Ashes To Ashes To Ashes...

AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
edited November 2002 in NS General Discussion
<div class="IPBDescription">The depressed Acrobad</div> No hive autokill + Marine rushes = nightmare, game end.

Alien rushes + Marines bad aim = nightmare, game end.

NS + rushing 99% of the time = nightmare, not NS, but CS?

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Marines rushing can be a bad thing. Especially when you have experienced players on marines, and most of the aliens have no idea at all how to stop the rush. With the newborn autokill (no hive = slowly decaying aliens), big <b>yay</b> to Flayra, the Aliens stand almost no chance to win if the marines rush the hive together with the commander constantly spamming medpacks.

How so?
If aliens = dying. Respawn = 1 per time. Marines if built 2 infantry portals, Respawn = 2 per time. Marines have long distance advantage. Aliens respawned just yet is damned to be attacked by a bunch of marines. Aliens = respawn 1 by 1. Marines = pick of aliens 1 by 1 while hive dies very rapidly.

If alien survives, with hive gone, alien = slowly dying without at least 2 Defence Chambers (1 DC < autokill; 2DC > autokill). Commander listen for healing sound and sends troop = dead alien fast, or camping alien in vent until jet is invented. (What's the point of the autokill again? to stop aliens from hiding in vents?)

More and more experienced players are adapting to this Marines = 90% win with rush strategies. With the new autokill thing, Aliens hardly stand any chance.

note: Aliens have CC and IPs to chomp down. Marines have just 1 hive to kill. CC takes several marines to build and builds fast. IPs build fast with several marines. Aliens with however many gorges can't build hive fast. <b>Marines can speed build spawns, Aliens can't</b>.

If somehow aliens survived, their resources or teams are slowed down by a hell lot. And that would most likely give Marines enough advantage of time to take over 2 hives.

Aliens rushing usually just grants them an easy 2 hives. The marines can have HAs and welders in a moment to counter the terrible fades. With Lerks and umbras, the marines can have grenades if they already have HA.

I foresee a pattern of marines rushing in the future, with the more experienced players showing the less experienced that this is a way to claim and easy win, and the whole NS process will just be about rushing and rushing. Who will remember about building and expanding by the time the rushing had finally been rid of?

99.9% of the games are consisted of rushing. Alien wise or marine wise. NS is all about rushing now?

I am much depressed when I see marines winning an easy match says "Bless thee Flayra" or stuff like that, and not when they're actually killing a hiding alien that's ruining the game. Yes. They enjoy the easy win, because as soon as they hear the countdown starts, they know they've won already. This game is getting more and more exciting every patch.

I lost my recent excitement and entertainment on NS games. I am not asking for anyone to feel empathy or sympathy. I am simply saying that, my bitching has grown from bad to worse, from team balance issue, to autokill/marine rush issue.

I am being called an ignorant or the likes. I don't know if I am really, but I just want to say I'm <b>really</b> sad that NS turned out to be this way so fast.

Comments

  • daveyboydaveyboy Join Date: 2002-11-01 Member: 2197Members
    Acrobad,

    First of all, yes you are entitled to your opinion

    Second, just cause you say something doesn't make it so.

    IMHO Either team stands an ABOLUTELY equal chance to win the round and there isn't any "stacking of abilities / features" that one side has over the other.

    I've been in games where rushes have resulted in only stalemates and vice versa, but I think to generalize EVERY game to a "rush-fest" isn't accurate. Take for example the marine commander who, instead of building his base at spawn, decides to have his men move out and take another base ASAP. Rushing wouldn't exactly work unless by some chance the skulks found the fleeing marines and intercepted them.

    Or what about the aliens who work together and don't bother rushing, but instead take a defensive stance to protect their gorges while their original hive is fortified?

    I think people (not just you Acrobad) have this habit of taking a FEW instances of games that happened like yours did and stretching those experiences to cover the entire game. It's just not accurate.

    In my opinion ANY team has the chance to win regardless of whether either team rushes. I'm not flaming you, I'm just making a point. The game can't be summed up in a few experiences ESPECIALLY when it's only been out for just over a month.

    Daveyboy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Crazy_DogCrazy_Dog Join Date: 2002-11-01 Member: 2701Members
    I think that once the marines start doing this frequently you will start seeing aliens who rush the doors of the marine spawn and rather than going in wait outside and ambush the rushing marines. and 1 skulk can easily kill 4 or 5 marines that are attacking a hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> just wait until you start to hear the "need ammo!" call <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    We shall see if this becomes a trend though. Like you say though the hive auto_hurt does make it much easier for the marines but in first 5 min of the game the aliens are much stronger than the marines. (If the aliens are worth 2 cents <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> )
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    NS is a tactical manouver, not a camp fest.

    Rushing for position is a valid tactic. I do it all the time as marines and aliens.

    Rushing for the kill... now there's a different issue. Even if the marines are throwing marines at the aliens as fast as they can, a good alien player should be able to kill 2 marines in one go. AND! if the marines wait for everyone to spawn, then that means that the aliens, chances are, are at full strength, dispersed, and waiting for them

    I'm sorry, but I see your logic flawed. I agree, the whole autokill thing is a bit bad, but it my NO means ruins the game. I jsut played 2 games, minimal rushing, one as commander, and one as alien, and we won both times. Teams were shuffled, too. If anything, 2/5 of our players were newbies, and we had 2 gorges instead of one, like we should have had.

    IMO, the game is balanced. In a lot of other people's opinions, the game is balanced. Think what you will about it, it's a good game.
  • HirebrandHirebrand Join Date: 2002-11-02 Member: 5053Members
    Skulks > New Marines
  • ianskiianski Join Date: 2002-11-08 Member: 7707Members
    I like it that Acrobad spoke up. Good to see people actually coming up with a proper logical argument/discussion. However, i will have to go against him on this one. I've seen more alien wins due to the aliens rushing the marines then the vice-versa. I recently partook in a 3-marine rush on a hive, it was actually quite powerful. We pretty much constantly had three marines pressing the hive. However, the skulks were bottlenecking us and sometimes taking all of us out. Perhaps if we had the whole marine team rushing it may have been different.. there is also the matter of health-drops - we didn't get that at all. If the commander does it right, the marines can pretty much be permanently on full health.. bit of a bummer.

    If you want to stop the marines from rushing the aliens so damn quickly and with overpowering odds.. i think they should nerf the commander's medpack dropping ability. Remember the original storyline for NS? The aliens have some kind of 'creep' thingy that counters the nano-something that the commander uses - "awesome". Why on earth can't that stop the commander from dropping health right inside the alien base?? After all.. the alien hive has spilt green crud allll over the ground.

    In summary, if they made it so the comm couldn't drop medpacks within a certain vicinity of a FULLY grown hive it'd fix the marine rushing possibility (which admittedly is theoretically overpowering). GW Acrobad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ianskiianski Join Date: 2002-11-08 Member: 7707Members
    I forgot.. i encountered an awesome tactic a commander used. With the marine rush, the comm places inf portals about 3/4 the way over to the hive. This way the marines spawn a lot closer to the hive once they start dying off. This the aliens can't do! There's always a couple of minutes delay before the next skulk rush!
  • CruzzCruzz Join Date: 2002-11-17 Member: 9007Members
    <!--QuoteBegin--Crazy_Dog+Dec 1 2002, 12:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crazy_Dog @ Dec 1 2002, 12:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think that once the marines start doing this frequently you will start seeing aliens who rush the doors of the marine spawn and rather than going in wait outside and ambush the rushing marines. and 1 skulk can easily kill 4 or 5 marines that are attacking a hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> just wait until you start to hear the "need ammo!" call <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah right. 4 or 5 marines with LMGs can take down a hive easily without extra ammo if they visited the armory before heading out. You need about ~300 HMG bullets to kill a hive, or about 500 LMG bullets. 5 LMG marines have 350(250+50+the amount that doesn't show up on the HUD, it's either 50 or 75)*5 = 1750 bullets plus the pistol ofcourse.
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