Combat

Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
<div class="IPBDescription">Marines or Aliens???</div> I enjoy playing with both but I think marines have an advantage at the begining and when everyone is level 10 Aliens have the advantage. (except it is always easier for aliens to spawn camp <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> ) When 6v6 3 onos 1 fade 1 lerk and 1 gorg would own any combo of marines(ono+umbra=dead marines gorg+web=dead jp). At the very begining it seems the aliens get raped, but sometimes they get lucky and one makes it to base as the others push forward. As they respawn they just get raped by the one skull sitting there. I would haev to say if the marines are going win its going be mid game and aliens right off the bat or at the very end. I do hate how someone will die and say I put 2 hmg clips into the hive its almost dead. Hello hmg does nothing to hive(especially with umbra on it)

Comments

  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    I think I see one marine combat win for every four alien wins. The crappy spawn system doesn't help.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    I think the spawn system only sucks when playing 5v5 or 5v4. they should respawn 2 at a time for 9 to whatever instead. When you get to 7v7 plus and your whole team is dead with all the aliens in base its game over anyways even if you spawn 3 at a time <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ColHapablapColHapablap Join Date: 2004-01-31 Member: 25864Members
    Ya, the bigger games are better in some ways for combat due to the faster spawn times.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    but bigger games are so long......
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    2 HMG clips on a hive translates to:
    250 * (10 + 1 per weapon level) damage
    so level 1 hmg would do 2750 to a hive, which is about 40% of it's max health.
    level 2: 3000 damage
    level 3: 3250 damage
    assuming all rounds hit.
    For comparisions sake:
    2 clips of shotgun shells 2880-3520
    180 for level 1 shotgun assuming all pellets hit (I think that number is right)
    and 220 for level 3 shotty.

    Either way, the hive is well on its way to dying, especially if they come back and do it again.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    That's assuming they don't get webbed, devoured, stomped, bitten, xenoed, swiped, or gored.

    The main thing I hate about co is how hard it is for marines to overcome getting spawncamped. Aliens, with an abundant healing source and plenty of cover manage pretty well. Marines get owned up close, and thats where the spawncampers are. It happens soooooo often and just bugs me.
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    I see it the opposite way. In the beginning, aliens have the advantage with focus and fade rushing before marines have a chance to tech up. By level 10, marines have accessed heavy weapons, JP/HA and other upgrades. The mid-teched marines stomp anything that isn't a fade or onos and are pretty well matched with the overteched fade.

    Also, while getting spawncamped is annoying, it's pretty much the only way for aliens to win. It's necessary to protect the chair munchers, since marine weapons will kill any alien with a quickness. Just look at it as nature's way of telling you to keep the aliens out of your base.
  • BlindSiteBlindSite Join Date: 2003-02-18 Member: 13687Members
    Personally I think it's perfectly balanced.

    Think about it by the time the aliens are able to fade they need 3 res.
    By then a marine could have a HMG or a Grenade Launcher Easily Kill a fade. The thing I don't like however is that it takes a total of four res to get to HA or JP but and you'll still have the LMG (if you just went for armour) whilst onos can come round with just one more res while your too weak to do nething. You need at least two to be competetive against onos and the fades and lerks which would now have any combination of denfencive upgrades.

    In my opinion nothing can really be done because it can be argued that you can really either get weapons and armour but if you go for one you get killed because you don't have the other but if you go for both you get owned because you have neither.
  • WukedWuked Join Date: 2003-01-15 Member: 12325Members
    Larger Games almost always end up in some kind of deadlock , especially on the smaller maps :s
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Wuked+Mar 11 2004, 06:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wuked @ Mar 11 2004, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Larger Games almost always end up in some kind of deadlock , especially on the smaller maps :s <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Only on pub games.

    On any clan match I have played the teams are able to co-ordinate their attacks to end large games. If 2 onoses are guarding fades/skulks as they bite cc, aliens will usually win. Throw in some umbra and webs...

    Same with rines. Jpers are hard to take down. It's a fact. 4 of them? Hive has no chance. If 4 Jpers take 2 runs at a hive with lvl 3 shotties, they wont even have to reload.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    Unless I overlooked it, so much of how combat plays out is determined by the map. Some are uber balanced (like daimos), and others favor marines (core) or aliens (pulse).
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    <!--QuoteBegin-BlueNovember+Mar 11 2004, 02:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Mar 11 2004, 02:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Wuked+Mar 11 2004, 06:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wuked @ Mar 11 2004, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Larger Games almost always end up in some kind of deadlock , especially on the smaller maps :s <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Only on pub games.

    On any clan match I have played the teams are able to co-ordinate their attacks to end large games. If 2 onoses are guarding fades/skulks as they bite cc, aliens will usually win. Throw in some umbra and webs...

    Same with rines. Jpers are hard to take down. It's a fact. 4 of them? Hive has no chance. If 4 Jpers take 2 runs at a hive with lvl 3 shotties, they wont even have to reload. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed on the jetpack issue.

    Flying as a lerk is a pain when trying to track down a jetpacker. They fly á la old lerk and can hover backwards, while we have to turn and get shot in the process.

    Also, I don't think multiple lerk gasses (from several lerks) stack, and it's hard to cover the area with gas.

    Gorge spit is soo slow, and acid rocket provides too little damage.

    Resupply heals them too fast to make spit, spore or acid rocket usefull.

    Your ONLY chance is that they run out and fall, or that they get webbed. From my observations, at least.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited March 2004
    <!--QuoteBegin-Outlaw+Mar 11 2004, 02:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Outlaw @ Mar 11 2004, 02:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 HMG clips on a hive translates to:
    level 3: 3250 damage[blah blah blah] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    For the record, HMG does half damage to structures, and grenade launcher does double.

    One lerk throwing multiple spore clouds= no stacking. Multiple lerks throwing one= stacked. Multiple throwing multiple has the same stack-age as throwing one.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-BlueNovember+Mar 11 2004, 01:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Mar 11 2004, 01:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Only on pub games. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Only?

    Anyway, <span style='color:white'>***Moved.***</span>
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Clans are elite - this means that they can never be of equal skill. When elite players fight, one side has to be "pwned", otherwise the universe comes off its axis and flies up God's nostril.
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