Is Ramboing too viable?

Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
<div class="IPBDescription">you know we all hate it</div>Ok, the question I pose to you is whether or not it is too easy for a marine to sneak into an alien hive and with the help of a scan, take out everything of value in it before aliens can respond.

The reason this question comes to mind is that almost every game I've khammed since 216 (and some before), we've lost mainly due to 1 or 2 marines using jetpacks (sometimes not even), pushing past all the defenses we've set up (hydra/clogs, whips, shades) and using 1-2 scans to ignore the shade and destroy hundreds of res worth of mutations before the aliens can even get back from where they were. As khamm, I can't even nano-shield or something to defend. Dropping more whips equates to a loss of 15 res since they are destroyed instantly.

I know that UWE has said that jetpacks are OP in the current build, but even without jetpacks, marines are able to waltz into the hive and take out the mutations. With the current alien tech tree, mutations are the heart of the alien's power. Without mutations, the alien team may as well be a piece of paper between the upgraded marines and the hive.

TBH, I don't know what could be done since this isn't just a problem of jetpacks. It may be a combination of sprint/jetpacks/and some other stuff I can't think of atm, but the question stands. Is Ramboing too viable?

Comments

  • Rapid_SausageRapid_Sausage Join Date: 2012-08-05 Member: 154811Members
    the problem isn't ramboing, the problem is the ridiculous spawn timer for aliens
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    I know what you mean...you just have to work around it atm, hide your valuable upgrades in a place that cant be shot and put a whip next to them so they cant be axed easy. Expecting this to happen is really the only way to slow it down (not really prevent tho). The long wave spawn does make it more difficult to defend

    At the same time though, at least aliens have viable static defense options. If it wern't for phase gates marines would be a whole lot worse off.

    Maybe alien teleporting needs to be brought back in similar to NS1 movement chambers?
  • RMJRMJ Join Date: 2012-08-09 Member: 155190Members
    edited August 2012
    As marine you pretty much respawn as what feels more or less instantly. As Aliens you can go to bathroom, pick your nose, get some food, and then you might still not be respawned.

    add to this the fact that everything marines have or do is instanly, you have phasegate instantly arrive at location You want weapons you instantly buy them.

    As alien after waiting for what feels like an age, you then have to spend time on evolving for sometimes minutes. and then you gotta move to the place where you need to go rofl.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I don't think its that big of an issue. It just means you need to protect your upgrades better. You can:
    - Cover them in clogs/hydras
    - Put whips around them before the marine gets there
    - Drop infestation spikes to slow the marine getting to them
    - Jump out and kill the marine (presuming you put the upgrades near the hive your in)
    - Spread out the upgrades between hives so they can't kill them all in one go
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    Easier said than done.

    <!--quoteo(post=1962881:date=Aug 14 2012, 01:09 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 14 2012, 01:09 PM) <a href="index.php?act=findpost&pid=1962881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think its that big of an issue. It just means you need to protect your upgrades better. You can:
    - Cover them in clogs/hydras <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->This will work but then what does the gorge do while waiting for a marine to show up in hive? Plus you need at least 4 clogs to completly cover one upgrade.<!--colorc--></span><!--/colorc-->
    - Put whips around them before the marine gets there <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Then marines just shoots them from a distance<!--colorc--></span><!--/colorc-->
    - Drop infestation spikes to slow the marine getting to them <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Can't see marines unless you have a drifter or player w/ LOS and if the marine is already axing it, I don't think you can drop spikes between them and force him away.<!--colorc--></span><!--/colorc-->
    - Jump out and kill the marine (presuming you put the upgrades near the hive your in) <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->This is probably the best option if you can kill him. But if you lose then you have no comm for 15-30 seconds<!--colorc--></span><!--/colorc-->
    - Spread out the upgrades between hives so they can't kill them all in one go <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Doesn't solve anything, they still get sniped<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    <!--quoteo(post=1962881:date=Aug 14 2012, 01:09 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 14 2012, 01:09 PM) <a href="index.php?act=findpost&pid=1962881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Jump out and kill the marine (presuming you put the upgrades near the hive your in)<!--QuoteEnd--></div><!--QuoteEEnd-->

    As was said, this is the most viable, but late game when marines have JP and improved weapons, an unmutated skulk jumping out of the hive would just be a free 5 points and (if no one else jumps in to khamm) would result in no khamm for 15-30 seconds.

    Also, while the spawn timer is annoying and broken imho, I don't think that this is the problem here. All my aliens are out and about the map attacking the marines and defending other locations. Actually, if one was dead and in the queue, then he'd pop out at the hive being attacked and might be able to defend it. Imo, the problem is the inability of aliens to move quickly from one side of the map to the next. Marines have phasegates and beacons while aliens have nothing like that. I never played NS1, but the movement chambers sound like they could greatly help with this issue.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    So mutate into something more effective, like gorge. Drop your hydras and healspray the shell/spur/veil while hopping in and of the hive. Put clogs on top of your upgrades.

    Alternatively, you can make drifters to scout undefended entrances.


    Aliens have tools to deal with ninja marines.
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    <!--quoteo(post=1962980:date=Aug 14 2012, 09:54 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Aug 14 2012, 09:54 PM) <a href="index.php?act=findpost&pid=1962980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So mutate into something more effective, like gorge. Drop your hydras and healspray the shell/spur/veil while hopping in and of the hive. Put clogs on top of your upgrades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ...I feel ashamed that this never occurred to me before now.
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    <!--quoteo(post=1962980:date=Aug 14 2012, 03:54 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Aug 14 2012, 03:54 PM) <a href="index.php?act=findpost&pid=1962980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So mutate into something more effective, like gorge. Drop your hydras and healspray the shell/spur/veil while hopping in and of the hive. Put clogs on top of your upgrades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    While I hadn't thought of that (shame on me XD) and it's a good idea, it still doesn't stop marines from waltzing into your base, nor allow for a quick response from the alien team. Atm, gorge and hydra damage are rather laughable, especially if the Comm is dropping medpacks and ammopacks. Plus, I doubt that 1 gorge and 3 hydras would be able to slow down the marines enough for members of the alien team to arrive to help, let alone kill off the attacking marines, nor keep one of the upgrade buildings alive from even 1 marine. As soon as you're forced to duck into the hive, he focuses the building and it goes down in seconds (literally).

    I can live with the fact that marines can waltz into the alien base (aliens can do it to the marine base), but the inability for a fast response by the aline team (thus costing the team a lot of tres) feels unbalanced to me. Basically, I feel hampered by the fact that (while this is an asymmetrical game by design) marines can instantly recall their team to their obs (via the use of tres and of which the can have more than 1), aliens have no such ability. Imagine if aliens could waltz into a marine base and take out the arms lab and protolab while the marine team was on the other side of the map and the marines didn't have beacon. The loss of those upgrades would be HUGE and probably cost them the game. At least the marine upgrade buildings have many more HP than the aline buildings and (iirc) when the arms lab is rebuilt, all of the upgrades would still be there and wouldn't cost additional tres and time to get back online.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Drifters can do that for you. If you put a drifter in your blind spot a room or two away then you have early warning and can get people back in time.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    A good team shouldn't let a rambo situation happen tbh. If they do, it's their fault imo.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Problem is marine spawn timers compared to aliens. There is no penalty to 1 marine doing this over and over again, since he will occasionally be successful in destroying alot of res. He will immediately respawn, and immediately sprint across the map again.

    As alien comm alot of how I combat these rambos is simply knowing the hiding spots for upgrades - places marines don't usually look. A whip or two never hurts, and while they rarely kill a marine they will keep him from immediately running up to the upgrades. He kills the whip first.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited August 2012
    Gorge rambo is the worst, especialy with bilebomb, if you have an attack going on and one skulk leaps away to go gorge next to your base, its beacon or be destroyed. bile speed is far too fast, especialy op when they have adren.
    Also locklear, it isn't a fault o the team, they CAN'T be everywhere at once, it's just not possible, so saying "its the teams fault you have someone ramboing" Is just not a legitimate argument, kthxbai.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    The current situation with things like upgrade chambers is akin to a skulk being able to destroy an armoury or arms lab in 4 bites.

    One marine in your hive room and you can kiss your 30 res spent on carapace goodbye. Quite frankly its bewildering how this can be viewed as acceptable.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    One gorge can rip your whole base to shredds, which cost up to 100 or 200 res, how can this be viewed as acceptable?
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1963349:date=Aug 15 2012, 12:13 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Aug 15 2012, 12:13 PM) <a href="index.php?act=findpost&pid=1963349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One gorge can rip your whole base to shredds, which cost up to 100 or 200 res, how can this be viewed as acceptable?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Time taken to destroy structure with continuous bile bomb attack from single gorge
    Armoury - 12 seconds
    Upgraded Armoury - 20 seconds
    Arms Lab - 15 seconds
    Observatory - 10 seconds

    Time taken to destroy mature shell by weapon
    LMG - 9 seconds
    Knife - 8 seconds
    Shotgun - 5 seconds

    Time taken to destroy mature spur by weapon
    LMG - 6 seconds
    Shotgun - 4 seconds

    This is considering no adrenaline and no weapon upgrades, though it obviously requires that the alien team have 2 hives, and the bile bomb upgrade. Marines obviously need only the shotgun upgrade. And if you want to talk AOE, lets talk about the grenade launcher.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1963322:date=Aug 15 2012, 04:12 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Aug 15 2012, 04:12 AM) <a href="index.php?act=findpost&pid=1963322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorge rambo is the worst, especialy with bilebomb, if you have an attack going on and one skulk leaps away to go gorge next to your base, its beacon or be destroyed. bile speed is far too fast, especialy op when they have adren.
    Also locklear, it isn't a fault o the team, they CAN'T be everywhere at once, it's just not possible, so saying "its the teams fault you have someone ramboing" Is just not a legitimate argument, kthxbai.<!--QuoteEnd--></div><!--QuoteEEnd-->

    OMG, stop derailing posts with your complains of BB.

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120158" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=120158</a>
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1963322:date=Aug 15 2012, 05:12 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Aug 15 2012, 05:12 AM) <a href="index.php?act=findpost&pid=1963322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorge rambo is the worst, especialy with bilebomb, if you have an attack going on and one skulk leaps away to go gorge next to your base, its beacon or be destroyed. bile speed is far too fast, especialy op when they have adren.
    Also locklear, it isn't a fault o the team, they CAN'T be everywhere at once, it's just not possible, so saying "its the teams fault you have someone ramboing" Is just not a legitimate argument, kthxbai.<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1963349:date=Aug 15 2012, 06:13 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Aug 15 2012, 06:13 AM) <a href="index.php?act=findpost&pid=1963349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One gorge can rip your whole base to shredds, which cost up to 100 or 200 res, how can this be viewed as acceptable?<!--QuoteEnd--></div><!--QuoteEEnd-->


    So why doesn't the commander get out of the comm chair and fight the lone gorge?

    Why don't you have one guy stay and defend or be near a phase gate to respond to these rambo gorges?
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    more often the issue is that gorges kill power nodes solo soooo easily. i think it takes about 10-12 bilebombs to kill a powernode, that shuts off tens or hundreds of res worth of buildings, and often even if you beacon immediately, the gorge can succeed with the power snipe if he's in a good position beforehand. that shuts down your entire gameplan for 30s, which can be critical.

    i think it's a little too easy to rambo bases on both sides atm.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    ...

    So why doesn't the comm get out of the chair and kill the gorge?

    Or why isn't there one marine defending the base and phase gate areas if this counter attack is so effective?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    10-12 bilebombs sounds like a lot
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    edited August 2012
    Actually according to the charts from here; <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117569" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117569</a>

    <strike>It takes 58 bilebombs to take out a powernode which is the same for the Advance Armory. (seems like a lot unless I'm reading it wrong)</strike>
    Just tested it and it's about 17 BBs to take out a power node.

    <strike>And according to Imbalanxd, it takes 20 seconds to take out the Advance Armory.</strike>
    With my super high tech timer, I took out the PN in about 18 seconds.

    <strike>I couldn't find the stats on how many BBs a gorge can fire per second but based on the above it appears to be about 3 per second which seem fast compared to actual gameplay.</strike>
    It's right about 1 per second.

    If this is all correct, I do not see a problem with 20 seconds for a gorge to take out a PN. It takes far less time for a marine to cripple alien upgrades which take much longer to rebuild than a single powernode.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    For the love of god please stop these rambo-topics. If your team doesn't scout you should be punished by losing something. Scouting is the hard counter for ramboing and it works really well against it so now everyone just stop.
  • VoodooHexVoodooHex Join Date: 2012-06-14 Member: 153264Members
    Personally I think they should increase the hp of the alien upgrade entities. As far as the protection of bases? If you make them any easier to defend than the way they currently are now you will be looking at 2 hour+ games again. I rather like that bases are easy to take out if not defended properly by the players themselves.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Yep sound like inability to react on spread out type of play

    Teamwork is such a popular term sad most cannot understand even the basics.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1963945:date=Aug 16 2012, 04:00 PM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Aug 16 2012, 04:00 PM) <a href="index.php?act=findpost&pid=1963945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep sound like inability to react on spread out type of play

    Teamwork is such a popular term sad most cannot understand even the basics.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds like elitist rambling from someone considered competitive only because his rig can handle the game in question.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    <!--quoteo(post=1963947:date=Aug 16 2012, 05:06 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 16 2012, 05:06 PM) <a href="index.php?act=findpost&pid=1963947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds like elitist rambling from someone considered competitive only because his rig can handle the game in question.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think you are missing the point here now.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1963941:date=Aug 16 2012, 08:51 AM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Aug 16 2012, 08:51 AM) <a href="index.php?act=findpost&pid=1963941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For the love of god please stop these rambo-topics. If your team doesn't scout you should be punished by losing something. Scouting is the hard counter for ramboing and it works really well against it so now everyone just stop.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've started spamming drifters and it seems to work well against rambos. Plenty of time to react. Topic is null and void.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    Aaand this is going nowhere. --Locked
This discussion has been closed.