Marines In Beta4
th0r0n
Born again n00b Join Date: 2003-06-12 Member: 17313Members
I can't seem to understand why, but aliens are getting consistently owned in beta 4, playing 1.04 tactics and going for a 2 hive lockdown will most of the time win you the game.
Even I commed a match (Me = nub comm) and we still managed to pull off a win. Does anyone have an idea whether anything regarding marine weapon damage has been changed for beta 4? It might be my imagination but I'm noticing about 3/4 minutes into the game (When marines have w1) marine weapons are REALLY hurting.
Played a PCW last night against a very skilled clan, all games turned out in marines wins which is strange for us because we tend to be a lot stronger in our alien game than marine.
Can anyone confirm this for me? Or am I just going crazy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Even I commed a match (Me = nub comm) and we still managed to pull off a win. Does anyone have an idea whether anything regarding marine weapon damage has been changed for beta 4? It might be my imagination but I'm noticing about 3/4 minutes into the game (When marines have w1) marine weapons are REALLY hurting.
Played a PCW last night against a very skilled clan, all games turned out in marines wins which is strange for us because we tend to be a lot stronger in our alien game than marine.
Can anyone confirm this for me? Or am I just going crazy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
I COMM quite often and usually I don't need to lockdown. If I think my team can't handle the Slash n' Burn Strategy (RT Rush /w no elecs/tfacs + Alien RT/Hive Denial = Speed Tech) I'll usually fall back on the PG/Elec'd RT Hive Lockdown.
Firewater created a thread a little while ago with tonnes of replies that discussed possible alternative Hive models that might shake things up a bit.
<b>Taken from <u>Abolishing the Hive System</u> Thread:</b>
<b>Fantasmo</b>
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Been away for awhile and I see there are a few interesting things brewing...
Did someone suggest a the idea of a buildable hive (which allows spawns) at any location on the map? I think that sounds very interesting and it could be a very dynamic gameplay model... this is my first impression of how I think it could work;
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<b>Basic Concept - Hives Model</b>
- Aliens are allowed a maximum of 3 hives.
- The Main Hive (or Mother Hive) cannot be destroyed (like the CC)
- The 2 other hives can be built anywhere on the map (Expandable Hives)
- Evolutions and abilities are linked to hives*
- Chambers are not linked to Hives
*I know this is kind of going back to the 1.04 Hive system but bear with me
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<b>Concept - Expandable Hives</b>
- Aliens can spawn from expandable hives
- Expandable hives are weaker then the mother hive (slightly slower heal rate and lesser cost?)
- Expandable hives can only be built outside of a min. distance from Mother Hive*
- Expandable hives has a min. space requirement (no hives in hallway/small rooms)
*Cannot have 3 hives healing each other :o
<b>Impact?</b>
- No predefined hive locations (less predictablility, more strategic options)
- Expandable Hives can be built as a forward base, a resource base in a resource rich area, or to hold strategic areas
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<b>Basic Concept - Unlinking Chambers to Hives</b>
- Gorges can build any chamber any time
- Aliens will only be allowed to get 1-of-3 chamber upgrades per hive (2 hives: 2-of-3 upgrades / 3 hives: 3-of-3 upgrades)
<b>Impact?</b>
- Aliens can employ mixed upgrade tactics before 2+ hives
- No chamber order means greater flexability and adaptability
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<b>Basic Concept - Linking Evolutions and Abilities to Hives</b>
- 1 Hive: Skulks, Gorges, and Lerks / 2 Hives: Fades / 3 Hives: Onos
- Abilities linked to hives (same as always)
<b>Impact?</b>
- Some people might really be displeased with this suggestion but I think deployable spawn points and chambers unlinked from hives are both significant advances. Evolutions at any hive seems a little overpowered with idea idea (but you tell me, think it would work with evos unlinked to hives?)
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My initial impression of this system is that it is a compromise between completely doing away a system with a 3 Hive Structure and giving aliens more tactical and strategic flexibility.
I think the main impact of deployable hive system as opposed to the current hive system is that the aliens are now in control of what territory they want to take. In all the other versions the territory aliens required is predefined by the map. By allowing aliens to pick where they want a 2nd/3rd spawn area (balanced by the marine ability to relocate ips or to build forward bases?), this drastically alters the marine approach to wiping the aliens out. Things change when you don't know the enemy can come from 1-of-3 places.
This suggestion is by no means perfect and as always feel free to open up.
The gameplay I envision is a fight for resources where mini-hives and tfac/sieges/turrets are built, fought over and destroyed in the struggle for terrritory, resources, and ultimately, access to each others MS. (They both know where each others MS is, but where are the PGs and mini-hives?) Major tweaks required? Probably. Costs would have to be adjusted.
Use your imagination if you see something in it, tell me what you think. Whomever suggested it, I don't quite recall, I think it is a fair coimpromise of ideas with interesting strategic possibilities.
I think it preserves the action in the FPS while expanding strategic depth in the RTS.
Discussibate.
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I think this would take care of 2 Hive Lockdowns but would require some major coding.
The more games I COMM on NS the more I think something should be done to shake up the current model.
2 Hive Lockdowns are pretty common and pretty effective on Pubs.
You can't pick who you play with on Pub servers.
i almost aliens forgot how to play together .
i think things will adjust back to normal after the novelty wears off.