Less Decisive Ns Games...
EEK
Join Date: 2004-02-25 Member: 26898Banned
I want less decisive NS games for the next version... or something. The grind in 2.0 hasn't changed for 3.0, not at all.
Just so god damned tired of victories being 'absolute': Aliens either pummel marines to dust, or marines squash aliens under their boots. There's very rarely good push-pull situations.
I think the problem is: Midgame tech needs to be expanded, and endgame tech needs to be nerfed down, so that midgame is capable of, for all intents and purposes, complimenting / defeating endgame tech. Currently the only 'nullifying' that happens is when someone is unnaturally skilled and can take out the HA train with a skulk...
*Shrug* Meh, just wanted to say that.
Just so god damned tired of victories being 'absolute': Aliens either pummel marines to dust, or marines squash aliens under their boots. There's very rarely good push-pull situations.
I think the problem is: Midgame tech needs to be expanded, and endgame tech needs to be nerfed down, so that midgame is capable of, for all intents and purposes, complimenting / defeating endgame tech. Currently the only 'nullifying' that happens is when someone is unnaturally skilled and can take out the HA train with a skulk...
*Shrug* Meh, just wanted to say that.
Comments
I remember a game where I fought on the marine team and we were losing badly, but we still managed to ninja two hives with keen commanding and some phasegate drops with mere LA/LMG troops. The aliens, who were to busy suiciding into our last base (after we killed the two hives, they were stuck with SC, which basically made them cannon fodder), suddenly found the balance swung into our way, but they recovered and had an easy time defending their last hive (SOF > Ninja commanding) and mopped us up.
That was the best game I've ever played. Superb commanding, no stacking. I really came to apreciate the LMG in that round.
The alien tech system is really weird. You'd think that three hives would be endgame tech, but it's not really - most alien victories seem to be won at the two hive stage. Sure, they might put up the last hive, but they don't need to; the alien team has managed to cage the marines in their base, and destroy the hoomans' res outposts. All that's left is for the regen-celeritonos to mop up base. You don't need the three hive abilities or SCs, except to take out turtled marines and find the ones that hide.
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Thats because of the weakness of the aliens hive 3 weapons.
-Xenocide quite weak compared to its old 1.04 values. Removes you from the battle.
-Web limit and the lack of freedom with wasted webs weakens this attack specially.
-Primal scream is next to almost useless, does make occasional appearances but generally isnt needed.
-Acid rocket the biggest disappointment, considering the AR used to be the be all and end all of 1.04.
-Charge... Well the values may have been tweaked but it is just a celerity gore that uses constant adren.
Personally i'd pick hive 2 weaps over hive 3 weaps anyday.
- RD