Watch a competitive match between exertus and duplex
blind
Join Date: 2010-04-17 Member: 71437Members, Squad Five Gold
It's so nice to see the activity in the scene raising up, especially with new players all around. Keep it going guys, try out gathers and join a team so we can have more matches!
Thanks goes to Scrajm from team Archaea (imo the best team in NS2 currently) for co-casting this clan match with me.
<a href="http://www.youtube.com/watch?v=c3JQ7Nkek0g" target="_blank">http://www.youtube.com/watch?v=c3JQ7Nkek0g</a>
Thanks goes to Scrajm from team Archaea (imo the best team in NS2 currently) for co-casting this clan match with me.
<a href="http://www.youtube.com/watch?v=c3JQ7Nkek0g" target="_blank">http://www.youtube.com/watch?v=c3JQ7Nkek0g</a>
Comments
I sort of agree, but you have to keep in mind the power node was already at ~50% from the first rush and they did never repair it.
Blind: Good casting, but you should consider doing a soundcheck before recording to level out your volume with your co-caster's. There's also slight clipping on your end, but it's not too bad. This is probably caused by having mic boost set too high. You also seem to not notice some stuff when it's right on your screen, but I know casting is very hard. Just keep improving!
Edit: The scoreboard is also redundant now with the Insight frames. You don't necessarily need to bring it up.
Can you set your microphone to only record with push to talk, Blind?
Cool casts, people please like and sub so the videos actually showup, trillion search tags helps as well. I would start with strawberry to cats and move to sexual body parts.
1) Power Node was left @50% after the last battle in DC
2) No beacon
3) Marine commander didn't get out to challenge or slow down the skulks if he wasn't going to do #2
4) Marines were out of position
Marine comm did drop a nano very fast on the powernode, but it basically just bought their team 5 seconds.
I understand why he didn't beacon. He had two marines up in Atrium that were going to kill the hive. If he had beaconed, they would have had to push a second time on atrium. But what about the other three marines? They were all out of position to respond to the rush. I don't think these 3 marines really messed up, but more that exertus out maneuvered them. Exertus snuck in from pipe which was the one area that wasn't scouted. One responded from glasshallway, but was too late (#1 really kicked in here). The other two were in sub. Clearly duplex didn't expect a power node rush and it was a risky strat for exertus. They just got caught off guard and lost a game that they were winning.
I'm not 100% on the mechanics of beacon for OBS, but it spawns all marines on the OBS or possibly closest tech point?
Closest tech point to the obs that has cc
Kinda lame to lose like this, forgetting to weld the powernode in the beginning... (also its not only a mistake by the comm by not nanoshielding it and jumping out of the cc later, some marines must have known that the powernode was low in the beginning after defending it)
You wouldnt leave a comm station at 50%... and thats actually easier to attack than a powernode. (my opinion)
Powernodes nearly have the same health, and as aliens you are pretty much biting at a shooting ranch. (more or less "pray and bite" since there is no cover, and you look at a wall)
###### happens.
edit: i actually prefer when aliens go for the powernode instead of the cc or ips, less aliens that can jump around ips and maybe kill you, and the above reason - no dancing around cover with powernodes. (cc is great cover, so i dont mind the 500? extra armor compared to a powernode)
edit2: tho i still prefer it even more not having powernodes at all :P (many players dont understand when and where its useful to destroy powernodes and when and where it will actually harm your team more than marines, because you were not there to defend X or attack Y instead, or you got easily killed by an incoming marine - it can be tricky to hear or see them in time (looking more or less at a wall + bitesounds)
@Dghelneshi
Yeah, I will definetaly check the volumes with a co-caster next time, totally missed that. But thanks for the hint, that's how I get better.
@Jekt
I had push-to-talk in teamspeak which was quite annoying at that time already. For recording, fraps records the whole mic input, don't see an easy possibility there to just record with a push-to-talk. And I don't see why I need that?
@Koruyo
Whooops, sorry. Yeah, scrajm is just commander in your team, not the leader, my fault. I hope you can forgive me :)
I hope to see you around once more, I want revenge. Fight on :)
/sarcasm
Some people aren't afraid of using the weirdest arguments for things they don't like.
It was obviously the fault of not welding the power node or putting a power pack at the obs or building another obs etc...
Anyway it was fun to watch. Nice casting.
Anything that gives you a disadvantage, but still a chance to comeback with good playing is much more exciting than instant defeat.
Anything that gives you a disadvantage, but still a chance to comeback with good playing is much more exciting than instant defeat.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or your CC and... you... lose the game?
Yes, just as silly as the powernode. its quite ridiculously weak, and tied to techpoints.
EDIT: And so huge in size that the skulk(s) can just keep racing around it for way too long. Also usually placed is such a spot in maps that its extremely annoying trying to get the skulk off of it.
But having from time to time such WTF-moments where a team can turn the situation around this drastic isn't bad. It's in fact very entertaining.
I have no problem with that since marines could have prevented it. Also base rushes were quite legit in NS1, too. Even though it's harder to beacon (remote obs e.g.) now. It just puts more focus on map control and scouting imo.
Blind: Good casting, but you should consider doing a soundcheck before recording to level out your volume with your co-caster's. There's also slight clipping on your end, but it's not too bad. This is probably caused by having mic boost set too high. You also seem to not notice some stuff when it's right on your screen, but I know casting is very hard. Just keep improving!
Edit: The scoreboard is also redundant now with the Insight frames. You don't necessarily need to bring it up.<!--QuoteEnd--></div><!--QuoteEEnd-->
That covers everything I wanted to say.
The only addition I have is on the powernode discussion... powernode mechanics can be exploited by forcing marines to spend heaps of early tRes in a certain way. 10 tRes for welders + 15tRes for Obs + float 10 tRes for becon. Marines can't rely on natural respawns to get someone back to base from time to time, especially not against a competitive team who could employ this tactic. Just get a couple of skulks to hide near the marine base and go straight for the node once they're confident that the marines are 10-15s away (in other words, building the nearest res nodes). Best case, they kill the node and probably end the game. Worst case, they damage the node forcing marines to stick around in base until welders are researched and the node is repaired. It's a really low risk, high reward option.
But the problem isn't with the powernode mechanics per se, it's just a balance problem. Nodes are either too weak, to difficult/expensive to repair/rebuild or to difficult/expensive to work around (beacon/power pack).
Yeah, baserush is of course a very viable tactic. I just think that having all of your base activity dependant on one single (weak) structure is too much. Of course you could drop powerpacks in your base, but then you have just wasted so much res that you already lost. A lot of times the node goes down so quickly that theres simply not enough time for the beacon to finish. Yes, you can scout it and if you dont its your fault, but still i think it simply does too much damage for taking down a single structure.
Field obs works just fine, but it doesnt bring back any dead players if your ips are unpowered. And of course you cant drop it in infestation, and you have to possibly build a powernode aswell. So by the time youre finally beaconed back to base, theres not going to be much left to try and save.
You got a lot of cover behind the CC, which should even out the armor and health differences/ the increased time it takes to destroy it...
So It really doesnt matter what aliens attack - when such scouting/positional mistakes happen without beeing able to beacon and not enough marines to get back in time, its pretty much gameover.
Sounds like some slippery slope gameplay.
You got a lot of cover behind the CC, which should even out the armor and health differences/ the increased time it takes to destroy it...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1963896:date=Aug 16 2012, 01:57 PM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Aug 16 2012, 01:57 PM) <a href="index.php?act=findpost&pid=1963896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, just as silly as the powernode. its quite ridiculously weak, and tied to techpoints.
EDIT: And so huge in size that the skulk(s) can just keep racing around it for way too long. Also usually placed is such a spot in maps that its extremely annoying trying to get the skulk off of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Both of the mechanics just feel extremely cheap to win, or lose with.