Has Ns Gone Around On Its Self?
Steg
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?
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?
Comments
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
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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-->
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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-->
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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...?
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
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
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.
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.
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
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.
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
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?
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
i think making skulks a bist stronger already would help
marines should be dependant on moving in teams again
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.
(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 ._.
lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
(Would 3res upgrades for Fades/Onos be wise?)
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.
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-->
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.