Ehehehe
rabbitz
Join Date: 2003-08-10 Member: 19328Members
<div class="IPBDescription">hehehehehe</div> O Added "catalysts" to marine tech tree!
O Research at arms lab, allows dropping of "cat-packs"
O A marine that touches pack, gives +25% movmement speed and +25% rate of fire for 8 seconds. The marine also takes damage equal to 25% of his max health, but it will never kill him.
stim-packs anyone?
O Research at arms lab, allows dropping of "cat-packs"
O A marine that touches pack, gives +25% movmement speed and +25% rate of fire for 8 seconds. The marine also takes damage equal to 25% of his max health, but it will never kill him.
stim-packs anyone?
Comments
Shooting down topics isn't very nice... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
step 1) Get to hive
step 2) Cat-Pack
step 3) Shoot hive at outragous speeds, watch aliens cringe with fear.
step 4) Profit!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Add in the fact they fixed the alien hitboxes (They fortunetly upped Armor for fade and onos thanks Dev team, you own...) and Reduced HMG damage from 20 to 18... this upcoming patch is going to be shotgun rush heaven for all comms.
The new routine for a winning marine team would be:
Get shotguns, tell them to rush the hives constantly, upgrade lvl 1 armor then weapons till victory.
A skilled medspam comm will make rines SHRED higher lifeforms... imagine 2 catpacked LA rines ripping an onos down in mere seconds... or 3... god it will be SAD!
Fortunetly i thought up a counter stratigy for the aliens. MC first... it has to take Defense over as the main Alien chamber. We need silence and cerelity to take those Shottys down fast and hard. Maybe SC will work to if your team is a little organised. But for pubs with the usual amount of noobs, we need MC. Your gonna need lerk bite **** from 1.04 and alot of luck (spikes would be SOOOOOOO better... horrible timing). Spores is a 2nd slot weapon still i think, so all is not lost. 3 lerks should be able to spore a rine shotgun team into subission, but it will take time. the 2nd hive is gonna be the biggest thing... no more early fades... have one person save for onos and go straight for the 2nd hive. Your cerelity skulks love leap to get some limited flight capabilities... and silence leap-bite skulks are DEADLY, even WITH motion tracking (which will be used ALOT now because of the price decrease, and how awsome MT is with shotguns.). Get some onos, get Defense 2nd Unless your doing good with skulks and lerks (lerks are going to be used ALOT, even without spikes.... WHY WHY NOT SPIKES?!??!?)
Lerks are better then fades for the usual pub team ( i know fade fans will tear up shotties, i've done it myself <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) because thier cheap, fast, long ranged very slightly (enough to want to be lerks), and supportive in nature. Lerks with cerelity skulks with make shotties die fast, especially with tons of spore spam... spore, everywhere on the level... make em die a slow death.
Well i figured that would work the best... keep moving fast and keep those shotties on the ground. Same can be done with SC, but MC is much better in a two hive lockdown situation. Marines are in for a field day no matter what stratigy you use though <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Edit: one good thing though... another way you could do it is MC, then SC... i am sure it would work just as good as Defense... all you have to do is keep those shotties on the ground, it will slow the team's development, and keep their RFK to a minimum.
their flaps dont count as "hittable"?
but hey, lerk bite + focus [plus possible Sensory Chamber cloaking] kills a armor level 0-1 marine in 1 or 2 bites, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
RIGHT?!?! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
marine team with brain= aliens lose aliens lose aliens lose etc.
very few marine teams have a brain
i hope you understand that the reason they are making marines better is so that NOOBS can actually play marines (not really but their trying) and that is a GOOD THING aliens are already over blanced
as to the fact that they are nerfing aliens ( i will simply discuss the lerk) i have to agree with the choices the dev team is making, spike is horribly over balanced, if it could only be used at one time to take a marine down to 50 health (w/o runnding out of energy) then maybe mabye it might be ok, but as a BASIC attack, it is WAY THE HELL, especially if spores are kick **** too, one has to go. I would also say that long corridors benifit the lerk more than the marine in 2.0 because of spike, simply, spike is too good for its price and level
MC first requires teamwork though, teamwork that you don't usually find in pub games.
I think giving the onos more armor might not be enough though. you're right, 2 marines with catpacks will actually have a chance to take down an onos...
<!--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-->Well i figured that would work the best... keep moving fast and keep those shotties on the ground. Same can be done with SC, but MC is much better in a two hive lockdown situation. Marines are in for a field day no matter what stratigy you use though <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
DCS are the best chamber in a 2 hive lockdown situation <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
ROFLMAO new sig!
Motion tracking was changed back to work the way it does in 2.01. The new motion tracking was a good idea, but it didn't work for combat mode, which has no map or minimap for either team.
Unfortunately, due to the fixed hit boxes, 2 marines can already kill an onos with a couple upgrades. No hmg/shotties or cat packs needed. When onos are as tough as they should be, I think cats will be very usefull for bringing them down though.
Lerk abilities may or may not end up as they are now. However, I've found lerks to be much more deadly to groups of marines with bite then they ever were with spike. Yes, focus lerk bite will kill an level 0-1 armor marine in one bite. Level 2-3 takes 2, if I recall correctly. Playing combat throws everything off due to the extra health per level thing. A group of lerks and skulks are quite effective at quickly dismanteling any HA that wander away from the train more the 3 steps. If they are smart enough to stay in a group, you should intercept with stomp while fades and lerks do the killing. Sadly, onos should stay out of the actual fighting at the moment, since they have a nastly tendency of getting hit by every bullet in the room and dying instantly.
Cats may give marines a boost in such a fight, but they don't help you if you are stunned, and they are currently very expensive. I wouldn't worry about either team being excessively powerfull in 2.1. And if one is much better than the other, I'm sure it will be handled in another public beta to get 2.11. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
PS: SG rushes are actually rather effective if you just have your rines run to the hive at the begining, drop an armory then pop shotguns up at their hive. That way they dont expect it, and you dont lose if you fail (failure generally occurs in the distance to the hive).
Wow never thought of that! But i imagine it would still be pretty risky. Dropping an armory/8 shotties makes a pretty loud sound. Hm, gotta try that someday.
$100 says they 'balance' it in their playtests, and it's going to be hell on aliens in pubs.
I mean, where's the ability to recycle dropped alien buildings? Where's the ability to remove an upgrade? Where's an effective way for aliens to see in the dark? Where's the Hive 2 Fade ability that <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> ACTUALLY IS WORTHY OF HIVE 2? They got bite at the expense of spikes, and focus. Aliens weren't THAT overpowered.
As for onos being stronger, hitbox aside, does this mean it'll actually *GASP* be able to survive two marines with level 3 LMGs?
Jeez can anyone on this board take sarcasm anymore...
Jeez can anyone on this board take sarcasm anymore... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Apparently not.
Nope. One of the biggest current balance issues in my mind is the fact that an onos in that situation won't even get close enough to do damage unless he catches those 2 marines by surpise, eats one, and quickly kills the other. I think people never realized just how many bullets go through an onos without hitting it in 2.01. With 500 health and 400 armor(base) onos die in seconds under any kind of fire, even if you add carapace. I'm fairly certain they will be getting even stronger soon.
As for marines being too powerful, that just isn't what I've seen so far. Right now I rarely see a marine team get more than 3 res nodes for any length of time. It's still very hard to finish off marines once they have some tech and turtle up somewhere, but that is primarily due to the fact that the onos just isn't viable as a base wreaker if there are actually marines in the base right now. I'm not too worried about it turning out fairly balanced. And if 2.1 isn't very balanced, 2.11, 2.2, or 3.0 will be better I'm sure.
Basicly, the devs have two conflicting goals right now:
1: Balance game
2: Add new content
The problem being that adding new content makes the game less balanced. Right now, lots of new stuff is going in, which throws everying we are used to off. So things change, and you can't always tell how it really effects balance until you see how it works with everything else. They are always trying to get better balance along the way, but I'm sure you know that Flayra still has a lot more basic content in mind before this game will be what he wants it to be. Once he's satisfied that all the features are in place, we can hope that there will still be more versions which move us from mostly balanced to well balanced.
hay guys i hear there is this new game called chess but it is totally unbalance, I mean the Queen can move anywhere it wants? That is bs and should be nerfed right away. I haven't played it ever but it is still unbalanced.
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Ironically, he's right ;)
Chess doesn't have identical sides, and isnt balanced at all in high level play.
hay guys i hear there is this new game called chess but it is totally unbalance, I mean the Queen can move anywhere it wants? That is bs and should be nerfed right away. I haven't played it ever but it is still unbalanced.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ironically, he's right <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Chess doesn't have identical sides, and isnt balanced at all in high level play. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
WTH kind of chess are you playing?
<img src='http://www.oclube.com/usuarios/teoh/chess.gif' border='0' alt='user posted image'>
This Chess.
The Chess where <b>White always moves first</b>.
You might not see that as very important when you're faffing around with your friends Star trek themed chess set, but the difference at high level play is significant. If you don't believe me, look for yourself: www.chessgames.com
- 2003
2,437 White wins
1,722 Black wins
2,859 Draws
- 2002
3,274 White wins
2,317 Black wins
3,051 Draws
So, where were we?
or B)primal scream
Both may be of use but with bite but no spike, it makes ranged attacks non existant (what? gorge killing a marine at a distance silently and quickly... i dont think so) So shotugn becomes the weapon of choice (anti-meelee seein that thats all they fear now) and catalyst wont be expensive to comms that know how to use em ( HA with med spam) The older lerk, despite being more fragile , was also more deadlier than the crappy POS thats there now. Although it may be very useful, primal scream hardly gets used unless the aliens have most of the mariens boxed in their base. Spikes is a effective anti-turret weapon and spores is devestating in enclosed areas, but make it a 2nd or 3rd hive ability to avoid spamming.
Really, bite will rock as im able to cloak/silence kill marines but to lose spikes denies the aliens with their only anti-lmg/pistol spam.