Has Ns Gone Around On Its Self?

StegSteg Join Date: 2003-09-18 Member: 20985Members, Constellation
Ok ive started to notice this a lot lately but it seems that NS has reversed, originally marines needed to work as a team to win and aliens where sligtly less team dependant, but now its the other way! A single marine can lock down a hive easy and take out plenty of skulks alone! Marines have more rambos who run off alone and get res and kill res and kill aliens, aliens now need more teamwork, to keep a hive clear and get enough res towers.

Now i dont really like this, i mean its far to easy now for a semi decent marine team to lock down 2 hives early on no problem unless the entire alien team attack in mass!

Does anyone else feel this is happeneing?
«1

Comments

  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    edited May 2004
    I think you just have met a "ninja" / vet in NS.

    In other words: You have seen someone that is a very experience Marine and owned every single -less- experienced Kharaa player.

    Or a case of bad luck...

    Ppl tend to play different from time to time, having a bad time and so.

    And yes, a marine that checks every corner/ceiling, and has lightning reflexes, and has the ability to shoot everything on distance is quite an opponent...

    Hints: Ambush/attack with skulks in groups, not on your own
  • SalvationSalvation Join Date: 2003-11-21 Member: 23300Members
    couldn't have said it better zaggy


    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    or it was just skulks runing in a straight line at you 0.o that makes it very easy sometimes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--QuoteBegin-Salvation+May 18 2004, 06:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Salvation @ May 18 2004, 06:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> couldn't have said it better zaggy


    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    or it was just skulks runing in a straight line at you 0.o that makes it very easy sometimes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • DashyDashy Join Date: 2004-04-30 Member: 28342Members
    ive noticed a trend for aleins to ignore marine res because of ele fencing. maybe a gorge placin an OC or two to kil it but i think aleins need a way to remotly defend there Rts with out ocing. maybe having an upgrade which gives RTs a gas spore around them if a mairne comes. (plug in in NS already maybe working its way in to the game?)
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    What makes this alot worse is when marines check the minimap and the aliens find that the lone rambos have all suddenly joined forces in time to welcome the skulk rush. Not being able to move around the map without being shot up the butt is a major downer.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--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-->Hints: Ambush/attack with skulks in groups, <b>not on your own.</b> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Yea, I 'feel' it too. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Zaggy, how do you ambush someone who is camping a long, bare corridor and is putting up a regular pg+tf+siege combo? It's a matter of seconds, it's 1v1, and the marine has all the advantages...?
  • StegSteg Join Date: 2003-09-18 Member: 20985Members, Constellation
    Well your kinda not getting my point, i mean i am the marine ive killed 3 rushing skulks on my own easy peasy, the point im making is that marines dont really need teamwork as much as aliens anymore, most the of the time aliens all run off on the own direction to get a res or whatever but after they get a res thats it, sometimes you willl get a few players who do work in teams, but it doesnt occur very much.

    If aliens dont work in a team they will loose marines will take a hive and stuck turrets up or something and when that happens the aliens have to work together.

    Im just saying that aliens require each other far more than marines seem to now
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--QuoteBegin-Tails+May 18 2004, 06:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tails @ May 18 2004, 06:57 PM)</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-->Hints: Ambush/attack with skulks in groups, <b>not on your own.</b> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Yea, I 'feel' it too. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Zaggy, how do you ambush someone who is camping a long, bare corridor and is putting up a regular pg+tf+siege combo? It's a matter of seconds, it's 1v1, and the marine has all the advantages...? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Spit him, and be patienced, try to annoy him... just <b>don't</b> try attacking him frontal
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--QuoteBegin-Steg+May 18 2004, 07:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steg @ May 18 2004, 07:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well your kinda not getting my point, i mean i am the marine ive killed 3 rushing skulks on my own easy peasy, the point im making is that marines dont really need teamwork as much as aliens anymore, most the of the time aliens all run off on the own direction to get a res or whatever but after they get a res thats it, sometimes you willl get a few players who do work in teams, but it doesnt occur very much.

    If aliens dont work in a team they will loose marines will take a hive and stuck turrets up or something and when that happens the aliens have to work together.

    Im just saying that aliens require each other far more than marines seem to now <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    So you could do anything on your own as a solo marine?
    The marines need each other to cover each other's back, weld each other, and defend a base/outpost.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    zaggi, marines only need 1 ninja to win the entire game.
    and of course a decent comm with lots of med spamming.
    Rest of the team gets res and the 1 ninja camps hive and kills rts.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    edited May 2004
    It's always been like this. (at least for a good 6 months)

    The only teamwork marines need is to stick with a shotty/welder buddy or two when the fades come out, which is real easy. Aliens to have a chance early game need to set up complex ambushes all over the map and need to have overwhelming odds to win a battle... Even then the lost health is severe (most of the time) and they need a gorge to need to go back to the hive to heal
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    The trick is if you rush him or any other frontal assault you will loose you have to hit from celing, around corners, or out of ammo... Grab regen and pester the guy... A few paracites and he will be really annoyed...
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    aliens hardly have dc's within the first 5 minutes... however, much (not all) of the game is decided within those minutes.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited May 2004
    I agree completely with the idea behind this thread. Marines have drifted away from the teamwork requirement as skulks get weaker and fewer in number(more gorges than 1.04), and now aliens are the ones who have to team up to counter single marine rambos. It's very backwards. Aliens are supposed to be the team that gets by with more loose coordination while the marines do everything together, but right now marines normally split up into small numbers for better map coverage and often phase into the hive from the work of one marine. Aliens are much too dependent on Fades because skulks can't compete with marines, even in small numbers. We need to bring skulks back to the point where they're the primary fighting force of the aliens for a large portion of the game.

    I think a good place to start would be making upgrades free and faster to evolve, so skulks can actually make full use of them.
  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    sounds like a good idea

    the balance to making skulks slightly more powerful would be to up the cost of fades a little, so they don't arrive till a bit later in the game
  • Sabuki_FourEightySixSabuki_FourEightySix Join Date: 2004-05-18 Member: 28740Members
    The occurence of "single marine rambos" is now almost an epidemic.
    It is backwards, most of the time you'd think it'd be the aliens on the offense but mostly it's the one or two heavily armoured marines who sneak up on a hive build a phase and hey presto you lose the game!
    All from the work of two solitary marines, but why you ask is it so easy for a marine to do these things? The comm chair gives Marines greater freedom to govern the actions of lone soldiers, while alien teams continue to scream abuse at ignorant gorge's who waste res on stupidly placed OC towers.
    Maybe as well as making the skulks a little stronger, we could give a player the ability to have comm chair like abilities. To become a "hive mind" so to speak, then it would be left up to the aliens to build the structures like the marines do. Thats just a theory, but surely that would make things a little more balanced? If that was implemented then gorges could be removed and a new class could be added, like a more powerful skulk which was previouslly mentioned.
    I agree with the fact that it is too difficult to defend your base while your off trying to bite a marines face off, I think buildings emiting gas spores or maybe if they exploded when they died (make 'em think twice about using the knife on res towers) would help the aliens a little, lets face it the marines have heavy armour, jetpacks, grenade launchers....isn't it time for some form of rambo alien class to replace gorges?
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--QuoteBegin-Diablo_fx+May 18 2004, 07:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ May 18 2004, 07:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> zaggi, marines only need 1 ninja to win the entire game.
    and of course a decent comm with lots of med spamming.
    Rest of the team gets res and the 1 ninja camps hive and kills rts. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If the kharaa player(s) would use their mind, the marine is dead, spit the marine, and you know where he is, so no ambushes if you stay alert. And why/when would you attack a single marine on your own? Only when he can't see/hear you...

    Meh so I could say that lone skulks are only good for scouting(spitting)/a bit of ambushing.

    Oh and for those that play 2 marines vs 1 kharaa, the kharaa wil own them...
    Imagine:

    -huge resflow
    -spam oc's/sc almost everywhere
    -go onos if you lame enough, else go fade
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    i agree with most what was said

    i think making skulks a bist stronger already would help

    marines should be dependant on moving in teams again
  • KTLGirlNSAKTLGirlNSA Join Date: 2004-05-12 Member: 28633Members
    It's become a little harder for aliens. They need to work more as a team and take down rine res. Even just 3 res towers for rine will give rines a HA train.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    Ns would be the first game where one side would not have to work together.
    But they always could,wouldnt that be a *bit* unfair? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    btw...camping marines...one word...*Lerk*

    And dont tell me u have no dcs,if u can?t get SOMEONE to drop some dcs,your team *deserves* to get raped.
  • RideRide Join Date: 2003-11-11 Member: 22511Members
    edited May 2004
    Though it's not really on topic I've got some nice quote here for you guys:

    (Interview with MonsE on 31.10.2002)

    <i>How many levels do you plan to include in the game, and how many multiplayer modes will be included?

    There are seven amazing levels included in version 1. I don’t you’ve seen anything like them before under the HL engine; the mappers for this game are pretty astonishing. For NS Version 1, there is one type of gameplay, which is ‘respawn elimination’. One team tries to wipe out the other team’s ability to respawn, whether it be killing alien Hives, or taking out marine Infantry Portals and the Command Console. The main reason for shipping with just one type of gameplay is that NS is a very new and comparatively complex game. <b>We hope that once players learn all the new things about NS in version 1, they will be ready for more complex scenarios in Version 2.</b> </i>

    Aye, small step in the wrong direction with combat ? But I guess this was made because of the number of players ._.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Actually, it has more to do with Mons talking faster than thinking (put that lead pipe away, Ned) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-Nemesis Zero+May 19 2004, 09:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 19 2004, 09:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, it has more to do with Mons talking faster than thinking (put that lead pipe away, Ned) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Problem is that this would basically force the commander to either invest gratious amounts of res into giving different weapons to the marines in late game, or to go for other strategies (sieges, for example), that basically leave the marines out, thus boring almost half of a server to death...
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    1res upgrades for Skulks. To accomplish this without exploitation, you'd need to clear upgrades after evolving to a higher lifeform.

    (Would 3res upgrades for Fades/Onos be wise?)
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--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--> btw...camping marines...one word...*Lerk*<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    One word, one blast: shotgun -and it's a dead lerk. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> Not too many people bother to waste 30 res for that, when fade is so much more useful. Besides, lerk is only a partial solution to the early- and mid-game; once rines got HA, that strat is useless.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    <!--QuoteBegin-Nemesis Zero+May 19 2004, 11:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 19 2004, 11:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Problem is that this would basically force the commander to either invest gratious amounts of res into giving different weapons to the marines in late game, or to go for other strategies (sieges, for example), that basically leave the marines out, thus boring almost half of a server to death... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sieges can be pretty fun to defend <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Why should upgrades cost resources? Seriously.

    You spent the 30 res to get the benefit from them, so why even waste MORE res on them? Increase upgrade chambers to 15, I care not, but buff the res cost to 0.

    The skulks are pathetic now adays, they can only ambush and usually fail at that if the marine just looks around.

    I still hate how marines get RFK, khaara should -only- benefit from it, there are enough unbalances.

    None of the khaara can tank anything more then 3 marines with LMGs, which tend to be lvl 2 at fade, lvl 3 at onos.

    Nerf the fade's blink, buff AR. That will solve the fade problems.

    Buff the skulk, its annoying that it takes 3 bites to just kill a barely upgraded marine that has 3 differen't forms of nearly equal danger levels, its not hard to knife a skulk as long as you crouch and jump to the side slashing for a hit that would kill a weak skulk. (my record is 7 knife kills in combat, using only the knife, I had HA/Resupply at the end but there were to many fade/onos. . . I killed a fade with a knife that game, funny story that)

    Electricity needs to be less formidible to pubbies, stop making this so clan biased, 90% of the gaming community are pubbies, give pubbies a REAL tutorial, not this crap you proclaim that is Combat that has nearly nothing to deal with real NS.
  • CMF-TheKarateKidCMF-TheKarateKid Join Date: 2004-05-11 Member: 28616Members
    Personally, I liked the lerk spikes, it gave the aliens a ranged attack, thre aren't very decent ranged attacks anymore, perhaps having this as an "upgradable" option for a second hive (perhaps causing 10 res itself) or maybe even eliminating bite or another attack in response, like primal scream for an instance, it is very much useful, but how often do you get to use it. It has actaully saved me a few times, but spikes saved me many times aswell.
Sign In or Register to comment.