Heavy Aromer

Barneys_SoulBarneys_Soul Join Date: 2003-08-18 Member: 19896Members
<div class="IPBDescription">overpowered??</div> whenever the marines get at least 3 rts,we soon c a big ha train advancing on hive, and if te aliens don't have three hives,99% of the time i c them lose horibly,once i even played in a game where there was 4 oni and 3 fades and te marines got a huge ha train and te onos al died before they could do anything and te fades.... whenever aliens hav 2 hives and som oni te marines always make a pg outside a hive and te oni evenuly make a mistake and get kiled,then te has kil te 2 hives. The only time i c has lose is when aliens hav 3 hives,then i think that aliens r overpowered cause theres webs,xeno,charge, and 99% even when arines had 4 rts and almost everyone ha they lost 2 xeno and charge(8 skuks rushen a base to xeno aint to prety <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) this gona be fixed in 3.0 o_O
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Comments

  • EzekielEzekiel Join Date: 2002-11-01 Member: 3006Members
    i dont think the marines or aliens smell that bad...
  • twoflowtwoflow Singing Drunk Join Date: 2002-11-01 Member: 1950Members, Constellation
    edited December 2003
    Is that "burn scent" you're wearing? It's delicious! <i>But you're on fire!</i>

    Also: it costs a lot to deploy a HA train, not to mention needing competent marines. I wouldn't say it's overpowered.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
  • EL_CHUPACABRAEL_CHUPACABRA Join Date: 2003-12-13 Member: 24324Members
    edited December 2003
    This is one of my biggest peeves, as it stands HA seem to be the end all <i><b>most of the time</b></i> like the onos used to be. The games just feel unbalanced because the marines can get a team of HA fast than aliens can get a team of onos. 1 on 1 ono should win vs HA but it more like 1 vs 3 and marines just work the onos down. the only way to fix this is to, 1. fix alien res (this is coming in 3.0) 2. weaken marine weps against ono, or 3. make the ono slightly better ( I think this is the best because aliens can't afford to have a team of ono, they need to be diverse to win)

    Anyway I think this is at the core of pro- alien players frustration.
  • ExtremeExtreme Join Date: 2003-12-10 Member: 24225Members
    1) Play more
    2) Type correctly, that was utterly horrid to read.

    If the aliens can't kill the marines before they get a HUGE ha train, then they deserve to lose. I have been in plenty of games when ha have been owned, and the marines then lose. I was in one game, that our team was outfitted with ha 3 times. (The comm was good, the players sucked). Needless to say we lost that game.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin--Geronimo+Dec 14 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Dec 14 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ditto


    no, I don't think HA are overpowered at all. Something's obviously wrong if you have 4 oni and 2 fades without taking down a little HA train (that's of course assuming you have chambers and 2 hives, which you really should be having by the time they get HA)
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    How long have you played NS so far?
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    If anything, they get armor back from welding too fast.
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    X'D @ Heavy Aromer comments...

    Anyway, although there is no hard counter to an HA train, it is possible to wear them down with constant rushes from skulks and a redemption Onos or two, (They need to have redemption or they'll die in a few seconds). Just the other day I was able to take out 3 HAs in a row as a skulk; Albeit one was an idiot, but the other two had been weakened from earlier attacks. But, as with all marine upgrades, the best way to counter it is to prevent it; Have an early res-**** team player go Fade and take out all of the rine's RTs and they'll have a much harder time teching up.
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    edited December 2003
    <!--QuoteBegin--Pest+Dec 14 2003, 02:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pest @ Dec 14 2003, 02:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> X'D @ Heavy Aromer comments...

    Anyway, although there is no hard counter to an HA train, it is possible to wear them down with constant rushes from skulks and a redemption Onos or two, (They need to have redemption or they'll die in a few seconds). Just the other day I was able to take out 3 HAs in a row as a skulk; Albeit one was an idiot, but the other two had been weakened from earlier attacks. But, as with all marine upgrades, the best way to counter it is to prevent it; Have an early res-**** team player go Fade and take out all of the rine's RTs and they'll have a much harder time teching up. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    another tip could be having an onos on their way to slow them down (the onos should only stomp and maybe MAYBE devour someone) until other teammates come and take them from behind, the train turns and the onos charges.

    Edit: typo
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    That's easier said than done in places like cargo in tanith; The marines are spread out all over the room, and thus obviously can't be stomped.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    <!--QuoteBegin--Extreme+Dec 14 2003, 02:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Extreme @ Dec 14 2003, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Play more
    2) Type correctly, that was utterly horrid to read.

    If the aliens can't kill the marines before they get a HUGE ha train, then they deserve to lose. I have been in plenty of games when ha have been owned, and the marines then lose. I was in one game, that our team was outfitted with ha 3 times. (The comm was good, the players sucked). Needless to say we lost that game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I disagree, HA are simply better and more reliable than JP. Both have about the same research cost and the exact same cost (15 res).

    That's also a horrible argument. Nothing should ever be un-counterable. Otherwise, if marines get a massive HA train, the aliens might as well F4 if they don't have enough onos.

    I see something wrong when the main goal of the marines is to survive to they tech up to HA. It shows that HA is too powerful compared to other marine abilities.

    I don't want to appear as a alien fanatic, so I'll also say I think the onos is overpowered as well. Nothing should be completely versatile and powerful, regardless the cost - that would be a superweapon, which is a no-no.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited December 2003
    Ha will die if your onos is competent enough to stomp them for all the skulks to clean up.

    3 Ha vs 1 Onos - Anyone can win that battle depending on the situation on how good the playres are.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    i dont find it overpowering <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    edited December 2003
    lagger, continuos stomping will be more difficult when 3.0 is released, since they only remain stunned for one second instead of two. It practically renders the 'I'll stomp and you kill them' tactic useless.
  • ExtremeExtreme Join Date: 2003-12-10 Member: 24225Members
    <!--QuoteBegin--Maian+Dec 14 2003, 02:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ Dec 14 2003, 02:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Extreme+Dec 14 2003, 02:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Extreme @ Dec 14 2003, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Play more
    2) Type correctly, that was utterly horrid to read.

    If the aliens can't kill the marines before they get a HUGE ha train, then they deserve to lose. I have been in plenty of games when ha have been owned, and the marines then lose. I was in one game, that our team was outfitted with ha 3 times. (The comm was good, the players sucked). Needless to say we lost that game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I disagree, HA are simply better and more reliable than JP. Both have about the same research cost and the exact same cost (15 res).

    That's also a horrible argument. Nothing should ever be un-counterable. Otherwise, if marines get a massive HA train, the aliens might as well F4 if they don't have enough onos.

    I see something wrong when the main goal of the marines is to survive to they tech up to HA. It shows that HA is too powerful compared to other marine abilities.

    I don't want to appear as a alien fanatic, so I'll also say I think the onos is overpowered as well. Nothing should be completely versatile and powerful, regardless the cost - that would be a superweapon, which is a no-no. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well you're saying that aliens might as well f4 if they don't have enough onos for ha..... What about if the marines don't have ha for onos? Its the same story. Onos is the equivilent of ha for aliens. There shouldn't be an arguement here. I see nothing wrong with onos or ha. Every team has to have a powerful tech/alien or the game would just be lmg vs skulks and utterly boring.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    The only time it is overpowering is when the aliens have single-hive aliens, or do not have the res to combat it. But at that point it is endgame anyway, so why worry? That is similar to complaining a LA/LMG marine can't take out an onos alone.
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    2 hive stands a chance against HA, but only when they have multiple onos, or one onos in a narrow hallway with 5 skulks or something to chew on them during stomp.

    If aliens are so overpowered, why is it that, when I'm with a group of HAs, the sight of an onos doesn't frighten me at all? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    If anything, HA trains are too weak, a 2 hive onos with stomp owns them in 2.01.


    In 3.0 we won't see one onos kill an entire HA train thankfully, however aliens have other ways to annhilate HA trains:

    - Umbra works
    - Focus
    - Stomp still owns
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--Diablus+Dec 14 2003, 03:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Dec 14 2003, 03:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont find it overpowering <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I find his lack of spelling overpowering.
  • AegelWardAegelWard Join Date: 2003-09-12 Member: 20787Members
    its amazing fades havent been mentioned yet, normally when countering HA trains, i go fade, and soften them up from behind, blinking in and out, attacking and blinking out. sometimes with help from a few suicidal skulks.

    ohnos tend to cower alot and don't want to die... damn things arnt wreckless enouth any more.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <!--QuoteBegin--Extreme+Dec 14 2003, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Extreme @ Dec 14 2003, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Play more
    2) Type correctly, that was utterly horrid to read.

    If the aliens can't kill the marines before they get a HUGE ha train, then they deserve to lose. I have been in plenty of games when ha have been owned, and the marines then lose. I was in one game, that our team was outfitted with ha 3 times. (The comm was good, the players sucked). Needless to say we lost that game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Where the hell did this attitude come from? Like ns is some test?
    I'll say that if you let the marines control every res node, including the one in your hive, that they are <b>going to win</b>, but I will never say that you "deserve to lose." What about people who join late in the game? Do they deserve to lose too? And doesn't "deserving" to lose entail that comebacks should never be sought, and if they do indeed succeed, they're in violation of some rule? I'd like the community to get rid of this ridiculous chip on its collective shoulder.

    Anyway, it doesn't take that many res nodes to build up to HA trains. and once the HA train comes out, it's pretty much over for the marines.
    And the game you quoted. You even said yourself the marines sucked. So what are you trying to prove? Decent marines will win. It's not that hard to keep your mouse button clicked down.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    edited December 2003
    I think that HA needs to be practically combated by something other than onos (ATM I will accept that very good teamplay with fades and lerks can do the job also, but it requires extremely skilled players)- the ideal way to do this, IMO, is to make HA vulnerable to spores again. If a team of HA can't kill a lifeform that can take a measly 185 damage before it dies (or 8 l3 hmg shots!) then their loss seems fair IMO. This also simultaneously solves the problem that in the mid-late game you need at least 60 res to evolve into something useful - making lerks always have a useful non-support attack will make them viable all through the game, reducing the need for the poor skulk to be similarly effective in the mid-late game due to the lerk's relatively low resource cost.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    I find a competent HA train overpowered, all lower 4 lifeforms fall prey to it. And a lone onus will die too, Umbra sux in this version, not only does it only block 33% BUT it's damn hard to aim and stay in it.
  • CyndaneCyndane Join Date: 2003-11-15 Member: 22913Members
    The only problem that I have with HA is the spores. Yes they should be hurt but like 1/4 as much as normal LA that way it is a decent upgrade from LA and still takes alien teamwork to take out a competent team. Well, that is just my two cents... especially once the hit boxes are fixed (which they are in 3.0) makes sense to give the lerk something decent to compensate for the lack of spike (not that bite is bad.)
  • AltalAltal Join Date: 2003-06-27 Member: 17740Members
    edited December 2003
    The HA have a gas mask / rebreather on. why should spores hurt them? I do see what your saying, but how about instead of having spores hurt HA completely, how about they have to activate the rebreather with a key, and it can only last for a certain amount of time before it shuts off and has to recharge? Or maybe it kicks in automatically, but still has to recharge every once in a while.

    if they took full damage, then oh my god, a solo lerk could spore spam from a vent and cause havoc to an entire HA train easily.

    EDIT: <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> typos
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    A few fades and an onos work pretty well.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    <!--QuoteBegin--Altal+Dec 14 2003, 11:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Altal @ Dec 14 2003, 11:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if they took full damage, then oh my god, a solo lerk could spore spam from a vent and cause havoc to an entire HA train easily. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is not true because:

    1. GL's pwn lerks in vents

    2. In 3.0 rines always have a pistol so the lerk could get pistol whipped by a L3 pistol (8 shots = dead)

    3. Grenade upgrade + vent = lerk has to run away allowing the train to move past the vent

    4. L3 HA marines have a lot of armour, and can stand in a spore cloud for an insane length of time before running out of armour (they lose all health first I think), and the armour can be welded back to full in seconds.

    Lerks should be able to harass heavies as they do light marines, as the alien counterpart to defensive nadespam. This and the removal of light damage on both sides, since onos will now just shrug off turrets' feeble damage, will actually make alien static defences useful with lerk support, as opposed to now where OC's slow a heavy down by the 3 seconds it takes a shotty to rip through it.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    dude... trap them in a corridor and have the 4 onos run around stomp and devour... then keep stomping while the fades tear them apart..... even the skulks can get in on it...

    Thats what ppl dont understand... the only reason for stomp isnt stomp-devour, or stomp-gore... STOMP SPAM AND LET EVEYRONE ELSE KILL THEM

    ITS HILARIOUS....

    AND HIGHLY EFFECTIVE...

    ive seen this from both ends... and ive seen it from both ends where 3 onii can totally annihlate an entire team (10) of heavy armors, though it will take 3-5 minutes... just DONT DO A FRONTAL ASSAULT

    ~Jason
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    edited December 2003
    <!--QuoteBegin--SDJASON+Dec 14 2003, 05:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJASON @ Dec 14 2003, 05:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dude... trap them in a corridor and have the 4 onos run around stomp and devour... then keep stomping while the fades tear them apart..... even the skulks can get in on it...

    Thats what ppl dont understand... the only reason for stomp isnt stomp-devour, or stomp-gore... STOMP SPAM AND LET EVEYRONE ELSE KILL THEM

    ITS HILARIOUS....

    AND HIGHLY EFFECTIVE...

    ive seen this from both ends... and ive seen it from both ends where 3 onii can totally annihlate an entire team (10) of heavy armors, though it will take 3-5 minutes... just DONT DO A FRONTAL ASSAULT

    ~Jason <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Why do people still make this stupid 'point'? If my entire team was in one fricking area, I'd stop stomping and let them die. That means that they're not defending our hive, they're not denying marine resources, and they're not attacking their base. Why the hell should I need 90% of my team to take out 20% of the other? So while we're taking your half-assed ignorant 'advice' and having 2 onos stomp while 7 skulks kill the marines, there could be two marines building a siege base right under the hive and no one would freaking know it until they get 'OUR HIVE IS UNDER ATTACK!', all because onos is usless solo and apparently needs 2 lerks, a gorge, and 3 skulks to actually kill.
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