Marine Comeback Vs Alien Comeback

DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
<div class="IPBDescription">something ive seen lately..your thoughts</div> Something ive seen lately is that marines have a bigger chance at comming back when aliens have 3 hives yet aliens don't or slimly have a chance to come back when marines have level 3 everything. lvl 3 everything marines with HA can easily come back, yet aliens have a extremely tough time comming back. Onos is usless against HA trains even with the HP boost, i think its the new armor system, armor drops so quickly to level 3 weapons the onos doesnt even have a chance to kill a marine in a HA train yet 1 HA can take out 1-2 fades before dying, even an onos in alot of cases <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

Comments

  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    I would say aliens have an easier time coming back

    Example: Marines have 6 rts, aliens have 2. Marines slack off for a minute, and the res count is now marines: 3, aliens: 5. And so on, eventually leading to an alien victory.
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    Actually I've found that onos with umbra support are next to unstoppable.
    HMG/shotgun barely tickles(I've ran into 6 man HA trains, eaten a guy, and escaped with about 600/100 remaining, with celerity and umbra support), and most marine squads only feature one or two GLs(if any) and they don't do much damage to the onos. The lerk can stay back and avoid getting killed due to ranged umbra.
    Watch your hives though, ninja phase(one marine sneaks into hive, builds phase, comm drops mass shotties, hive dead in 10 secs before aliens know what happened) is the #1 tactic used to beat aliens in my experience. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    The teamwork involved in alien 'comebacks' is much more complex than that of marine 'combacks' simply because marines just point and aim (plus some useful medspam and welding) while aliens must 1. choose an appropriate attack point, 2. co-operate with each other, using different abilities at the right times, 3. deal with explosive weapons going off (especially that lerk next to the onos who gets hit by 4 grenades), and more.

    This can be seen in combat games, where aliens often struggle to finish the game when both teams have the average level of 10.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Yes, alien teamwork is next to impossible on pubs. And yes, marines can often come back with even ONE res tower. Yes, HA trains are nearly unstoppable. The fix? Make the tech trees more balanced. Improve hive three weapons. Quit giving marines lots of new toys while giving aliens nothing but... focus. The only ability that counters itself.

    Sigh... it's starting to get to me, I suppose. Does anyone upstairs care what we peons think?
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Marines don't have to re-evolve armor and weapons upgrades. They get them free when they spawn (after initial research cost). That's why they can hold on longer and come back easier then aliens.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I've been saying this for a while. Some of my thoughts on ways to address this are located <a href='http://www.unknownworlds.com/forums/index.php?showtopic=62136' target='_blank'>here</a>.

    I feel the problem is that marines will be able to continually tech up and get stronger as the game goes on. Even one res node can give marines enough to take out a hive.

    Aliens on the other hand have to protect all hives and if they lose one many of their classes become useless to upper level marines. Thus you end up with the F4 syndrome and people quitting because they know they don't have a chance.

    Regards,

    Savant
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I agree with Savant, if you have got one chamber it should cost 2 for the lvl1 upgrade, 4 for the lvl 2 and 8 for the lvl 3 (and they stay when you die)....

    I'm not sure how aliens are going to have multiple abilities from one chamber, but at the moment something really needs to be done. Classic sucks at the moment <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    I have said it before and I say it again, remove the pushback effect!
  • SVisionsSVisions Join Date: 2003-08-10 Member: 19375Members
    <!--QuoteBegin-coris+Feb 11 2004, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Feb 11 2004, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with Savant, if you have got one chamber it should cost 2 for the lvl1 upgrade, 4 for the lvl 2 and 8 for the lvl 3 (and they stay when you die).... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Uh, no.

    I have different upgrades depending on my class and purpose, I don't want my upgrades sticking.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin-SVisions+Feb 11 2004, 06:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SVisions @ Feb 11 2004, 06:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-coris+Feb 11 2004, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Feb 11 2004, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with Savant, if you have got one chamber it should cost 2 for the lvl1 upgrade, 4 for the lvl 2 and 8 for the lvl 3 (and they stay when you die).... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Uh, no.

    I have different upgrades depending on my class and purpose, I don't want my upgrades sticking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what if you can overwrite it for the same cost?
  • SVisionsSVisions Join Date: 2003-08-10 Member: 19375Members
    <!--QuoteBegin-Umbraed Monkey+Feb 11 2004, 07:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Feb 11 2004, 07:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SVisions+Feb 11 2004, 06:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SVisions @ Feb 11 2004, 06:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-coris+Feb 11 2004, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Feb 11 2004, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with Savant, if you have got one chamber it should cost 2 for the lvl1 upgrade, 4 for the lvl 2 and 8 for the lvl 3 (and they stay when you die).... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Uh, no.

    I have different upgrades depending on my class and purpose, I don't want my upgrades sticking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    what if you can overwrite it for the same cost? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Then you'd be able to switch upgrades based on the situation, I think I'm fine with how it is now.
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