Camo is fundamentally broken in PUB PLAY (not comp).
JAMESEARLJONOS
Join Date: 2012-12-15 Member: 175155Members
Camo right now is not balanced in the context of public play. Countering camo requires a combination of good decisions from the marine commander, and a higher than average level of play from the marine team. The average pub team is not going to have the combination of good commander/good marines that often, and as a result camo is essentially an insta-win tech path for aliens <b>in lower skilled games</b>.
Putting in a game mechanic that comes down the harshest on your lowest level of players is not good game design. It's absolutely toxic to pubs, and ends up pushing people away from the game. Marines either need a cost effective counter <b>that works at all skill levels</b>, or the camo buff needs to be reverted. Simple as that.
Putting in a game mechanic that comes down the harshest on your lowest level of players is not good game design. It's absolutely toxic to pubs, and ends up pushing people away from the game. Marines either need a cost effective counter <b>that works at all skill levels</b>, or the camo buff needs to be reverted. Simple as that.
Comments
Most people will either stay bad, or just quit. That's how online games work. Making one gameplay element absolutely crush low skilled games is not justifiable with the response of "l2p". It needs to be fixed, and soon.
The constant resource drain also amplifies the nature of pub play in where marines aren't able to secure the amount of RTs they are in comp play.
With competent, competition level players, a marine team holding 4-5 RTs reliably is common place - often times more.
With pub players, marine teams often struggle to hold 3 RTs. Add in the resource drain of countering camo to a pub marine team that often can't hold RTs properly, and it's a ridiculously bad combination for pub play.
Between two bad (read: the norm for pub teams) teams, it's possible for marine teams to still make a game of it and win despite having a really terrible RT situation in the beginning. However, when you add camo to the alien team, it raises the skill floor for effective skulk performance to the point that crappy aliens camo will always crush crappy marines who can't counter effectively.
The situation is really no different than some of the dynamics that happened early on in SC2. In where early reaper strategies were disproportionately effective in the lower leagues (bronze and silver in particular), despite the fact that they could be countered at high levels of play. Blizzard in seeking to maintain the quality of the game at <b>all levels of play</b> decided to nerf reapers for the good of lower level competition.
Most pubs are the lowest level of competition in NS2, and camo is unquestionably overpowered at that level of play.
then quit. id rather have 1500 ns1 non-idiots left than 7900 with 70% idiots in it.
That might be your opinion, but it's not a universal truth. I mainly play on official EU servers (12 or 16p), and my experience is that camo first hive aliens *tend* to lose more of their games when I'm on the marine team. It gives a few very specific, and real, advantages in the early game, but these are not insurmountable, and first hive camo absolutely cripples mid to late game aliens *in my personal experience*.
So.. yeah okay I accept that my experience is not universal - but I'd damned well like other people to accept that their experiences aren't universal either!!
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125983" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125983</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125979" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125979</a>
This thread should be locked.