Improved Marine Squad-play In Combat

Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
<div class="IPBDescription">in 3.0 beta 4</div> Do you see it?


Maybe its because I havent touched much combat since it first came out, but I see major improvements in how marines play combat now. I really think its actually due to the harsh beefs that aliens got (slow trickle of exp, marines spawning one at a time). People realize that they cant die (as much) out there, and Im actually seeing people moving together and covering each other's backs. I dont think Ive seen this level of teamwork in combat before.


Yes, the long spawn times are annoying, and the frequent alien wins are frustrating. But is Flayra and crew onto something here?

Comments

  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    well,you have a point,but i think what the saw first was that itwould take aliens 10-15 minutes to end it because 4 rines would spawn,then spam the floor with nades before they die
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    edited April 2004
    Finaly teamwork.. i dont play that much combat and hwne i play, i play aliens b/c i suck at pr0 bhoping and lerking/ onosing..


    Why dont they just make gl do 25 or 50% to units?
  • Beer_GogglesBeer_Goggles Join Date: 2004-04-21 Member: 28067Members, Constellation
    <!--QuoteBegin-Umbraed Monkey+Apr 30 2004, 08:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Apr 30 2004, 08:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do you see it?


    Maybe its because I havent touched much combat since it first came out, but I see major improvements in how marines play combat now. I really think its actually due to the harsh beefs that aliens got (slow trickle of exp, marines spawning one at a time). People realize that they cant die (as much) out there, and Im actually seeing people moving together and covering each other's backs. I dont think Ive seen this level of teamwork in combat before.


    Yes, the long spawn times are annoying, and the frequent alien wins are frustrating. But is Flayra and crew onto something here? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It really doesn't matter, because in the end, if the marines win it, it's because of 1-3 ramobing JPing shottys, and that's it. 75% of marine wins in beta 3/4 were because of rambo JPing shottys. While aliens siege the marine spawn, one jetpacker sneaks out, does 20%+ more damage to the hive, easily. He dies, respawns, and does it again. 16% damage on level 1 shotgun full clip into the hive, and while gl does 16% as well, you can't fight back with it. Rambo jetpacking shottys end the game for mariens, not because of teamwork.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin-Beer Goggles+Apr 30 2004, 02:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beer Goggles @ Apr 30 2004, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It really doesn't matter, because in the end, if the marines win it, it's because of 1-3 ramobing JPing shottys, and that's it. 75% of marine wins in beta 3/4 were because of rambo JPing shottys. While aliens siege the marine spawn, one jetpacker sneaks out, does 20%+ more damage to the hive, easily. He dies, respawns, and does it again. 16% damage on level 1 shotgun full clip into the hive, and while gl does 16% as well, you can't fight back with it. Rambo jetpacking shottys end the game for mariens, not because of teamwork. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Generally true for combat, ever since its beginnings. However, lately Ive actually seen whole squads of 3-4 making it to the hive and hammering it. The last marine win I saw in Combat had nearly the whole team there.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Diablo_fx+Apr 30 2004, 04:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ Apr 30 2004, 04:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why dont they just make gl do 25 or 50% to units? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It does. Well, technically it does 200% to structures, but it works out the same as 50% to critters.
  • PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
    I just got back from a CO_faceoff match where we lost both of our armories and we still managed to hold them off for alteast 20-30 minutes (guessimate) all you need is GL's and shotguns and HA, we almost got them too a couple of times

    but yea marines are travelling it packs more now.
  • GhostBomberGhostBomber Join Date: 2002-11-04 Member: 6910Members
    I've noticed small amounts of improved teamwork in combat, but I really think calling what Combat is becoming balance is just not right. It shouldn't take all that teamwork just to win, but I think it should definetely take some. And sometimes good teamwork still doesn't win games. I've seen many games where the marines got off to a spectacular start, beat the snot out of the hive, but then began to lose after 5-6 minutes when fades started popping up.

    To fix this, I really think there needs to be a longer spawn time for Onos/Fades. It's a terrible frustration to kill an onos at marine spawn, and then see the exact same onos in 15 seconds. It makes late game marine victories extremely hard to pull off, since there is a constant flow of fades or onos coming, and because every marine has to reload sometime, a group can only hold off so many before they get slaughtered.

    I would say that a 10 second spawn time for an Onos, and an 8 second spawn time for a Fade would be alright, but they could definetely go a little lower.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    Never claimed that combat is balanced. Heck, this is probably as imbalanced as it can get. However, I do think this is the 'right amount' of teamwork needed to win. I wish there was a way to make it this difficult for BOTH teams.

    People may hate losing game after game (which is whats happening for marines), but this is seriously some of the best teamwork I've seen since, well, defending against 2 hive lockdowns in 1.04.


    Ghostbomber, what youve observed is also true. The marines seem to hold well until fades and onos starts to roll in. Once there are more than 1 or 2 fades, its all over.
  • PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
    I don't think it's so much the number of the onos/fades steaming in it's a matter of how long can they defend against wave after wave of onos/fades and the skulks all rushing in adn killing you as you spawn, it's very hard to defend something if you head is slashed off a moment after you spawn
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin-GhostBomber+Apr 30 2004, 08:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GhostBomber @ Apr 30 2004, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've noticed small amounts of improved teamwork in combat, but I really think calling what Combat is becoming balance is just not right. It shouldn't take all that teamwork just to win, but I think it should definetely take some. And sometimes good teamwork still doesn't win games. I've seen many games where the marines got off to a spectacular start, beat the snot out of the hive, but then began to lose after 5-6 minutes when fades started popping up.

    To fix this, I really think there needs to be a longer spawn time for Onos/Fades. It's a terrible frustration to kill an onos at marine spawn, and then see the exact same onos in 15 seconds. It makes late game marine victories extremely hard to pull off, since there is a constant flow of fades or onos coming, and because every marine has to reload sometime, a group can only hold off so many before they get slaughtered.

    I would say that a 10 second spawn time for an Onos, and an 8 second spawn time for a Fade would be alright, but they could definetely go a little lower. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes YES YES!!! That's the thing I love most about ns, and hate about co - if you kill that fade, he's dead, dead, dead!!
Sign In or Register to comment.