More Hives Before Onos ?
Cpt_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.
I'm all for the reduced cost of marines btw.
Comments
hive restricted life forms were removed for a reason.
If you want to limit the # of Onos you see, kill alien Resource nodes.
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.
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.
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-->
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.
Has this been considered?
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.
word
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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-->
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-->
Sure, as soon as people stop stating ambigious statements and take the time to actually figure out what the real problem is.
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-->
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.