often they can be ignored or held with an iron fist just as easily. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Play on THE HAMPTONS or CoFR
I also enjoy:
Evil's server Reaperville Xzaliens OSS's server (lag fest and a ton of people tho)
<!--QuoteBegin--Necrosis+Nov 8 2003, 02:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Nov 8 2003, 02:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I usually play linuxmonster, which is a decent experience, but Hamptons is the good stuff.
Just expect to be kicked by a reserve slot in about 30 seconds after joining. Thems the breaks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> If you want to play on THE HAMPTONS, go on mIRC and ask HAMBONE for a reserved slot. #hamburg
Next, the lunixmonster... I enjoyed playing there for a bit, simply because it was a completly different style of gameplay - instead of working for your team, everyone is a newb, so you have to do as much as possible in order to win. How fast you are at slaughtering all really matters, unlike in other servers where people aim a whole lot better and kill you in 3 seconds flat. It's a much different style of game. It's like single player NS. However, it's only like that for aliens. On the marines, you generally cannot even get the most rudamentary form of teamwork, and since you can't be both out on the field killing and dropping yourself as a comm, you generally cannot get very far. When there is a good comm (or even half-decent) then you can play like you normally can as aliens, single-player NS style.
However, it's all fun till you get banned for any amount of acusations - Aimbots, exploits of some sort, etc. etc. And no, it's not banned for ramboing as aliens don't have rambo's, and as marine if you get the comm to follow you then you aren't ramboing either. But, it's fun while it lasts. Note, I'm not server bashing, I'm just recounting my story as well as many others and telling you what to expect.
Also, there really isn't a lot of teamwork on HAMPTONs either, however, due to the fact that the diffculity of player is so hard, and winning as aliens is a miracle, I usually enjoy playing there. The worst part about HAMTPONS is it's lag. Man, can it get bad.
<!--QuoteBegin--Forlorn+Nov 8 2003, 02:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 8 2003, 02:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Play on THE HAMPTONS or CoFR
I also enjoy:
Evil's server Reaperville Xzaliens OSS's server (lag fest and a ton of people tho) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ham - 168.75.195.11:27015 evil - 69.41.230.250:27015 reaperville - 69.56.143.58:27015 xzilen's - 67.39.161.11:27017 oss - 12.44.13.56:27015
Comments
Now, the Marines have no real strategy, they have to march into the Kharaa's hive(s), and either win, or lose. I think the three hive version was much more entertaining.
Before any argument actually happens I jsut wanted to point out that i simply wanted to state *one* point of view
and my arguments for why I believe it has merit. There is little to argue about here other than recognizing my point as having some truth or not, dont you think?
i just had an idea come across me, and the reason why 2.0 may seem a little more bland, common in every game than the few and far between but insanely great battles of 1.x is that the developers have put the thrust into resources, so that the action is by default going to be spread around the map, instead of great battles for hive locations. its a catch 22 if there is a great battle for the hive location, after that the game is over, if you make it less hive dependent, you stretch the game but its over at some less observable, less markable spot midway through the game.
So my idea was maybe its the maps we are playing? Ever think of that? Think how much fun SIEGE_006 is. Remember in siege_006 you build a forward base, a main base, and a backwards base, but you never quite know how long each segment will last, and individual (alien) players can make an enormous difference, and everything felt completely hectic? As long as you didnt go over the turret limit and crash the server, it was great fun, because there was intense action combined with the element of a *time* pressure, plus great distances to cover, it felt like you were racing, fighting, and teching.. Such a different style of map would be a great welcome for future NS releases, no? Anyways, i dont think many servers play siege_006 (such as voogru) anymore but I hope it gets included in the future
However spyduck is pretty much correct, and I didn't realize how often I've thought to myself "Great we got 5 nodes, looks like we win". Countless times. 5 nodes seems to be the "Uh-oh" point where. If either side dosen't take action soon, the heavy units will be basewrecking within minutes.
So my idea was maybe its the maps we are playing? Ever think of that? Think how much fun SIEGE_006 is. Remember in siege_006 you build a forward base, a main base, and a backwards base, but you never quite know how long each segment will last, and individual (alien) players can make an enormous difference, and everything felt completely hectic? As long as you didnt go over the turret limit and crash the server, it was great fun, because there was intense action combined with the element of a *time* pressure, plus great distances to cover, it felt like you were racing, fighting, and teching.. Such a different style of map would be a great welcome for future NS releases, no? Anyways, i dont think many servers play siege_006 (such as voogru) anymore but I hope it gets included in the future <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
So then, after this realization, what was your solution to this? Because, I think there is no solution, the gray areas between hive dependency and RT dependency is what the dev's have been trying to plumb for a while now, as far as I understand. While spots like "dbl res" come close to drawing enemies together, often they can be ignored or held with an iron fist just as easily.
What we need is to make BOTH sides have EQUAL chance of winning at ALL stages. Not this bullcrap imbalance in NS we have right now.
BTW 10% time when there are "epic" battles? They get real boring, real fast, when marines are using their grenade launchers as artillery defense and nothing gets done. These are not called "epic" battles, these are called Stalemates.
Mmmm... also regarding 1.0 and 2.0 difference, 1.0 was all about hives and 2.0 is mostly about Resource Nodes. Is there a way to find the ultimate balance between the two? Sure, but it means either decreasing the benefits of RT's which no one would want or increasing the benefits that hives bestow. Such as increasing 2 hive or 3 hive abilities effectiveness.
Hah.....
HAH.....
I've been in a battle where the aliens had practically overrun the marines.
The marines had the last hive point, that is all they had, period. Not even there original base point.
Half the team was onos, redemption was over used, the aliens were going to win!
BOOM! Marines in the vents and breaking through the alien strong point pushing back all of the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> .
The marines quickly took over res caps and the next part of the battle began. This is what your laser is doing!
----------------------------------------------ooooooooooooooooooooooooooooooooo
-------------------------------------------------------------------------------------------------o
-ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
The marines won even though the aliens had every single res cap but one and they only had one base.
<span style='font-size:21pt;line-height:100%'>Why?
WHO CARES!
YOUR SUPPOSED TO BE HAVING FUN!</span>
had i been on your team and the commander payed attention to me that could not happen.
So my idea was maybe its the maps we are playing? Ever think of that? Think how much fun SIEGE_006 is. Remember in siege_006 you build a forward base, a main base, and a backwards base, but you never quite know how long each segment will last, and individual (alien) players can make an enormous difference, and everything felt completely hectic? As long as you didnt go over the turret limit and crash the server, it was great fun, because there was intense action combined with the element of a *time* pressure, plus great distances to cover, it felt like you were racing, fighting, and teching.. Such a different style of map would be a great welcome for future NS releases, no? Anyways, i dont think many servers play siege_006 (such as voogru) anymore but I hope it gets included in the future <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So then, after this realization, what was your solution to this? Because, I think there is no solution, the gray areas between hive dependency and RT dependency is what the dev's have been trying to plumb for a while now, as far as I understand. While spots like "dbl res" come close to drawing enemies together, often they can be ignored or held with an iron fist just as easily. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Play on THE HAMPTONS or CoFR
I also enjoy:
Evil's server
Reaperville
Xzaliens
OSS's server (lag fest and a ton of people tho)
The best experience is a scrim, imo.
Just expect to be kicked by a reserve slot in about 30 seconds after joining. Thems the breaks.
Just expect to be kicked by a reserve slot in about 30 seconds after joining. Thems the breaks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If you want to play on THE HAMPTONS, go on mIRC and ask HAMBONE for a reserved slot. #hamburg
Next, the lunixmonster... I enjoyed playing there for a bit, simply because it was a completly different style of gameplay - instead of working for your team, everyone is a newb, so you have to do as much as possible in order to win. How fast you are at slaughtering all really matters, unlike in other servers where people aim a whole lot better and kill you in 3 seconds flat. It's a much different style of game. It's like single player NS. However, it's only like that for aliens.
On the marines, you generally cannot even get the most rudamentary form of teamwork, and since you can't be both out on the field killing and dropping yourself as a comm, you generally cannot get very far. When there is a good comm (or even half-decent) then you can play like you normally can as aliens, single-player NS style.
However, it's all fun till you get banned for any amount of acusations - Aimbots, exploits of some sort, etc. etc. And no, it's not banned for ramboing as aliens don't have rambo's, and as marine if you get the comm to follow you then you aren't ramboing either. But, it's fun while it lasts. Note, I'm not server bashing, I'm just recounting my story as well as many others and telling you what to expect.
Also, there really isn't a lot of teamwork on HAMPTONs either, however, due to the fact that the diffculity of player is so hard, and winning as aliens is a miracle, I usually enjoy playing there. The worst part about HAMTPONS is it's lag. Man, can it get bad.
I also enjoy:
Evil's server
Reaperville
Xzaliens
OSS's server (lag fest and a ton of people tho) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ham - 168.75.195.11:27015
evil - 69.41.230.250:27015
reaperville - 69.56.143.58:27015
xzilen's - 67.39.161.11:27017
oss - 12.44.13.56:27015
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->