1 in 3 games result in "stalemates" like this
paradoxum
United Kingdom Join Date: 2012-03-05 Member: 148193Members
I think this is due to Smash being nerfed. Previously if marines turtled in their base like this it was a simple task of rushing with a few Onos and destroying the power node. We just rushed their base with 6 Onos, cysted up their whole base, took out the node which was blocked by a robotics factory and then all died, they repaired the node, and we are back where we started. I think aliens need some way to end a game at this point but I don't know what, increasing smash damage again will probably just be too OP for other situations?
<img src="http://i.imgur.com/QiSZR.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/QiSZR.jpg" border="0" class="linked-image" />
Comments
It's probably a lot easier to kill the players and spawnlock them with fades/lerks than to go for cheeky simple onos smash plays.
I think aliens have enough ways to end the game, but players aren't necessarily always exercising them. For instance, turrets shouldn't be doing anything but block space if your team has 1 lerk..
Also, xenocide will be back in the game soon (whenever it's "finished") and that's a straightforward way to pummel a turtling marines team without actually requiring coordination or skill...so, maybe that's what you're wanting?
I think aliens just need a /real/ def killer that unlocks at hive 3 or so.
The problem were thise 6 onoses! They are blocking eachother and often hit other onoses but not the marine running around.
Its just ineffective to get up 6 oni up and attack a base that entrancese only have space for 1 or 2 oni.
Just because onos has lots of HP doesn't mean you automatically win if you spam them.
It is way more effective to mix your team nexttime: 2 Oni ( 1 stomps 1 gets an importan structure [Proto, AA, Armslab), Gorge and 3 Lerks. And if you have more players just get more Lerks and gorges but for sure not more oni.
Lerks and a good Lifeform mix break stalemates, or do you send 6 bodybuilders to kill a group of schaolins?
In general you have to break stalemates slowly and not by rushes. Always concentrate in a important structure and this is mostly the Armory, because they can't get ammo and health back for some time and if it was a AA you just killed 30 Tres and you got around 1 min time till marines can rebuy GL and FT. And always try to lockdown a dropped GL/FT in stalemates, because this hurts the marines most, because to get those res back they need to wait 13 min on 1 rt.
The get Proto or, if they don't have one, for the Armslab so that you can kill them faster and they do 30% less DMG till a new one is build.
The reason you should do this is, those buildings are important but have low HP and cost (atleast the Proto and AA) alot of res, so that the chance to destroy them is much higher.
Rushing the powernode get it down and die doesn't hurt the marines, because they can build it for free in 5s, 2,5s, 1,25s, 0,625s, 0,312s etc. depending on number of marines building it, but if you rush and kill the AA they lose 30Tres, can't heal anymore, can't buy GL/FT/SG, need 10 Tres to build a new armory, needs more time to build this armory than a powernode and they need 20 Tres to get GL/FT back.
maybe aliens need a buff with their fourth hive? dunno
If the marines have 10-20 turrets and 7+ players in their base, everything other than an onos becomes useless.
I think this happens because:
- observation is really big, and doesn't offer much cover for aliens
- turrets cone of fire protects the whole room, just spam them in the two southern corners
- the marine spawn is hard to reach (the plateau where the cc is), because you can easily block the stairs with buildings
- it's usually useless to attack the power node, because its protected by two robotic factories (and just gets repaired by MACs)
- Lerks are easily killed by the mass of turrets and level 3 assault rifles. They may drop 1-2 bile bombs before they retreat, but that doesn't help much, if marines have 2-3 macs
- fades may get 1-2 kill(s) before heading back to dril repair to regen hp. meanwhile the marine respawns
- skulks are similar to fades, but instead of regenerating hp, you just die and repeat
- gorges are too slow and fragile to effectively heal the onos up, you can't hide behind the onos for ever, because you get shot from every direction if you walk into the room (the plateau, the balcony, the wall on the other side of the balcony (with jp))
Also, the slow server tick rate gives the marines a huge advantage, because they can just run around, waiting for you to get killed by the turrets.
So an full onos squad is pretty much the easiest way to handle this, because oni:
- have a lot of HP
- can stun marines and buildings
- still do enough damage to buildings
Just go for the CC and try to shield other oni when you have a lot of hp.
PS: This may not apply to competitive games, but from my experience it does to public games.
The role of the onos is more to distract, imobilyse marines and act as a Tank while the Lerks provide gas cover and BB support.
this. but prolly no hive 3 abilities until exosuit.
after a few more games like this these past couple days i've been organizing the alien team to onos and attack the comm chair, it works better than going for the power node now that smash is nerfed (making power nodes even less vital??)