More Hives Before Onos ?

Cpt_KrunchCpt_Krunch Join Date: 2003-08-22 Member: 20077Members
Don't you think, instead of nerfing the aliens to hell, if morfing to onos required at least a 2nd hive ? Would make onos appear a bit more late in the game wherer the marines have a slim chance of defending themself against the fat rhino ? Wasn't it like that before ?

I'm all for the reduced cost of marines btw.
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Comments

  • sejsej Join Date: 2003-01-19 Member: 12488Members
    erm no.

    hive restricted life forms were removed for a reason.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Near the end of playtesting, Flayra reinstated hive limits on alien evolutions just to see what effect it had on gameplay. The effect was exactly what had been the problem in 1.04 -- marines would go for a 2-hive lockdown every time.

    If you want to limit the # of Onos you see, kill alien Resource nodes.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    They should adress the problems instead of throwing out random nerfs.
  • Cpt_KrunchCpt_Krunch Join Date: 2003-08-22 Member: 20077Members
    <!--QuoteBegin--coil+Aug 22 2003, 10:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Aug 22 2003, 10:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Near the end of playtesting, Flayra reinstated hive limits on alien evolutions just to see what effect it had on gameplay. The effect was exactly what had been the problem in 1.04 -- marines would go for a 2-hive lockdown every time.

    If you want to limit the # of Onos you see, kill alien Resource nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Maybe just require 2 hives, not 3 for onos. Then if marines can lock up 2 hives, the aliens deserve and will probably lose too. If you keep you 25 res, and the aliens team take lots of RT fast, you can become ONOS pretty quickly. I know ppl cry about aliens being too powerful, but 5 heavies walking in a group with HMG/GL will tear through lots of thing if the comm gives them health and they weld each other.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--coil+Aug 22 2003, 10:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Aug 22 2003, 10:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you want to limit the # of Onos you see, kill alien Resource nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I know I am risking a firey demise by contradicting the mighty admin, but tbh if someone goes onos, most of their res will have come from Res-for-kills, not from rts. Although it is undeniable that taking out rts will slow Onos/Oni somewhat.... in theory.
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    If they don't kill you, they don't get resources. If they have no resource towers, they also don't get resources.

    Stay alive and hunt down nozzles.

    Easier said than done, huh? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    To get onos just from RFK its at least 34 kills.

    Even for just half the res for onos its 17 kills. At the very least.

    You can go onos in 8 minutes. I Doubt very much youll have 34 kills by then, meaning that most the res has come from res nodes rather than kills.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    The fact that you can go onos in 8 minutes (or even 6 minutes) is the problem. Another way to solve it would be to give the aliens 20 starting res instead of 25, or make the evolution to gorge cost 15 instead of 10. Either way, it will take the aliens a little longer to get all of those res nodes down, and thus delay how quickly the onos will arrive.

    Has this been considered?
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    Just try to lock down 2 hives, and since the aliens always choose movement chambers first and someone goes onos they will die very quick.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    as for "deserving to lose against a 2 hive lockdown" this was a serious problem in 1.04. It was one of the FEW winning strategies in 1.04 on CoFR's server. If the marines could, they would quickly lockdown/reloc a hive, then rush the next one. Once the PG's were up, a good marine force could hold them indefinitely against tier 1 aliens. The game would then end after the marines finished teching and sieged the weak aliens out.

    The issue with this "strat" is that all the marines did was lock down 2 locations.. the hives.. And they won.. The aliens could be res overflowing like crazy, but they can't do anything about it due to the lockdown.

    As <b>difficult</b> a job killing an onos is, I think it is very fair to allow them to attempt to crush bases that were "build and forget." It's your own fault for not putting up a pg, not preparing for an alien rush, and not being able to drop another hive while they're building up the hive they just took.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    A tactic in 1.04 was to quickly find out what hive the aliens were at, then relocate to the hive furthest away from them, then proceed to lock down the last available hive. A phasegate in each hive meant that you now had two hives firmly locked down, as well as the corresponding nodes. The marines could comfortably sit around in their two hives and wait until they had the res for a bunch of jp/hmgs. It was very hard for Skulks, Gorges and Lerks to crack a lockdown, and it would be even harder in 2.0 because of the effective turrets. Considering how strong the Onos currently is (and how few players can play Fade well), every marine team would go for a two-hive lockdown to stop Onos. Because of the strong two- and three-hive abilities, hives are already quite a necessity for the aliens. Make them even more important and lockdowns become too tempting.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    <!--QuoteBegin--Trojan2+Aug 22 2003, 10:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan2 @ Aug 22 2003, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They should adress the problems instead of throwing out random nerfs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    word
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Where were you seeing these 2 hive lock downs?

    At the end of 1.04 all i saw was,

    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush
    JP HMG rush

    THAT was boring.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin--Trojan2+Aug 22 2003, 10:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan2 @ Aug 22 2003, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They should adress the problems instead of throwing out random nerfs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think its better to make something better to make it fair then to just remove/nerf it, add to the game don't take away.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Tempus+Aug 22 2003, 12:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tempus @ Aug 22 2003, 12:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The fact that you can go onos in 8 minutes (or even 6 minutes) is the problem. Another way to solve it would be to give the aliens 20 starting res instead of 25, or make the evolution to gorge cost 15 instead of 10. Either way, it will take the aliens a little longer to get all of those res nodes down, and thus delay how quickly the onos will arrive.

    Has this been considered? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Currently, every alien can drop a node at game start. If you increase the cost of an RT or a gorge, or decrease starting resources, *no* alien will be able to drop an RT at game start.

    In my opinion, dropping a lot of towers immediately is a tactical decision. A team could just as easily drop three upgrade chambers and some OCs. Likewise, a marine commander could choose to bum-rush a few RTs and electrify them, or only get one and head straight into upgrades instead.

    Going Onos early is also a tactical decision. Saving from game start to go Onos means that you're going to spend 100 RPs on a personal evolution that could have been 3 lerks, two fades, or a gorge and NINE chambers (or 6 resource towers!). A team that goes immediately for Onos is going to have few nodes and little to no defense.

    I realize that game starts are not quite equal now; perhaps the marines need a few more starting RPs. It's not an easy problem to solve.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    with all this talk about 2-hive lockdowns... Has anyone won a strat that involved letting the aliens hold 3 hives?
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    Omg, hive lockdowns. We can't have those.

    Seriously, I thought that was the point of the game. Not to lockdown 1 hive, 2 hives, but to lockdown ALL of them. In that, I mean KILL them. If marines locked 2 hives down, then GG to them.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Yes but in the other version of ns, marines could lock down two hives straight away, and then slowly farm and upgrade. Thats if for some absurd reason they didnt do a jp hmg rush.

    In this version , marines need more res than just the two at the hives to survive.

    If the marines do lock down twohives in this version, it means they have deserved to win, because that process would hav emeant securing res nodes and getting upgrades prior to locking down that hive.
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    How quick an onos comes into the game also depends on the size of the alien team. What i think is worse is that u can get lerk in like the first few secs of a game and u can own marines with no upgrades with them.

    once I played mineshaft on 2.0. the marines had a hive and double res, they took out one of are hives and it ended where they had 2 hives. we still had the upgrades though. when i had 100 res i got onos and mc and dc upgrades. i then went and took out double res then tram tunnel then sewer i think it was (not sure on the hive names) they had HA and stuff but i dunno what they were doin. then got 3rd hive and more ppl got onos and then crushed there base.

    if the marines have 2 hives they will no doupt have HA and anythin above lmg. with this they can take an onos pretty easy as he cant do stomp and that is the only real way an onos can kill a HA HMG/shotty with upgrades unless u are crap. plus alot of onos are stupid and alway want to devour so they never actualy really do any dmg to u so u just keep shootin them.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    the whole problem is this:

    TEAMWORKING MARINES... vs A SOLE ONOS....

    this game is about teamwork.... TEAMS BEAT ONOS...
    if you have 3 shotties.. and hmg.. and 4 people going down a hallway... and the commander is following you ammoing and meding u up.. and the ONOS rush you one at a time... YOU DESERVE TO KILL THEM

    NOW.. if that same squad runs into teamworking aliens... a lerk sporing them into a cloaked onos... or baiting htem around a corner into an ambush..... the ALIENS deserve to win.. simply because more res and teamwork were used and the Marines were dumb

    No one whines when 3 skulks take down a lone HA/HMG.. because the marine diddn't do teamwork.. but if 3 rines take down a lone Onos.. its a big problem... This game is based around teamwork.. and BOTH SIDES need to take advantage of this
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    1 Hive onii aren't all that great anyhow. I only do it if we have DCs as without them it's just a waste (unless you really REALLY need one). Even then, no MCs means your going to be either a)moving very very slowly, or b) Running out of energy very fast.

    Also one hive means you only get gore and devour. Stomp IMO is the attack that makes the onos so unstoppable, and without it you lose half your hp just walking up to your prey, be it turret farm or marine.

    In short, don't like onos? Kill those RTs and hand out plenty o' shottys.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Tempus+Aug 22 2003, 11:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tempus @ Aug 22 2003, 11:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The fact that you can go onos in 8 minutes (or even 6 minutes) is the problem. Another way to solve it would be to give the aliens 20 starting res instead of 25, or make the evolution to gorge cost 15 instead of 10. Either way, it will take the aliens a little longer to get all of those res nodes down, and thus delay how quickly the onos will arrive.

    Has this been considered? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes and it doesn't work. As starting with less res than required to gorge and build an RT right away means that the marines can just huddle in base, ensuring that no skulks gets any kills, while just timing it until the aliens have earned enough res to actually start expanding.

    Just give the marines some extra res instead (or cut their prices some, as is being done in 2.1) - it comes out the same thing but without the boredom.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    edited August 2003
    1 hive onai may not be up to the task of taking on a squad of marines, but he can certainly take out outposts and res nodes with ease. And that's just one onos. If 2,3, or even 4 people save, then you will have multiple onos running around.

    With regards to saving for onos being a tactical decision, I think that a single onos, particularly at 1 and perhaps even 2 hives, is a far better investment than 2 fades or 3 lerks. Having 4 onos appear 6 minutes into the game is just too strong for any marine team.

    Accelerating upgrades for marines doesn't tackle the problem, IMO. If anything, it just makes the game become about Onos vs. HA that much sooner, and contrary to what some may imply, that is not the funnest part of the game.
  • JusticeBladeJusticeBlade Join Date: 2002-12-23 Member: 11440Members
    Easy... increase Ono's cost, that way if he was 125-150 it would take longer and be a more selfish action to save up for ono's. Considering he/she was a smart player(s) and camp dumb marines as lerk or has insane skill as any other class he/she will still gain res fast enough to end the game!

    It's as simple as increasing Onos cost... and as fun as balancing the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Adon_IdomAdon_Idom Join Date: 2002-12-24 Member: 11456Members
    <!--QuoteBegin--sej+Aug 22 2003, 10:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sej @ Aug 22 2003, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm no.

    hive restricted life forms were removed for a reason. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, and a very good one too

    Because you should not be limited from anything. same goes for real life.. only this is half life... lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Adon_IdomAdon_Idom Join Date: 2002-12-24 Member: 11456Members
    LOL OMG AT THAT PIC!!!!
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited August 2003
    <!--QuoteBegin--Trojan2+Aug 22 2003, 11:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan2 @ Aug 22 2003, 11:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They should adress the problems instead of throwing out random nerfs. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Sure, as soon as people stop stating ambigious statements and take the time to actually figure out what the real problem is.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Flayra must be spinning in his grave from all this negitive talk about balance and nerfing and unfairness... yes hes dead, he had a brain failure from reading the same posts again and again!
    I might be next! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    To whoever said "Up the cost of Onii"


    I should point out that if the upper res limit was 150, thats something like 15 OC/DC if you're a gorge. Second, it means lerks and fades at 150 res can gorge, drop 3 DC near the marine base, then go back to lerk/fade.

    Sure, you might not see as many onii but you'll see legions of chambers from dedicated gorges.


    The balance is a tricky thing to achieve but the team seem to be getting there.
  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    In my opinion fades vs light marines >> onos vs light marines when in the early-mid game, so the rush to onos doesn't make all that much sense to me - onos are better vs heavies. This has a lot to do with my play style I am sure, but it seems to me the early onos is really a disadvantage when you consider the 100 res being spent and quite possibly lost.
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