The Hmg/hive Rush, It Limits Rts Possibilities!
Forlorn
Join Date: 2002-11-01 Member: 2634Banned
<div class="IPBDescription">What can be done to curb these strats?</div> <span style='font-size:8pt;line-height:100%'>Okay, just for the record, this is by no means a slam on 2.0. I eagarly look forward to 2.0 and all of it's glory.</span>
From what I am reading in the beta forums everyday now, the rush for the HMG seems to be the prevailing strat. And why not? The gun is uber powerful, accurate, and allows pure ownage from the marines. The fact it, the marines <b>CAN NOT</b> win without it, esp. since the aliens tech so damn fast by going straight for their second hive which is a problem I offered a short solution to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=38322&st=0&' target='_blank'>here</a>. I'm sure many vets/PT's can verify this, that aliens go for the 2nd hive, and marines go for the HMG nearly every game that they win. The reason this worries me is this: <b>NS 2.0 is nearly 2 weeks from launch, it's probably entering it's lock-down phase (where no new features will be added untill release, only bugs are fixed), and I would be a little dissappointed if the game was realeased with a good part of the RTS element of NS being stale.</b> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I have no exact idea of how to fix this, but I know along the lines to start:
- Make it so aliens have better alternatives than getting a new hive right away. My idea for this I listed <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=38322&st=0&' target='_blank'>here</a>.
- Make it so marines have better alternatives than teching for the HMG ASAP. The solutions I've seen/thought of:
o Specialize the HMG so it can't do it all.
* Such as making it deal half damage to buildings.
* Give it a spin up time and spin down time a la TFC HWguy.
o Make the arms lab more accesible.'
* Make the arms lab itself be fairly cheap to buy, so it wouldn't be detrimential to buy 2 of them.
* The best way I can think to do this would be to lower the costs for the upgrades, but higher the times it takes to research them all. This would allow marines to get the upgrades early on, but at the same time it won't hurt their res for other things, such as building expos and getting equipment.
For example, first weapon/armor upgrade costs 15, takes 2:00 min to research, the second upgrade costs 30, takes 2:30 min to research, the third costs 45, takes 3:00 min to research.
o Make the arms lab give better upgrades.
* If I were made king for a day, I'd make it so upgrading stuff at the arms lab would decrease the costs of eqiupment bought by small amounts.
By this I mean that the weapon upgrades decrease the cost of the Shotty, HMG, GL, and Mines. The armor upgrades would cheapen the costs of HA, JP, and the welder(It's not a weapon and it deals mostly with armor... so it goes here.) However, to compensate, the initial costs of everything would need an increase.
For example, the HMG costs 20 right now. It would need to be increased up to 22 initially, but each subsequent upgrade would lower the cost by 2. This pattern would go for all pieces of eqiupment, usuing increments of 2, except for all of the pieces of eqiupment below the price of 20 res currently in 2.0w, which are the welder, mines, and possibly the JP. These pieces of equipment get lowered by 1 res each upgrade, and each cost one more initially.
These upgrades would be small, but significant at the same time, making them important but not throwing anything out of whack.
By no means do I think that all of these suggestions need to go in. But I strongly feel at least one of them should be done, or some other course of action, to adress the problem at hand, a really limited RTS tech tree path for both sides. Do you feel the same way? Say so! Do you like my ideas/suggestions? Say so! Do you hate my suggestions? Critize them, post it, but please do not stop there, <b>offer your own suggestions as well!</b> The idea of this post was not to pimp myself, but to start some brainstorming and some discussion!
So please! Discuss! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
From what I am reading in the beta forums everyday now, the rush for the HMG seems to be the prevailing strat. And why not? The gun is uber powerful, accurate, and allows pure ownage from the marines. The fact it, the marines <b>CAN NOT</b> win without it, esp. since the aliens tech so damn fast by going straight for their second hive which is a problem I offered a short solution to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=38322&st=0&' target='_blank'>here</a>. I'm sure many vets/PT's can verify this, that aliens go for the 2nd hive, and marines go for the HMG nearly every game that they win. The reason this worries me is this: <b>NS 2.0 is nearly 2 weeks from launch, it's probably entering it's lock-down phase (where no new features will be added untill release, only bugs are fixed), and I would be a little dissappointed if the game was realeased with a good part of the RTS element of NS being stale.</b> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I have no exact idea of how to fix this, but I know along the lines to start:
- Make it so aliens have better alternatives than getting a new hive right away. My idea for this I listed <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=38322&st=0&' target='_blank'>here</a>.
- Make it so marines have better alternatives than teching for the HMG ASAP. The solutions I've seen/thought of:
o Specialize the HMG so it can't do it all.
* Such as making it deal half damage to buildings.
* Give it a spin up time and spin down time a la TFC HWguy.
o Make the arms lab more accesible.'
* Make the arms lab itself be fairly cheap to buy, so it wouldn't be detrimential to buy 2 of them.
* The best way I can think to do this would be to lower the costs for the upgrades, but higher the times it takes to research them all. This would allow marines to get the upgrades early on, but at the same time it won't hurt their res for other things, such as building expos and getting equipment.
For example, first weapon/armor upgrade costs 15, takes 2:00 min to research, the second upgrade costs 30, takes 2:30 min to research, the third costs 45, takes 3:00 min to research.
o Make the arms lab give better upgrades.
* If I were made king for a day, I'd make it so upgrading stuff at the arms lab would decrease the costs of eqiupment bought by small amounts.
By this I mean that the weapon upgrades decrease the cost of the Shotty, HMG, GL, and Mines. The armor upgrades would cheapen the costs of HA, JP, and the welder(It's not a weapon and it deals mostly with armor... so it goes here.) However, to compensate, the initial costs of everything would need an increase.
For example, the HMG costs 20 right now. It would need to be increased up to 22 initially, but each subsequent upgrade would lower the cost by 2. This pattern would go for all pieces of eqiupment, usuing increments of 2, except for all of the pieces of eqiupment below the price of 20 res currently in 2.0w, which are the welder, mines, and possibly the JP. These pieces of equipment get lowered by 1 res each upgrade, and each cost one more initially.
These upgrades would be small, but significant at the same time, making them important but not throwing anything out of whack.
By no means do I think that all of these suggestions need to go in. But I strongly feel at least one of them should be done, or some other course of action, to adress the problem at hand, a really limited RTS tech tree path for both sides. Do you feel the same way? Say so! Do you like my ideas/suggestions? Say so! Do you hate my suggestions? Critize them, post it, but please do not stop there, <b>offer your own suggestions as well!</b> The idea of this post was not to pimp myself, but to start some brainstorming and some discussion!
So please! Discuss! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Comments
HMG is only 1 gun in an arsenal of winning guns.
HMG is only 1 gun in an arsenal of winning guns. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
From what I read in the beta forums, it's the majority of the winning games.
You know, back in 1.04 I saw skulk rushes win right at the start. But please don't try and tell me back in 1.04 the strategy possibilites were limitless or balanced either.
What is your point? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
What is your point? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Seems to me cri.tical and Rennex (both Vets) are saying HMG isn't the ultimate uber-cannon of v2.0.
The beta forums is really confusing to me sometimes. There seems to be some differences of opinion on balance. Some people posts consistantly with lots of detail, suggestions and information, others post very little with out much feedback. It's hard to nail down exactly who is closer to the reality of v2.0.
Your worried about nothing hmgs early is not the end of the world and can be counterd. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
sTr your avatar from the deerhunter by anychance?
Your worried about nothing hmgs early is not the end of the world and can be counterd. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
And what about aliens who tech right away to hive 2, without getting one chamber?
Surely both should be viable.
<!--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-->wrong 4um....... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--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--> The idea of this post was not to pimp myself, but to start some brainstorming and some discussion!
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The name of this forum is Natural Selection Discussion.
<!--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-->Seems to me cri.tical and Rennex (both Vets) are saying HMG isn't the ultimate uber-cannon of v2.0.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
All they have said is one instance. But I know I've read several times in the beta forums that HMG is <b>the first thing</b> that is teched to, almost every game.
<!--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-->HMG isn't the only strategy that wins. Whoever said that just doesn't know how to use other tactics. I've seen Shotgun rush work. I've seen ALOT of games won by Grenade Launchers...
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I am talking about what is teched to ASAP in the majority of most games. HMG every time? This is what the beta forums seem to indicate time and again.
And thus you verify the problem I listed.
It's smart to tech quickly every game because:
- It takes a really long time.
- It costs little.
- The advantages it gives you are double-barreled/grenade exploding/tank armored/flying.
So what if the oppitsite were to be done? So that it costs a lot, but is short to tech to? This way, it's not smart to tech to it right away unless under special circumstances, yet it could be researched when you feel it's time to and you have the res?
I read your suggestions for arms lab improvements, but the commander isn't exactly starved for res early game. That's when he upgrades the armory while at the same time usually getting armor level 1.
Not to mention that in some games, the commander doesn't even drop an arms lab so he can have the res to drop those extra nodes/electify.
Lets just say.. if they spend so much time writing 3000 word suggestions.. how much time do you think they actually spend playing the game?
HMG isn't an everytime thing. And it certainly isn't a sure win. It takes a lot of teamwork to win... Aliens are really dominant in the tests because in most of the pub games we play, marines just don't function as a unit very well.
I'd say the game is pretty darn well balanced, myself. I'm eager for it to release. Once it release, Flayra will surely be releasing more patches as he sees how things work out on the pubs.
Your worried about nothing hmgs early is not the end of the world and can be counterd. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agreed. Hive 1 lerks/fades supported by skulks/gorges can make mincemeat of light armor/HMG/shottie marines without the marines being supported by their commander in the form of health packs. Even then, I've played many games where the LA/HMG/shottie marines have failed to secure and hold the cargo area outside the fusion hive in ns_tanith.
Long games are also the best, hehe
Please change it asap. I'm sure there's something else you can use.
You should like it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
sTr your avatar from the deerhunter by anychance? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
haha ya dear hunter didnt think anybody would know what it was <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Lets just say.. if they spend so much time writing 3000 word suggestions.. how much time do you think they actually spend playing the game?
HMG isn't an everytime thing. And it certainly isn't a sure win. It takes a lot of teamwork to win... Aliens are really dominant in the tests because in most of the pub games we play, marines just don't function as a unit very well.
I'd say the game is pretty darn well balanced, myself. I'm eager for it to release. Once it release, Flayra will surely be releasing more patches as he sees how things work out on the pubs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Again, what I am not talking about usage of weapons or crap like that. I'm talking about what is researched first?
For aliens, their first tech upgrade is another hive, with no exceptions, and for marines, they get HMG nearly first every time, with little exceptions to that rule. This is what I'm talking about. I'm refering to the RTS element of the game, and I would be sorely dissapointed if there was in fact a "best" way to tech up the tech tree for the marines and a "best" way to buy your hives and chambers for the aliens.
Your worried about nothing hmgs early is not the end of the world and can be counterd. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agreed. Hive 1 lerks/fades supported by skulks/gorges can make mincemeat of light armor/HMG/shottie marines without the marines being supported by their commander in the form of health packs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sense when did it take a team of Kharaa to take down a marine or 2?
In 1.04 1 v 1 in an Open enviroment or hall is always going to be the Human, 1 v 1 in a closed enviroment whit no stright aways, the Alien should always win it.
If in 2.0 basic LMG vs 2 Skulks is going to end up becomming a team of lerks and Skulks vs 2 Marines, I will be some what sad!
But I have no ide what 2.0 will be like except what I have read.
15 Days
The problem with marines isn't that HMG is too good its that siege and JPs suck compared to HA.
The problem with marines isn't that HMG is too good its that siege and JPs suck compared to HA. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
And what about the aliens? Going for the second hive ASAP seems to be the predominant strat right now!
More importantly, how would you go about fixing this? Is it a really big issue? Are my suggestions any good?
This is what I'm trying to talk about in this thread.
Statements like this make me cry. Now we'll have ever more threads popping up with stupid suggestions about balance. Just because the forums newbs take every single sentence a playtester says and perverts it into "OMG HMG is teh imbalance!!!!"
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Anyways, yes the grenade launcher is more like the uber gun than the HMG. According to the PTs, you can be a mile away it and still get killed by it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Well it's not actually that powerful of course but hte blast radius IS pretty big. I'd rather they increase the range a bit and decrease the radius a bit.
Statements like this make me cry. Now we'll have ever more threads popping up with stupid suggestions about balance. Just because the forums newbs take every single sentence a playtester says and perverts it into "OMG HMG is teh imbalance!!!!"
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Statments like this make me mad.
Instead of trying to allivate the problem, instead they sit around and make fun of others who actually try to solve it.
What do we know, we are all just a bunch of forum newbs, right? Keep your elitist attitude out this thread please. If you are supperior please prove it in the forms of ideas not insults.
From what I am reading in the beta forums everyday now, the rush for the HMG seems to be the prevailing strat. And why not? The gun is uber powerful, accurate, and allows pure ownage from the marines. The fact it, the marines <b>CAN NOT</b> win without it, esp. since the aliens tech so damn fast by going straight for their second hive which is a problem I offered a short solution to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=38322&st=0&' target='_blank'>here</a>. I'm sure many vets/PT's can verify this, that aliens go for the 2nd hive, and marines go for the HMG nearly every game that they win. The reason this worries me is this: <b>NS 2.0 is nearly 2 weeks from launch, it's probably entering it's lock-down phase (where no new features will be added untill release, only bugs are fixed), and I would be a little dissappointed if the game was realeased with a good part of the RTS element of NS being stale.</b> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I have no exact idea of how to fix this, but I know along the lines to start:
- Make it so aliens have better alternatives than getting a new hive right away. My idea for this I listed <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=38322&st=0&' target='_blank'>here</a>.
- Make it so marines have better alternatives than teching for the HMG ASAP. The solutions I've seen/thought of:
o Specialize the HMG so it can't do it all.
* Such as making it deal half damage to buildings.
* Give it a spin up time and spin down time a la TFC HWguy.
o Make the arms lab more accesible.'
* Make the arms lab itself be fairly cheap to buy, so it wouldn't be detrimential to buy 2 of them.
* The best way I can think to do this would be to lower the costs for the upgrades, but higher the times it takes to research them all. This would allow marines to get the upgrades early on, but at the same time it won't hurt their res for other things, such as building expos and getting equipment.
For example, first weapon/armor upgrade costs 15, takes 2:00 min to research, the second upgrade costs 30, takes 2:30 min to research, the third costs 45, takes 3:00 min to research.
o Make the arms lab give better upgrades.
* If I were made king for a day, I'd make it so upgrading stuff at the arms lab would decrease the costs of eqiupment bought by small amounts.
By this I mean that the weapon upgrades decrease the cost of the Shotty, HMG, GL, and Mines. The armor upgrades would cheapen the costs of HA, JP, and the welder(It's not a weapon and it deals mostly with armor... so it goes here.) However, to compensate, the initial costs of everything would need an increase.
For example, the HMG costs 20 right now. It would need to be increased up to 22 initially, but each subsequent upgrade would lower the cost by 2. This pattern would go for all pieces of eqiupment, usuing increments of 2, except for all of the pieces of eqiupment below the price of 20 res currently in 2.0w, which are the welder, mines, and possibly the JP. These pieces of equipment get lowered by 1 res each upgrade, and each cost one more initially.
These upgrades would be small, but significant at the same time, making them important but not throwing anything out of whack.
By no means do I think that all of these suggestions need to go in. But I strongly feel at least one of them should be done, or some other course of action, to adress the problem at hand, a really limited RTS tech tree path for both sides. Do you feel the same way? Say so! Do you like my ideas/suggestions? Say so! Do you hate my suggestions? Critize them, post it, but please do not stop there, <b>offer your own suggestions as well!</b> The idea of this post was not to pimp myself, but to start some brainstorming and some discussion!
So please! Discuss! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
All I can say is that its really warped for marines carrying big heavy stuff and jetting around endlessly at high speeds. It would make more sense if you could only jet around with light weaponry, then you would basically have a group of Jetpackers trying to escort an HMGer; that makes sense and promotes more teamwork. I guess the only problem is they might have to make the HMG a little more powerful to accomodate for that.
I also think Heavy Armor is underrated. It can remove the problem of trying to dodge those dense-placed OCs and dying from it. jus supply ammo, health, and welders and theres really no way they can lose either.
And what about the aliens? Going for the second hive ASAP seems to be the predominant strat right now!
More importantly, how would you go about fixing this? Is it a really big issue?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm gonna give you a scenario:
8 on 8, ns_eclipse. Aliens start in comp core. Right off the bat, three guys go gorge. One caps south loop node, one caps maint, and one starts to lays two OC's in maintenance. All this right off the bat since aliens start with 25 res.
Within two minutes, you will have three active nodes and the start of a defense for the unbuilt hive. With the current res system, a skulk will hit 45 res very rapidly as the game goes on and he gets kills. Usually as soon as a skulk hits 45, he goes gorge and drops a hive, since a hive costs 30 and morphing into a gorge costs 15.
The benefits of an extra hive = faster spawning, another spawn point incase the original hive dies, another level of attacks, and the ability to build another type of upgrade chamber.
Hives still take a little bit of time to complete building, so its just smarter to drop the hive before you drop upgrades. Once that hive starts to build, however, a skulk will go gorge to drop three of an upgrade chamber. The thing is, skulks don't really *need* an upgrade early game. Plus players are more inclined to spend their hard earned res throwin up a hive than dropping three chambers I've noticed.
"Going for the second hive ASAP seems to be the predominant strat right now!" Doesn't everyone go for the war factory right after the barracks in CnC games? Teching up is where you get the big toys and usually more fun.
Sidenote, this is the longest post I've made yet. GG.