Improved Marine Squad-play In Combat
Umbraed_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?
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
Why dont they just make gl do 25 or 50% to units?
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.
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.
It does. Well, technically it does 200% to structures, but it works out the same as 50% to critters.
but yea marines are travelling it packs more now.
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.
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.
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!!