Aliens Vs Marine Ratio

GlideGlide Join Date: 2002-12-11 Member: 10545Members
<div class="IPBDescription">Who wins more?</div> Man, the game has changed so much since it was released IMO.
Aliens almost always owned about 60% of the time... lately with the discovery of unlimited jetpacks and
improved marine skills (and stacking)
its almost impossible to win as alien if your first spawn rush fails.

<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

i'ld say about 70% of the time marine win (on the server i play on).
How bout you?

Comments

  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    The short answer: DEPENDS
    The long answer: Well, I don't have time but I'm sure someone else does <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Server population takes a huge role in the win percentages larger than 10 per side and marines have a distinct advantage.
  • PykmiPykmi Join Date: 2003-04-14 Member: 15473Members
    About 70% of the time marines win, if aliens fail to rush at the start of the game.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    i would cut it nearly 50 50.

    unless servers are going with large numbers then marines are gonna have the edge 9/10
  • PykmiPykmi Join Date: 2003-04-14 Member: 15473Members
    Well 1vs1, 2vs2 or 3vs3 or something like that are the games where aliens pwn. From 4vs4 to 6vs6 marines win about 60%, and after more than that marines win most of the time-
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    According to logs on CoFR (the only place I play), the win ratio is 55%/45% in favor of the marines. The server is 9on9 and jp/hmg rushes are pretty taboo there, occurring maybe 10% of the time. Marines still do well because the average level of player competency (which differs from skill) is very high there and several of the server regulars are excellent commanders.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin--MagiTek+May 7 2003, 11:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 7 2003, 11:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> According to logs on CoFR (the only place I play), the win ratio is 55%/45% in favor of the marines. The server is 9on9 and jp/hmg rushes are pretty taboo there, occurring maybe 10% of the time. Marines still do well because the average level of player competency (which differs from skill) is very high there and several of the server regulars are excellent commanders. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's not so much that it's taboo, it's that most of the time the aliens can hold back a jp/hmg rush. They aren't almighty, even if the comm tries to spam health for them. But CoFR's games are rarely predictable.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    since I haven't been seeing very many JP/HMG rushes (now that they're boring), I've actually seen alien wins jump up a notch. I play on CoFR some, and I have to say that the server stats are around what I usually see in-game. shotty/jp shotty rushes are still deadly though.
  • SeraphSeraph Join Date: 2003-04-10 Member: 15382Members, Constellation
    Agreed on the CoFR comments. JP HMG rushes are stoppable, though it is tough. It also depends a lot on the map. A refinery rush is tough to stop for example. But the level of play on CoFR is a lot more "honorable" shall we say. I find a whole lot less hacking and exploiting than most other servers. As far as the original subject, I find it slightly in marine favor, but that can depend so much on the skill of the players. I have been in 8 marines on 5 aliens, and aliens won...
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    edited May 2003
    I think that recently the Marine wins have gone up a lot, to the point where if the Marine teams is of average skill and has a good COM, the aliens will lose 80% or more of the time, depending on map. Nancy is closer to 100% Marine wins, bast is probably the one where Aliens have the biggest chance.

    Unless 1.1 comes out soon or someone thinks of a great tactic for aliens that has been overlooked so far, I think I am going to reduce the player number to 16 instead of 18 in order to get more balance. I don't like it, I'd like to have MORE players on, not less, but right now it is just so Marine biased.

    The reasons:
    - A normal-skilled Marine will kill a normal-skilled skulk at the start of the game
    - Marines will respawn a lot quicker most of the time
    - Marines can use their resources effectively from the start

    I mean *basically*, if you're willing to do anything to win, it's pretty much impossible for Marines to lose on most maps.

    eclipse: build 4 IPs, rush the hive
    nothing: relocate to generator room
    nancy: take mess hall
    etc etc etc...
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    This is why I'm a big fan of making uncarapaced skulks stronger, so they don't totally get ripped apart by starting marines wherever they go. I think if it gets down to a 1v1 with a vanilla marine and an unupgraded skulk, the marine should win, but not by a huge amount. Now a marine can take apart a whole team of skulks and thats what I don't want.

    Also, if the aliens do a marginal job keeping the marines back in the beginning, thats when they become overpowered after they get cara to a point where skulk>marine in most situations, so if the marines don't have a strong foothold in the map before the aliens get cara and aren't planning on a JP/HMG rush, their screwed.
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
    Haha, speaking of stopping refinery JP/HMG rushes... On that CoFR, did anyone get a screenshot of my tower of healing power? How many defenses were there stacked on the chain? I didn't realize how many I had built until I accidentally fell down and looked up. The sound of them healing the hive was insane. And then it all collapsed (along with my ego) when I couldn't build anymore and placed 2 offense chambers on the very top one.

    Mmm, Stoneburg, I really don't like the idea of decreasing the number of players. I'm not paying for the bandwidth bills, so I can only suggest that we hold out with more marine wins until 1.1, since it's already difficult for newcomers as it is. My two cents is that I certainly don't mind losing on aliens if it means we have a larger community. From what I've played, alien victories are very common (especially if there's a gorge who knows when to and not to use offense chambers).
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    <!--QuoteBegin--MagiTek+May 7 2003, 12:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 7 2003, 12:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> According to logs on CoFR (the only place I play), the win ratio is 55%/45% in favor of the marines. The server is 9on9 and jp/hmg rushes are pretty taboo there, occurring maybe 10% of the time. Marines still do well because the average level of player competency (which differs from skill) is very high there and several of the server regulars are excellent commanders. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    True magitech but I play there quite alot. And against you if I remember correctly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. i think the marines have the distinct advantage esp when most of the regs go marines.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    edited May 2003
    Well, other then decreasing the number of players the only way to balance it is to intentionally "stack" the Alien team. I've pretty much been going Alien only (and lost) on all maps except bast and lost (those I just random since they seem balanced so far).

    Maybe it would be better if a GOOD player did that, my über strategy of running in first as skulk so at least I don't have to wait for ever to spawn doesn't seem to make a huge difference to the team <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->


    edit: and tanith, tanith also seems reasonably balanced.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    On mayberry NS Aliens won 505/705 and marines won 201 :/
    Of course the rotation is almost all custom maps which are generally not as well-balanced as the stock ones (*cough* napo as much as i like it *cough*) but it also comes from general lack of leadership on the marine side that seems to occur on pubs sometimes. We need better commanders <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    edited May 2003
    it depends the how high the teams skill is and how cooperitive they are to each other, if half the team isnt going to listen and do as they please then that deceases your teams chances of winning by 30% (if they are good but dont listen they will atleast mess up the marines sub bases) it all revolves around when, where, who and what <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> darn those w's <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
    you dont need to early rush the marines base to win <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    edited May 2003
    Just quickly and a little off topic... I guess the reason for the uncarspaced skulks being so beatable at the start:

    Marines aloud to expand at the start then at the end, hold what they have, to make pushes to the hive.

    Marines are better at the start while Aliens are better at their top tech tree than the marines.

    Skulks favor stealth and backstabbing while marines don't have mt. (early on *one of the reasons mt is loved as soon as pos by marines :S*)

    All i can think of and i have to do h/w
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