Tournament And Casual Mode
LaserApa
Join Date: 2002-10-27 Member: 1638Members
<div class="IPBDescription">How far apart?</div> I read a lot of Topics where mostly pub players say that Marines are lost at midgame if they cant lock down 2 hives and so on. And most people seem to agree on this and its being adressed in 1.04. Fine.
Then i also read a lot of statments from Clanplayers who play Tournamentmode (i guess?) that say with proper coordination the marine team dominate the battlefield. Right, that makes sense.
So Clanners and pubbers seem to pull in different directions regarding ballance.
So i ask, is there some sort of handicap for Marines in Casual mode apart from what i read in the FAQ? (FF on and Marine respawn cost RPs)
If not, shouldnt there be? Increased weapon damage or cheaper upgrades or something?
And if there is, please explain whats different. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Thanks...
Sorry if its been brought up. (i did search though)
Then i also read a lot of statments from Clanplayers who play Tournamentmode (i guess?) that say with proper coordination the marine team dominate the battlefield. Right, that makes sense.
So Clanners and pubbers seem to pull in different directions regarding ballance.
So i ask, is there some sort of handicap for Marines in Casual mode apart from what i read in the FAQ? (FF on and Marine respawn cost RPs)
If not, shouldnt there be? Increased weapon damage or cheaper upgrades or something?
And if there is, please explain whats different. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Thanks...
Sorry if its been brought up. (i did search though)
Comments
But if this is the Case: Should casual mode for pub servers give marines a slight advantage compared to tournament mode to compensate for lack of organisation? Is it already doing it or what?
1) Team work - the marines never rambo, they ALWAYS follow orders, and if those orders are to sit tight at base and guard it on your own, then the people don't get bored and run off...
2) Skill - pubs are full of marines that cannot shoot for ****, now it could be that just because I am in a high level clan, that 99% of people on pubs are crap shots to me, but it is a reality that in CWs, the marines are almost always able to obliterate most skulks that come towards them, with really good aim.
Example - In most pubs I get 20-30 as a skulk, yet when I played DW, I got a grand total of 1! In other scrims, I will get around 5-10, as we only play with very good clans.
So, from the score difference, you can imagine that CWs are MUCH harder for aliens than pubs.
Also 90% of the time, clans don't want a drawn out game, they want a win, so they RUSH, for example, the HMG rush - IP - Armory - Upgrade Armory - HMGs to 2 -3 ppl - rush hive with HMGs killing anything on the way - unload 2 clips into hive - hive is dead before the aliens have much more than an RT up.
Its not so much that clan players are prepared for fades - they simply don't let aliens get fade in the first place.
Marines have to be proactive, at the beginning of the game time is on the aliens side. If the marines mince about fighting skulks and not killing/securing hives, aliens will win. In a pub game, marines either do not realise that they have to get out and secure positions, or they don't have the organisation to do so effectively. Meaning in an average 6v6 public game, aliens who do little other than running around biting things as skulk will still win through biding their time.
The aim of an alien team at the beginning of the game is simply to delay the marines, while they wait on res for the second hive. If the marines do not get themselves moving and stop this then they are going to lose. This is why marine teams are less likely to win pub games because they are the side that actually has to get organised and do something. In a clan match this is no problem at all, in a pub game it almost never happens, and marines die in a barrage of fade acid rockets.
In higher level clan play the advantage almost always seems to go to the marine team, because when the marines actually get their act together and try to get a handle on the game early on, you find that it isnt terribly difficult to do. A good marine team, supported by scanner sweeps, health drops etc. should be able to secure any position they need to in the beginning of the game, which is the dilema the game has at the moment.
When a good marine team goes for the jugular early game, they more often than not succeed, preventing a 2nd hive, whihc always results in a marine win.
When a marine team isnt pro-active early on, and sits in its base behind the cover of turrets, the aliens get an early 2nd hive and the fades with carapace and adrenaline wrap the game up relatively quickly.
Team sizes also have an impact on the game, clan matches are typically played 6v6. When team sizes are much smaller than this, the advantage always goes to the aliens. When team sizes are larger, the advantage goes to the marines. This is due to multiple factors including spawn times and the kharaa resource model, think about it.
What i am wondering about is:
In pub play it is hard to get your team to cooperate. As most of us agrees this leeds to Aliens wins more often. Right...
Wouldnt it be ok to give the marines a bit of a advantage (in Casual Mode only) like perhaps stronger and cheaper weapon upgrades? or something like that?
I know they are probably working on ways to shift the game so that it plays a bit differently so its not always hold 2 hives or Die. But nomatter how ballanced and fine tuned it will get, there will always be a BIG differance in how Pubers and Claners play.
Ok, so thats what the Tournament and Casual mode thing is all about then. But how different is it?
Are the marines given a handicap in Casual, and if not, shouldnt they?