1.04 Being Repeated In 1.1?
RyoOhki
Join Date: 2003-01-26 Member: 12789Members
<div class="IPBDescription">Same stratagies, differant version</div> <!--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-->Right now, phase gates are not being used because marines tech so slowly. The res spent on getting phase gates up, turret factories, turrets, etc.. to fortify a location means you're not spending res teching up. And guess what? On the alien team, theres always 1-2 skulks, just hoarding their res... waiting for 100... waiting... waiting...
If you try to fortify locations, spending tons of res in the process, guess what happens when those little skulks get 100 res? Oni vs LA/LMG . Oni kills your men, gorge bilebombs your structures, phase gates gone, turrets dead, now you have nothing .
If you forego spending the res on phase, TFs, turrets... it's Oni vs HA/HMG/GL squad of doom. There just isn't enough res flow for the marines to fool with phase/forward bases IMHO. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This quote from the beta forums got me thinking, because right now in 1.04 EXACTLY the same thing applies. If the marines fortify res points they lose, it's as simple as that. Expanding and locking down areas doesn't work except when those locations are hives. Now it looks like in the current 1.1 build this still applies: tech is the only thing worth doing as marines.
Should this be the case? Should the marine team be forced to use one playstyle every game, same as D-M-S in 1.04? Jp/hmg rushes are out in 1.1, so that leaves quickly teching up and hoping to nail the aliens before they get onos.
Why should expanding and controlling the map not be rewarded? As it stands, reading from the beta forum, it seems that even if the marines control say 70% of the map and res points they keep losing, purely because a) once the onos arrives the marines seem to lose most of their outposts and b) gorge bile bomb utterly devestates any bases. It seems that the fast-tech rush is the only way for marines to win, and this equals badness. NS should allow both sides to pursue differant paths to victory, not lock players into the same dreary tactics every game.
I know 1.1 is a work in progress, and I write this not to criticise but mearly to voice my concerns. I'm not a 1.1 pt so I only have the comments of those testing the patch to go by. If what I have concluded is incorrect, then please disregard this post <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
If you try to fortify locations, spending tons of res in the process, guess what happens when those little skulks get 100 res? Oni vs LA/LMG . Oni kills your men, gorge bilebombs your structures, phase gates gone, turrets dead, now you have nothing .
If you forego spending the res on phase, TFs, turrets... it's Oni vs HA/HMG/GL squad of doom. There just isn't enough res flow for the marines to fool with phase/forward bases IMHO. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This quote from the beta forums got me thinking, because right now in 1.04 EXACTLY the same thing applies. If the marines fortify res points they lose, it's as simple as that. Expanding and locking down areas doesn't work except when those locations are hives. Now it looks like in the current 1.1 build this still applies: tech is the only thing worth doing as marines.
Should this be the case? Should the marine team be forced to use one playstyle every game, same as D-M-S in 1.04? Jp/hmg rushes are out in 1.1, so that leaves quickly teching up and hoping to nail the aliens before they get onos.
Why should expanding and controlling the map not be rewarded? As it stands, reading from the beta forum, it seems that even if the marines control say 70% of the map and res points they keep losing, purely because a) once the onos arrives the marines seem to lose most of their outposts and b) gorge bile bomb utterly devestates any bases. It seems that the fast-tech rush is the only way for marines to win, and this equals badness. NS should allow both sides to pursue differant paths to victory, not lock players into the same dreary tactics every game.
I know 1.1 is a work in progress, and I write this not to criticise but mearly to voice my concerns. I'm not a 1.1 pt so I only have the comments of those testing the patch to go by. If what I have concluded is incorrect, then please disregard this post <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
Ok, now that I've stated my problems, here's my solutions. Increase the res flow from RT's for Marines. instead of 1 res ever x amoutn of time, either double the time, or double the amount of res. I'm sure just increaseing thr flow would make marines tech quicker, and make protecting res important/viable. Keep in mind, I'm not saying we HAVe to give marines double res points, I'm suggesting we make them get res faster than alien RT's. (3 marine RT's get 50 res about 1.5x faster than 3 alien RT's, or something like that.)
Bump Bilebomb to 4th slot and re-arrange Onos' weapons. For example: Bite(bite, the basic attack can be used to knock down bases, just not so easily), Devour(to counter HA-marines to some extent), Stomp(maybe make stomp disable turrets to make it 2nd hive base busting ability), Charge(the whole base busting ability would be in here)
Eh, just a thought. Balancing Oni is harder than I thought.
Thats because they weren't designed to be balanced: from the very outset of 1.0 they were game-enders. They've never had a counter and it seems the devs are finding it hard to make a counter now without giving the marines some kind of "anti-onos weapon", something unthinkable <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Still, an onos/gorge nerf might change things around, because as it stands it seems: a) Marine expansions are useless, just like 1.04, and b) 2 hives means the marines lose, identical to 1.04
To get a real feel for the balance of a multiplayer game you have to play it several hundred times from both sides and with a range of player skills, it cant be done from reading the comments and changelog.
Have faith young Ryo, the Flayra is our ally. Powerful Flayra...
Since those of us "out of the loop" can do nothing but read what is given to us, we feel a need to voice our nervousness here on these forums. And since 1.04 is getting closer and closer to fading into history, there isn't a whole lot to talk about on here other than what is going to happen with 1.1. I mean, who is going to talk about 1.04 strategy ever again? So let us voice our concerns, if only because it's cheaper than therapy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> In this example, maybe some PT will counter it and reassure us that building outposts is still feasible when done properly.
You're right, though... we just need to have faith that Flay is going to deliver the most balanced version he can manage. As far as I'm concerned, he can take as long as he needs... I'm having fun just playing 1.04 for now.
They might be making the point that currently forward bases are pointless and almost completely not viable but in 1.0. They are viable but not much?
Ok, now that I've stated my problems, here's my solutions. Increase the res flow from RT's for Marines. instead of 1 res ever x amoutn of time, either double the time, or double the amount of res. I'm sure just increaseing thr flow would make marines tech quicker, and make protecting res important/viable. Keep in mind, I'm not saying we HAVe to give marines double res points, I'm suggesting we make them get res faster than alien RT's. (3 marine RT's get 50 res about 1.5x faster than 3 alien RT's, or something like that.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes making 1.1 center more around marine teamwork is a good thing. I was COMMing on a pub server yesterday and the game just started with aliens in the cargo bay hive so I told 1 guy to go get forboding RT and powersilo RT while the rest guard spawn, it was a 4 v 4 server. Right after I gave out the waypoint this guy comes on the mic and says ok everyone were going to rush cargo bay, everyone follow me, I said no stay at spawn, they of course followed him, I said get back to spawn, he said come on let's rush em, I said you don't get any health or ammo if you go, he said screw you then. They all died and he says let's go rush again, my exact words "Stay at spawn that's a direct order" 3 seconds later Commander has been ejected.
Got ejected for trying to make marines follow orders, made me kind of sad.
btw they went to rush again and 3 skulks came and ate our spawn and they all died cause none of them had the brains to go commander.