Marine Wins Rare

MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
<div class="IPBDescription">competative play</div> title says it all really.
in a 6 on 6 competative play type game, marines basically have 3 to 4 mins to either kill the first hive, reach a level of tech capable of killing 2 hive fades.

when fades appear at the 4 min mark, your team needs to be significantly more skilled to do anything.

rather than suggest nerfs for aliens (although fade cost seems the easiest solution) maybe we should think of beefing up the marines a little?

thoughts?
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Comments

  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    by 5 minutes, marines should have at least 3 upgrades finished. ie. armor1 and weapons2.
  • BobbybirdtreeBobbybirdtree Join Date: 2003-11-30 Member: 23787Members
    Fades should cost 60 res. 1 hive fades are extremely easy to use and own marines easily.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    So true, I have only played a few games of ns 3.0 competatively but even with a significantly superior marine team the aliens can basically kill all the marines rts with two fades, and then hold them in their base.

    But I think the only way of fixing this is by makeing competative play 8 vs 8? Usually marines are stronger in bigger games, but mabie even too strong.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Guess the marine's are so supperior then


    But honestly, I think marines lose in competetive games due to poor strats, just give people more time to adjust we will start to see more and more marine wins.

    The other day I had a marine tie against eR, boy that was pretty fun.
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    Pressure on marine spawn from higher lifeforms can grind marine expansion to a halt, effectively ending the game.

    The problem of fade balance is a constant argument. I don't think that hive1 fades are too strong. Having said that, playing the mid-game in NS mode feels like stacking a house of cards. Once the conflict begins, it takes almost no time to decide which side is more prepared. The house of cards falls and after that its basically over... People start camping their own spawn, ignoring the comm, ignoring res nodes, hitting F4, etc...

    Thats why Marines HAVE to be ready when fades and hive2 abilities start showing, or at least they have to be ready to take one of those hives down. Marines have to gather strength to take the offensive before these threats emerge. Of course you can hope the alien team lacks skill/coordination but that usual isn't a good assumption...

    -stooopid
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    I never really understood why 6v6 is supposed to be the most balanced number of players. 7v7 or 8v8 perhaps, would make the difference?
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    edited March 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I never really understood why 6v6 is supposed to be the most balanced number of players. 7v7 or 8v8 perhaps, would make the difference?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    That is because of the resource system. In larger games, alien players gain res significatly slower because its divided evenly among them.
    This results in gorges lacking the res to build and early evolutions appear later in general and the loss is higher because it will take more time to get enough res again, while marines keep their upgrades once theiy are researched.

    Thus, alien teams get more and more handicapped the more players enter the team.
  • rnnrnn Join Date: 2003-11-13 Member: 22756Members, Constellation
    edited March 2004
    The thing is, marines have to get aliens rts down, if they fail to do so they should be prepared as you say around 4 mins into the game with sgs.

    a good marine team vs a good alien team = marines win. (not 100 % acc)

    a bad marine team vs a bad alien team = aliens win. (not 100 % acc)

    this is mainly because when a good marine team take down the alien rts and 2nd hive they have basicly won. This needs much teamwork and control tho, and some clans lack this teamwork, control and induvidual skill. When you get to a certain point of skill and teamplay level you will notice that its much easier to win as marine then as alien. Atleast this is the case in europe.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I wouldn't be so quick to judge `rn, alien teamwork is frightenly effective and powerful if done correctly

    Esp. now that sensory chambers can be used first, gives aliens a whole new game
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    6v6 is a CS artifact. q: Personally, I've always found NS much more satisfying in an 8v8.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited March 2004
    I agree with rn. It boils down to tactics and skill, basically.

    The few rounds we lose (in ktdm) are usually alien rounds. Might be us just being better
    marines than aliens, though.
  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    <!--QuoteBegin-coil+Mar 25 2004, 11:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 25 2004, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 6v6 is a CS artifact. q: Personally, I've always found NS much more satisfying in an 8v8. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree. I always see 12-man servers as "empty."

    Hence I always play on voogru or G4B2S where there's almost always 24 people.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-Legat+Mar 25 2004, 10:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legat @ Mar 25 2004, 10:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I never really understood why 6v6 is supposed to be the most balanced number of players. 7v7 or 8v8 perhaps, would make the difference?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    That is because of the resource system. In larger games, alien players gain res significatly slower because its divided evenly among them.
    This results in gorges lacking the res to build and early evolutions appear later in general and the loss is higher because it will take more time to get enough res again, while marines keep their upgrades once theiy are researched.

    Thus, alien teams get more and more handicapped the more players enter the team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I really wondered if i should take this as advice or an insult lol.

    like.....duh! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    I just wondered since the marines can't seem to keep up with the aliens, since they get fades a tad too early.
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 6v6 is a CS artifact. q: Personally, I've always found NS much more satisfying in an 8v8.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Em well the FAQ states that Ns should be played with 6v6 players, although the FAQ is a tad out of date <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What are the essential competitive rules at least?
    Here are the basics, as the NS team designed the game for:

    1. Tournament mode on (mp_tournamentmode 1)

    2. Teams of six (6v6). Each side plays both alien and marine at least once.

    3. Play happens on official maps, on any that are widely considered to be balanced (ns_eclipse, ns_caged, ns_tanith, etc.)

    4. No plug-ins or add-ons should be required.

    5. Console access disabled, and all tweaks allowed are in the out of game interface.

    6. Use of VALVe Anti-Cheat (VAC) or Cheating-Death (CD) whenever possible<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    Hmm, i just read a post from a top player a few days ago saying marines were way overpowered
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    edited March 2004
    In the previous versions I think it was true that both sides were even when playing 6v6 but in 3.0 I think it is more like 7v7. 2 good marines with only lmgs and level 2 weapons can kill a fade. Getting upgrades fast, sticking in groups of 2, not letting one person rape your team so they get res fast, and attacking their gorgs rts is what needs to be done but most people play pub. This wont happen except in clan matches. If someone good goes fade and the marines dont pair up or no one is "good" on the marines then the fade will rape the marines.

    Instead of increasing fade cost(since the fade isnt as good as people think I do like it though) I think more res shold go to the gorgs, so less res will be going to the res ****.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    edited March 2004
    Only for the first few minutes are the marines overpowered, the thing is aliens need teamwork, if you use lots of teamwork as aliens once you get the second hive they seem almost unbeatable. (umbra + fades = gg)
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Hey, Hambone, nice movies on your site. Did you submit them to ampednews.com or can I?
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    Agreed with mosis - I've seen a fir number of competative games where marines dominate the early game, only to be pushed back into base in the midgame and endgame.
  • El_Pollo_LocoEl_Pollo_Loco Join Date: 2003-06-11 Member: 17255Members
    marine wins are rare because marines actually have to do something in order to win. If both sides just sit back and tech aliens will win. This is imo what makes NS such a great game marines have a big advantage at the start but as the aliens infestation grows things become harder and harder on marines. If marines fail to stop the alien expansion (ie taking down a hive or killing fades) then the aliens will overwelm them.

    Oh and I do think fades are a bit too overpowered for 50 res, but other than that 3.0b3 is pretty close to being balanced for both sides.
  • dr_ddr_d Join Date: 2003-03-28 Member: 14979Members
    edited March 2004
    Fades are not overpowerd because if aliens have 1 hive fades and marine are pressuring vital areas then the fades will either have to die trying to stop them, or lose that vital area.

    Early fades dying is a waste of res, but most res **** think they can just do hit and run tactics, so when their hive RT starts being attacked they either die, or what happens commonly is they let it die.

    So as a commander when I see 3 minute fades I will automatically put pressure on their main hive.
  • matchboxmatchbox Join Date: 2003-10-31 Member: 22179Banned
    Considering how difficult it is for some teams to even field 6 players, imagine having to gather up 7 or 8 people for any type of scrim/match.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Early fades can be pretty strong, but so can the equal amount paid from the pooled res fund - aka 5 shotguns. If you're talking competitive, people will then make alot less mistakes than pub marines. They'll hold fire til the Fade actually commits, and tend to get into good blocking positions.

    Its really not an idiotproof win in competition afaik. Only if the Aliens add teamworkhax like Skulks to support the Fade could you start arguing that marines have a hard time, and that yes 4 minutes to that mark might be a tad short.
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    <!--QuoteBegin-dr.d+Mar 25 2004, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dr.d @ Mar 25 2004, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So as a commander when I see 3 minute fades I will automatically put pressure on their main hive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    very smart... I like...

    I presume you would have different policy toward me, however, because I like to use my early res to go fade to take down ungaurded but electrified res nodes... I immediately flee if 'rines show up... anyway...
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    <!--QuoteBegin-dr.d+Mar 25 2004, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dr.d @ Mar 25 2004, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fades are not overpowerd because if aliens have 1 hive fades and marine are pressuring vital areas then the fades will either have to die trying to stop them, or lose that vital area.

    Early fades dying is a waste of res, but most res **** think they can just do hit and run tactics, so when their hive RT starts being attacked they either die, or what happens commonly is they let it die.

    So as a commander when I see 3 minute fades I will automatically put pressure on their main hive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, imo, cara fades are overpowered somewhat, and fades in general are extremely overpowered in combat.
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    yes but 5 shottgunners means 5 marines, and thats the whole team. yes 3 marines in a group can take down a fade and some supporting units if they have skill, but 2 fades is more common and that requires 2 teams of 2 and 3 marines. however with maps so big there are lots of corridoors so the aliens can go around the groups and take down rts / subbases while unprotected. its really a lose lose situtation unless there is a median between la and ha to protect the marines in mid (fade time) game.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    <!--QuoteBegin-version91x+Mar 26 2004, 04:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (version91x @ Mar 26 2004, 04:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes but 5 shottgunners means 5 marines, and thats the whole team. yes 3 marines in a group can take down a fade and some supporting units if they have skill, but 2 fades is more common and that requires 2 teams of 2 and 3 marines. however with maps so big there are lots of corridoors so the aliens can go around the groups and take down rts / subbases while unprotected. its really a lose lose situtation unless there is a median between la and ha to protect the marines in mid (fade time) game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    tbh I dont think HA seems as strong as it was, certainly not in combat, maybe a slight reduction in strength and a big reduction in research/production cost for HA?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-coil+Mar 25 2004, 12:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 25 2004, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 6v6 is a CS artifact. q: Personally, I've always found NS much more satisfying in an 8v8. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    CS is 5v5,


    furthermore,


    from what I've noticed in competetive play each additional player marines get in competetive play (marines who can aim good) the marine's become almost <b>exponentially</b> stronger.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hmm, i just read a post from a top player a few days ago saying marines were way overpowered <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    I used to think this, but not anymore, aliens have <b>plenty</b> of advantages to use on marines...


    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->marine wins are rare because marines actually have to do something in order to win. If both sides just sit back and tech aliens will win. This is imo what makes NS such a great game marines have a big advantage at the start but as the aliens infestation grows things become harder and harder on marines. If marines fail to stop the alien expansion (ie taking down a hive or killing fades) then the aliens will overwelm them.

    Oh and I do think fades are a bit too overpowered for 50 res, but other than that 3.0b3 is pretty close to being balanced for both sides. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    I agree with this.

    Marines must be very agressive early on and must succeed at doing so.

    3.0 so far carries this concept very well and 3.0 is easily the most balanced version of NS, ever.


    Fades may seem overpowered now, but I don't think they are. Once people start learning how to aim at the new fades it won't be long before they get chewed up like they were at the end of 2.01 in scrims.
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    <!--QuoteBegin-El Pollo Loco+Mar 25 2004, 05:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (El Pollo Loco @ Mar 25 2004, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh and I do think fades are a bit too overpowered for 50 res, but other than that 3.0b3 is pretty close to being balanced for both sides. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Fade = 50res = 5 shotguns.
    How is that overpowered for 50 res?
    On a 6v6 match the comm can give a shottie to EVERY marine for the cost of a fade.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin-Forlorn+Mar 26 2004, 08:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 26 2004, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> from what I've noticed in competetive play each additional player marines get in competetive play (marines who can aim good) the marine's become almost <b>exponentially</b> stronger. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Exactly. Thats why you clanners(6v6) see overpowered aliens (or now as you may claim 'balanced'), while us pubbers(10+ v 10+) see waaay over powered marines. In small pubs (6v6 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->), aliens completely demolish marines.Thats one of the main reasons why the two 'sides' have disagreements over balance. The strive for 'balance' has b0rked the pub games.


    Seriously guys, is it so hard to get 1 or 2 more guys on your team?
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