Marine Game Ender
0range
Join Date: 2002-11-28 Member: 10140Members
<div class="IPBDescription">we need one bad..</div> I quit 3 games today as a marine because we had 2 hives secured and could not finish it.. i would give out ha/hmg and ha/gl but the team could not finish. Then i played another where comm just gave out ha.hmg and didnt worry about nades and we had 2 hives... Both games we held 2 hives for 45 frikkin minutes and no one could end it.. As i type this i remember the nuke.. Well please add something like this in the future. Something that cost a lot of res because both times we had 400 RES! ARgh i hate ns but i keep playing it!
give marines a game ender like aliens have onos!
give marines a game ender like aliens have onos!
Comments
And yes,ive played such a game on nancy before,the gorgs just ran all over the place spamming OCs......when i took over comm we started getting closer to the hive room by room....then......it crashed cause of massive building spam.
i love it when marines are pretty teched up and have 1 hive and the aliens have 2 with fades.... watching those fades die due to good teamwork is awesome... but ive never won either beuase the comm ends up slowing down or the team work breaks apart <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Solo Deathmatch and you <i>weren't</i> in the game to begin with.
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If your taking that much time to finish a game, then either its a small < 7 Vs 7, or your marines are not working together. No nukes for bad teamwork.
i know how to move together as a group and i tell my marines too but average marines arent that smart. Not to mention the team kept splitting up.. Still aliens would never have taken the 2 hives back.. So it was up to some bumbling marines to do it. They were not complete noobs either. They were average marines against a good alien team. Its amazing we secured 2 hives.
Nothing moved for almost 2 full minutes of this. We focused all 6 people firing on one at a time and eventually killed a couple off... it took another 10 minutes of focusing and running back for a circle of welding before we broke past thier first line... then of course came the hiding lerk squad of 3, firing spikes out of range from ledges, then, the last wall directly under the hive which we had to kill before the hive would register enough damage. Needless to say, full upgrades vs unupgraded skulks and gorges is still long and annoying, where as the aliens fades can easily smash a base, even better with onos.
**** lie, right there. Nothing heals 15 OCs fast enough to counter a well-placed 1600 damage salvo. Emphasis on well-placed.
EDIT: Make that 1600, he said a pair of GLs, not just one.
There is no error in the game. In 1.04 complete resource domination can sometimes make up for only having 1 hive. Thats just another layer of strategic depth.
As for chambers hurting sieges, Yes this works exceptionally well, but you need lots of res to do it, otherwise it wont work well enough (at least 2 chambers to weaken a siege well enough to warrant a skulk rush, if you can drop them from a distance, great, but usually, its hard to get into such a position, and your forced to either rush by and drop one through a key bind, or rush in and suicide with the chamber, thats 27(13+14) res gone there. and its only done so much damage. Then you need to organise your skulks to hit it fast so that they take out the TF so another gorge can build (Chambers will only weaken the Siege that fires on it so if its multiple sieges, its best to get skulks to rush and kill everything and have the gorge heal them)
4 gorges, 6 towers and a hive. I don't know the exact healing on healing spray, I believe it's 16. 16x4=64 on a tower. +60 Defenses, + 20 from the hive. 144 healing. The healing spray and hive heals more than once a second as well. The GL fires at a rate of 2 a second, about. 200 damage, 400 damage a second. 144 healing a second. About 256 damage. Fair enough, that's 512 damage from a clip. Then you have nearly 4 seconds(closer to three) to heal while the grenade launcher reloads. Healing over 144 a second, when it's all caculated you are doing about 50 damage to a tower. The 3 hmgs could have taken it down much quicker point blank but, we couldn't get close, we sent one hmg, he came back a short moment later with about 30 life and 50 armor. Seiges would have eventually (eventually) won, it's just long and boring. Strange as it is I enjoy losing as marines more than winning as them, just because it's so long and tedious when you don't jp hmg rush before they can form a strong defense.
You're forgetting the splash damage. With many chambers close together that will do almost as much damage as the direct hits. And with the way the def chambers work (healing 3 picked at random damaged targets in range a tick), this will greatly reduce the healing of your targetted chamber. The grenade launcher fires at lot faster than 2 a second (or at leaset it always seem to to me)
But, to take a more sensible, empirical view. I've never seen a wall of lame that stood up to grenade launchers for very long at all.
Note wrt SoDum - I am fairly sure 16 OCs is way over the area limit.
Also, I haven't heard of this chamber spamming as a problem before, and all the latest changes should work against it. DCs no longer heal themselves. GLs do full damage. OK, I suppose hive healing rate increease might make it more likely.
Meh, I normally like to go gorge, and I've never tried it, so perhaps I just haven't been in a game where it has happened.
1 hive aliens verses fully teched marines? How can you not win? Seriously, if the aliens were that good, they shouldn't of had any prooblem stopping you locking down two hives.
As said, get better marines/comm.
so marines go out.. stick together weld.. It is still incredibly difficult to make it to hive and seige.. they will no doubt die and then 3 gorges with 100 res each will remake walls.. Hence stalemate and there is some kind of end gamer device needed in my opinion
Unless the server crashes from building spam. To avoid this, cap res and slow the aliens' resource flow.
A nuke would be nice, though. It's a sort of coup de grace.. like the Onos is to the aliens. HA marines are comparitatively somewhere between Fade and Onos, but aren't quite an end-game unit or finisher. Give a nuke to your HA team, transport it to the hive, arm it.. and boom. Game over. VERY satisfying.. just as satisfying as destroying a marine base with Onos and spores <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
This is even more complicated by the fact that the kharaa team will sometimes(not always), start to reall fight their hardest. And they often do a good job of it. I have seem some pretty good come backs due to this.
Marines, make sure you keep that good teamwork up all the way through. A quick seige push with HA or/and JPs should end a hive very quickly.
I've had several 2 hour games (mainly on caged) both as 1 hive aliens and against 1 hive aliens, also later in game as 2 hives and against 2 hives. Different outcomes each time, due only to quality teamwork.
Sounds to me like you just need to play with some better players. I personally find the longer games unbelievably fun. A game ender would make this such a boring and cruddy mod and undermine all the good teamwork that people around the world are now building on.
Wow, your numbers are so wrong i do not even know where to start. Just some mistakes in your "calculation": Heal ticks are much longer, structures are healed by 3 def towers max per tick, gorges won't heal for long if they are standing in an explosion blast for 260 (Yes, with full weapon upgrades it is 260, not 200) dmg. Anyway, instead of calculating just take a gl, go to ANY kind of alien defense and shoot at it. If defense does not start to go down after 2 clips you just do not hit.
I just tested it with 8 def Towers (max possible). The first few went down in less than 8 shots (2 clips), the entire field was down with 4 clips.
@Orange:
If you do not manage to kill one hive while you have lots of resources and 2 hives secured then you must do about everything wrong. Skluks take forever to kill a ha marine, lerks even longer. Alien structures are gone in a few secs of gl fire.
I have seen very few games that involved a true a 1-hive alien team stalemate.
Seriously, the marines HAVE a game ender--it's called denying the aliens their good tech. I'm putting it down to human error and/or one very good team of aliens.
They also don't have webs at a 1-hive level. Ever considered jetpacking in past a WoL and building some trickery?
I'm not sayin this happens all the time. Im just sayin i think it happens enough to warrant some kind of game ender for marines. I mean, there has to be a reason a nuke was considered for ns..
5 Marines in HA, 2 Infront one with HMG one with GL. 2 Behind them both welding the front two and each other, with hmg incase they need to shoot aswell. 1 HMG bringing up the rear.
Its absolutly impossible for skullks to stop a formation like that.
give marines a game ender like aliens have onos! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
HAHAAHAHAHAHHAA your team sux <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
no one freaken usses sieges any more
I hget sick and tired of having to freaking GOAD the stupid marines to come and wipe up. every one complains about F4, yah know what stupid marines who can't end a game are what cause the f4 bug
if marines refuse to attack I warn them that they are what cause the f4 bug, and if it takes them like 5 mins to do ANYTHING (so long as you start towering twords us, or you have a marine death squad coming I will fight till the end).
But if no one is coming or trying ANYTHING, I will simply convince my team to f4 b/c the marines are just destroying the game for us.