Watch a competitive match between exertus and duplex

blindblind 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>
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Comments

  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    Eh, I don't like the way it ended, that was silly. If you're attacking a hive and there's no aliens that are showing up, you should definitely be questioning it and sending someone back to your base. No one uses the map? Also the commander should have done something, unless if there was a reason he didn't.... oh well. =)
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    I'd say this game aptly demonstates how problematic powernodes are. Baserushing should be a viable counter for the aliens, but it shouldn't be this easy.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited August 2012
    <!--quoteo(post=1963723:date=Aug 16 2012, 02:15 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Aug 16 2012, 02:15 AM) <a href="index.php?act=findpost&pid=1963723"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd say this game aptly demonstates how problematic powernodes are. Baserushing should be a viable counter for the aliens, but it shouldn't be this easy.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Enjoyed the casts. Blind and Scrajm were good to listen to, shame the light switch lost the marines the first game.
    Can you set your microphone to only record with push to talk, Blind?
  • EißfeldtEißfeldt Join Date: 2012-08-15 Member: 155658Members
    This match looks even more terrible afterwards.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    Although the games are generally bad, these are important because they expose the inherent design flaws and allow them to be discovered and fixed for future patches.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Did the rubbish powernode-mechanics still need to be 'discovered'?
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Sometimes people need to learn it the hard way.

    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.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited August 2012
    Alright guys, I know the power node is an iffy mechanic, but blaming game 1 on the power node is ridiculous.

    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.
  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    I suppose the big difference is that in NS1, you had a static marine spawn. The commander could of dropped an OBS anywhere on the map, built and beaconed and recovered the base, dropped the hive and probably gg it. This doesn't happen in NS1, so perhaps an adjustment of mindset for commander that base rushes are just to damn effective to ignore.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    power node on the obs?
  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    <!--quoteo(post=1963791:date=Aug 16 2012, 01:36 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 16 2012, 01:36 PM) <a href="index.php?act=findpost&pid=1963791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->power node on the obs?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not 100% on the mechanics of beacon for OBS, but it spawns all marines on the OBS or possibly closest tech point?
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    <!--quoteo(post=1963796:date=Aug 16 2012, 05:54 AM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Aug 16 2012, 05:54 AM) <a href="index.php?act=findpost&pid=1963796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not 100% on the mechanics of beacon for OBS, but it spawns all marines on the OBS or possibly closest tech point?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Closest tech point to the obs that has cc
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited August 2012
    After watching the videos, i guess we now have a 3rd leader. Not that i mind, given how committed scrajm is. (easily more than me at times :P)

    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)
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Nice cast. Actually enjoyed watching that :o.
  • blindblind Join Date: 2010-04-17 Member: 71437Members, Squad Five Gold
    Thanks for the feedback, guys!

    @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 :)
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I don't think you can blame the powernode... could have been just so focused on the marine win that the basics get forgotten. ###### happens.
  • TquilaTquila Join Date: 2010-02-26 Member: 70738Members, NS2 Playtester
    Was fun guys! My first play with duplex (Tquila here), and in general some of my first more organised play. There was definetly some rough edges that needs sorting, but overall it was great for the first games. Learning a lot, and it was great fun!

    I hope to see you around once more, I want revenge. Fight on :)
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Yeah, power nodes are just a bad mechanic... we all like boring longish games where nothing surprising happens. That would be so much better than having such a great WTF-moment. -.-
    /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.
  • TquilaTquila Join Date: 2010-02-26 Member: 70738Members, NS2 Playtester
    I agree _Necro_. I don't exactly know what happened in the second round where we took the CC and just derped around either, so I don't think these matches and their outcome are to blame on pure mechanics.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    I dont know why you think being able to lose your whole base in a matter of seconds due to one mistake is that great. Would be much better and fun if you lost your armslab for example and suddenly youre at a huge disadvantage by losing your upgrades, but still have a chance. Or your infantry portal and then one marine slaughters the skulks and rebuilds. Or your advanced armory and suddenly you lost the ability to drop your proto in time.

    Anything that gives you a disadvantage, but still a chance to comeback with good playing is much more exciting than instant defeat.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1963893:date=Aug 16 2012, 06:53 AM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Aug 16 2012, 06:53 AM) <a href="index.php?act=findpost&pid=1963893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dont know why you think being able to lose your whole base in a matter of seconds due to one mistake is that great. Would be much better and fun if you lost your armslab for example and suddenly youre at a huge disadvantage by losing your upgrades, but still have a chance. Or your infantry portal and then one marine slaughters the skulks and rebuilds. Or your advanced armory and suddenly you lost the ability to drop your proto in time.

    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?
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    edited August 2012
    <!--quoteo(post=1963895:date=Aug 16 2012, 01:54 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Aug 16 2012, 01:54 PM) <a href="index.php?act=findpost&pid=1963895"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or your CC and... you... lose the game?<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I agree, but there are already enough mechanics that allow exactly this drawbacks. Beginning with a beacon (=10res). And also seen in the second game with a emergency relocate (=many res).

    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.
  • blindblind Join Date: 2010-04-17 Member: 71437Members, Squad Five Gold
    I didn't think this will turn out into a discussion about power nodes, lol.

    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.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    <!--quoteo(post=1963729:date=Aug 16 2012, 10:22 AM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Aug 16 2012, 10:22 AM) <a href="index.php?act=findpost&pid=1963729"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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).
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    <!--quoteo(post=1964129:date=Aug 17 2012, 12:29 AM:name=blind)--><div class='quotetop'>QUOTE (blind @ Aug 17 2012, 12:29 AM) <a href="index.php?act=findpost&pid=1964129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited August 2012
    Most of the time(in such situations), if aliens manage to take down a powernode, chances are they would have finished the cc as well if they decided to attack it instead.

    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.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1963893:date=Aug 16 2012, 06:53 AM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Aug 16 2012, 06:53 AM) <a href="index.php?act=findpost&pid=1963893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dont know why you think being able to lose your whole base in a matter of seconds due to one mistake is that great.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds like some slippery slope gameplay.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    <!--quoteo(post=1964282:date=Aug 17 2012, 08:38 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Aug 17 2012, 08:38 AM) <a href="index.php?act=findpost&pid=1964282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most of the time(in such situations), if aliens manage to take down a powernode, chances are they would have finished the cc as well if they decided to attack it instead.

    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.
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