Combat: 3+ Onos = Marines Screwed?
Gelantious
Join Date: 2002-11-01 Member: 2576Members, Constellation
I've played alot of Combat this past week and latley the aliens havo won every game.
If the Aliens get 3 or more Onos its over for the marines unless all the marines get lvl3 hmg.
The Aliens storm marine base - Marines kills one onos, two left - kill another one, the first onos that died comes back and so on.
Combine this with a couple of fades and lerks and your totally screwed.
This is just how I've seen the games lately.
Have it been the same for you?
If the Aliens get 3 or more Onos its over for the marines unless all the marines get lvl3 hmg.
The Aliens storm marine base - Marines kills one onos, two left - kill another one, the first onos that died comes back and so on.
Combine this with a couple of fades and lerks and your totally screwed.
This is just how I've seen the games lately.
Have it been the same for you?
Comments
And btw, most maps are overtly marine oriented for you information, a good number of them contain very few, if any, vents in key positions or good choke points for alien ambushes, but because of sheer number and melee abilities, a skilled team can still use these effectively.
Combat = relatively balanced, marines still have slight advantage for reasons I don't care to repeat since it's been discussed by the other vets and consties to death
You put 3 jp's or more with resupply constantly rushing the hive, even if they die there, over and over again, gorge gets shred to pieces or gets bored -> quits.
Rest of the marine team is fighting against onoses and the rest. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
even if you brake trough the defense, the next spawn wave will probably deal the threat to their cc & weld it, those matches always become endless..
So... what you're saying is that the aliens have a CHANCE to win? I'm failing to see the problem here.
However when beta 3 comes hopefully games will be too short for more than a couple of people to reach lvl 10 by the time one of the teams win (shorter games).
cilarity, cara, regen, 2nd abiltiy, adrenilin.
then save the rest for onos. This way im basicly super skulk the way I like it. and the final levels are pretty easy.
sometimes instead of 2nd abiltiy, I use focus.
The issue is not as much the chance, as it's the organisation of such assault. You won't see many aliens practice sufficient teamwork for a charge like that. And it's pretty much thesame with marines going 50% jp/gl, 50% jp/hmg (or shotgun) and rushing the hive. Aliens can drop a few jp'ers, but they won't have time to stop all of them before the hive is in shreds.
One last thing: adding to my previous post, you don't have to "waste" 5 levels staying skulk when going onos. After 3 levels, you're already fade (no upgrades) and are a perfect match for lvl1/2 shotty/hmg/gl people that will pop up on that level. Then 2 more levels and you're unupgraded onos, who can usually rip the small LA marine groups to shreds, upgrades or not, quickly amassing experience to get the upgrades for yourself.
I'm not saying onos should be nerfed or anything, I'm merely stating a fact. Heck I like the fact that a tight teamwork wins games no matter the opposition, as it teaches noobs a lot about the game. It does get damn annoying when playing on a closed server where everyone has at leas a certain a cetrain degree of skill though.
Then again, much of the time, marines organise themselves to crush the enemy around lvl9 with massive jp+gl/sg hive rush as well, which puts a nice cap on the alien teams, where many people went onos early (but is easily stoppable by those that desided to stay as a fade longer to fetch some upgrades or got more lerks). Options are almost limitless.
All the above doesn't change the simple fact that ~10/10 70% onos+30% lerk+teamwork (and maybe a gorge to web the hive before the actual charge on the marine cc) for alien team equals victory no matter the opposition.