<!--QuoteBegin--Altal+Dec 14 2003, 05:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Altal @ Dec 14 2003, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The HA have a gas mask / rebreather on. why should spores hurt them? I do see what your saying, but how about instead of having spores hurt HA completely, how about they have to activate the rebreather with a key, and it can only last for a certain amount of time before it shuts off and has to recharge? Or maybe it kicks in automatically, but still has to recharge every once in a while. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=55534&st=0"' target='_blank'>Click</a>
I think that HA are only "overpowered" (as in pretty much invincible) when four conditions are satisfied:
1) the HA train is made up of mostly competent players 2) good balance of weapons (as in 1-2 gls, LOTS of hmg's, a few shotties, and everyone has a welder) 3) upgrades (mostly weapon upgrades, maybe a few armor upgrades) 4) LOTS of HA ... lots of them
The first condition is satisifed at the beginning of the game, if your team has competent/teamworking players, then winning becomes a lot easier.
The last three conditions is satifised with LOTS of resources ... If you have someone GOOD on the alien team go early regen fade, then aliens have a easier time of winning, cuz the fade can just go blink around killing marine rts, making the marines choke on res, so they can't just tech up to HA.
Onos are also good counters to HA, provided that the HA don't outnumber the Onos by a lot (like 3 vs 1, HA USUALLY wins, but 1 vs 1, Onos obviously wins).
Also, attacking the marines BEFORE they get HA train also is a great idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
But all kidding aside, I agree with that previous post: If you, the alien team, are not proactive enuff to PREVENT to marines from getting mass res and mass teching, and you essentially allow them to attack you with a strong HA train, then u deserve to lose... gg
Ha isn't overpowered at all it just makes them harder to kill. Its only when heavy armour is combined with heavy weapons it becomes dangerous to the aliens. A lone Ha with a lmg is easily killable by a skulk.
1 solution is making their turn speed slower so they have to rely on their team mates more which fits in with marine squad strategy.
also a Ha train is supposed to be able to kill an onos suffering minimal casualties, if the onos is being backed up with lerks (umbra), skulkz, fades or other onos they can easily kill a 4-5 marine ha train if they wait around a corner instead of charging down a long passageway. Its funny when an onos and a single skulk attack em and they all shoot at the onos and then he redempts and the skulk kills like 2 of em.
Comments
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=55534&st=0"' target='_blank'>Click</a>
I think that HA are only "overpowered" (as in pretty much invincible) when four conditions are satisfied:
1) the HA train is made up of mostly competent players
2) good balance of weapons (as in 1-2 gls, LOTS of hmg's, a few shotties, and everyone has a welder)
3) upgrades (mostly weapon upgrades, maybe a few armor upgrades)
4) LOTS of HA ... lots of them
The first condition is satisifed at the beginning of the game, if your team has competent/teamworking players, then winning becomes a lot easier.
The last three conditions is satifised with LOTS of resources ... If you have someone GOOD on the alien team go early regen fade, then aliens have a easier time of winning, cuz the fade can just go blink around killing marine rts, making the marines choke on res, so they can't just tech up to HA.
Onos are also good counters to HA, provided that the HA don't outnumber the Onos by a lot (like 3 vs 1, HA USUALLY wins, but 1 vs 1, Onos obviously wins).
Also, attacking the marines BEFORE they get HA train also is a great idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
But all kidding aside, I agree with that previous post:
If you, the alien team, are not proactive enuff to PREVENT to marines from getting mass res and mass teching, and you essentially allow them to attack you with a strong HA train, then u deserve to lose... gg
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.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-->
1 solution is making their turn speed slower so they have to rely on their team mates more which fits in with marine squad strategy.
also a Ha train is supposed to be able to kill an onos suffering minimal casualties, if the onos is being backed up with lerks (umbra), skulkz, fades or other onos they can easily kill a 4-5 marine ha train if they wait around a corner instead of charging down a long passageway. Its funny when an onos and a single skulk attack em and they all shoot at the onos and then he redempts and the skulk kills like 2 of em.