Do You Consider The Kharaa Overpowered?
belal42
Join Date: 2002-12-12 Member: 10750Members
<div class="IPBDescription">Honestly now...</div> I've been playing Ns since 1.1, ever since Metafilter linked it. I must say, I'm an addict. I started playing with guys in my dorm, but only two of them stuck with it...so naturally we did 2 marines on 1 alien. Me.
Now those guys sucked and I never lost to them...but I've noticed the trend in just about every single public server game Ive ever played. I can count on one hand the number of times marines have won a map.
This isn't a balance issue, I'm not calling for any changes...but think to yourselves? Are you overpowered? When you get on a winning skulk rush, do you feel that pang of guilt? When your team of fades and lerks kills server HA/HMG marines...don't you think to yourself: "Wow, this is easy."
'Coz I don't want to be the only guilty Kharaa <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Now those guys sucked and I never lost to them...but I've noticed the trend in just about every single public server game Ive ever played. I can count on one hand the number of times marines have won a map.
This isn't a balance issue, I'm not calling for any changes...but think to yourselves? Are you overpowered? When you get on a winning skulk rush, do you feel that pang of guilt? When your team of fades and lerks kills server HA/HMG marines...don't you think to yourself: "Wow, this is easy."
'Coz I don't want to be the only guilty Kharaa <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Comments
Concerning the Kharaa being over powered, please refer to the abundant threads avaliable at General discussion. It is all about who gets 2 hives first.
Btw, how much fun do you get out of playing 2 v 1 NS? Kinda sad isn't it? Get some bots or something.
if you are losing as marines you or your teammates suck
As the Kharaa, I have single handedly taken out turret farms countless times. This is the strength of the Kharaa on the pub servers.
In organized play, however, like a clan war... Well, things are a bit different.
the three things that stand out in my mind:
the economy is in the favor of the aliens. i.e. a single gorge can traverse the map and drop nodes that will build themselves, while it takes the coordination of 2 marine players (comm and builder) to build one structure. If you don't believe the economy is so horribly tilted, why is it that alien teams can so often get more than half a dozen fades and ten walls of lame, and still have enough resources to go fade immediately after the first few die?
1 fade with adrenaline and acid rocket can kill an entire team of marines in about 2-3 seconds with only minor damage sustained. i do it all the time.
aliens have far easier access to healing with their hives, D chambers, and gorges, while the marines have to rely entirely on the commander giving health/welders (would be like aliens relying entirely on gorges for healing).
just my opinion. flame away.
I think things will improve as the average commanding and playing ability improves on the marines side, ATM the aliens average weakness is offset by the few godly players while the few godly players on marine are generally eather not good coms or not prepaird to com.
BlueGhost
Considering that the aliens are rarely fighting together (and the marines SHOULD be together BECAUSE of the comm), I think it was a fair assumption to base the game balance on.
Good things take time. Just lets see how it goes.
Fades have already been beefed up majorly, and now we are getting ppl wanting to bring them back down again. Either way, soon enough people will learn some little secret about playing as marines, and the aliens will seem underpowered again...
1. Average marines beats sucky alliens.
2. Sucky aliens beats sucky marines.
3. Good marines beats good aliens team if the teamsize is >8-9, the other way around if <6-7.
Most of the percived power for aliens on pub servers is due to #2.
I've played a game where I was marine and my team was organized. The enemy team was a bunch of clan guys working together(meaning they were organized too).
Here's how it played: Fades would have umbra from lerk with a gorge healing them at the same time. We had three heavies on the 7 man team, me and 2 others. Now the trick here was, one heavy would have a grenade launcher to kill the lerk and gorge or scare them away. While they were being scared away we pushed forward. Keeping up the pressure, with grenade pushing them back.
During this, we had a phase gate in the Archiving hive, just a phase gate. Everytime it was under attack, the commander would tell us and we'd all go through (very organized and people listened very well).
Bottom line: We ended up winning the game, it took about 3 hours, no one on the team asked for hmgs and ha, we played well, so did the clan team.
So don't say the game is unbalanced cuz your team is noobed or something
One very good Kharaa player can make a HUGE difference to their team, whereas individual skill with marines doesn't count for so much.
The commander has to not only be competent (ie, have a clue, know where the controls are and how to use them) but be GOOD at RTS games. Further, they carry the weight of success or failiure almost absolutely. On the other hand, the responsibility on the Kharaa side is divided amongst all the Gorges, it's much harder for a Gorge to screw his team resource-wise, and not so much rests on the builders.
The Kharaa are not overpowered, it's just that the marines are... fragile. The marine commander must be a better strategist than the best strategists on the Kharaa side, and the marines HAVE to be accurate and battle-savvy just to keep up. However, a Kharaa that doesn't know what he's doing in a fight is still dead meat.
Apart from that on public servers the alien side is more "fault tolerant" than the marines. If you got a newbie commander, you have lost. Period. If you have one newbie gorge, one or two others can more or less compensate, although each bad gorge slows down alien expansion greatly.
If you face more than 8-9 experienced marines rushing you have utterly lost, too. Yesterday I experienced a game with 22 players where the commander had 2 guys protecting their base and 9 marines just rushed our hive. No freaking way you could stop them, and once they killed our main force, every respawning alien was killed instantly, while the commander just dropped ammo and health. The problem for aliens in large game with one hive is the respawn delay, if many aliens die within a short period of time it takes eternally to respawn all.
But when they put up the phase gate we had some serious problems, good thing the marines were noobs. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Marines can run up right outside the first hive, build a CC and eight(!) infantry portals, and just sucide-rush the hive to death.
When this has happened, I've only seen the aliens win once.
Marines have the advantage of spawn-rate, if they choose to use it.
While a single lerk is capable of taking out an undefended turret farm, that lone lerk won't last long if there are marines defending.
I really don't think the Kharaa are overpowered. Nor do I really think the marines are overpowered. It's a fairly even game with subtle differences to each side.
I think the marines are highly overpowered.
Why?
As a commander, I can list possible, countless strategies that the marines can employ early on to stop the alien menance.
The aliens almost always have a set build order early on. It's so amazingly predictable to see alien structures at certain places and locations; the only time when aliens mix that up is for early towers near the marine main; and that eventually ends up just being a waste of resources (although it could buy the aliens much-needed time).
An alien rush doesn't work as well as a marine rush. The reason is that the followthrough that marines have upon instantly respawning upon one of their 2-3 infantry portals makes them faster to return to the fight than a skulk respawning from the single hive.
Marines can generally beat back 2nd hive aliens if they have the right stuff:
Enough nodes for equipment every once in a while
heavy armor, hmgs, and second level upgrades.
Unless your marines are total idiots, this generally tips the balance of power in favor of the marines in order for them to take the second hive.
Also, contrary to popular opinion, a good commander CAN overcome the hinderances of crappy marines, whether it be thru force of command, encouragement, etc. If you're persistant enough, and find the right buttons to push, you can make a marine a better player to do what you want him to do.
There are most reasons, but I'm interested in hearing some feedback before I say any more.
I'm encouraging aliens to become a tad stronger in the next patch!
Unless the team sizes are small (<6-7), which avoids most of the problems of the fixed spawn rate.
Such as 35-75 damage a bite .. depending on hit location..
Because, I doubt 2 bite's to a leg is going to kill you.. or even 2 bite's to the hand.
It should be, 1 bite to the head, 2 for the upper chest, 3 for the lower torso.. 4 for pelvis and 5 for arms/legs, instant death for the balls. =D
Yesterday I was playing a game where the marines looked like they were going to win, they had the third hive, HA/HMG and wew moving in teams of three, one firing, one reloading, one welding. I thought we were dead, but we took back the third hive, twice, and then the game was ours.
What are these fabled servers where the marines win? I've never seen a marine rush, I'd be interested to see them.
I <b>always </b>feel a pang of guilt when I'm a marine with the HMG. The first time I ever had the HMG, I mowed through 3 skulks. There was a lerk, and I could have killed him, but I felt so horrible about myself that I let him fly at me and bite me to death (he used vents, which is a plus for ingenuity).
I don't use the Fade much, as it requires decent FPS, but I assume from playing marines often that the acid rocket is a hugely cheap weapon. Well, whatever, I consider the spore cloud/acid rocket equally cheap as the HMG or HA.
So overall, I don't feel the Kharaa are overpowered at all. I actually feel they're underpowered. Have you seen how accurate the LMG is? Like, if you just stand there and fire a whole clip at a wall... geez. And don't get me started about turrets.
Acid rocket depends...I have a hard time taking down HA with acid rocket or fades in general, by myself. Without HA, they're so dead.
I'm thinking I need to play larger games.
On the other hand, the marines need a good commander and good individual players to win. On public servers, this is rarely the case.
Putting these aspects together makes the aliens a bit more overpowered, IMHO.
I used to play only marine back with 1.01 and 1.02, but now I always go random team.
I doubt marines is all about having good players. If they can build, follow a waypoint, and at least fire the damn gun, they've got potential...granted, that's potential I never get to see in some games <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> , but I put a lot of faith in the ability of a commander to turn the tides of a battle even when he's got slow troops.
Of course, this is all my opinion. I could well be proven wrong by losing the next 50 games I commandered, and the games I played previously were all just one giant fluke <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I hate to sound cocky, but the majority of people that have played under me consider me to be a pretty damn good commander. I've got a few "methods" that I use to get even the most incompetant marines working together, which is key.
The games that I've lost were because a few people on my team utterly *refused* to do anything I asked them.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I doubt marines is all about having good players. If they can build, follow a waypoint, and at least fire the damn gun, they've got potential...granted, that's potential I never get to see in some games , but I put a lot of faith in the ability of a commander to turn the tides of a battle even when he's got slow troops.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's the job of the commander. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> That's why the role is in the game.
I suppose I should have said marines willing to listen rather than good players.
On the other hand, I've lost (I think) 3 games
Should NS be balanced to the point where a good commander should just about break even? (i.e. win a game, lose a game, etc?)
It's something I quite haven't fully formulated an answer to yet, but I'm interested in hearing other people's responses, especially yours and narf's, if he reads the kharaa forums
Should NS be balanced to the point where a good commander should just about break even? (i.e. win a game, lose a game, etc?)
It's something I quite haven't fully formulated an answer to yet, but I'm interested in hearing other people's responses, especially yours and narf's, if he reads the kharaa forums<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Interesting question, to say the least.
I'll have to think about that for a bit - I'll PM you when I have an answer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->