Balance Prob
uttirokk
Join Date: 2004-09-28 Member: 31975Members
<div class="IPBDescription">dsa</div> Ok then. This topic is just to discuss about the problem I've had and NOT to tell you that it certainly is like this. Here's the deal: marine's keep losing every game if the aliens have proper upgrades. It's true that the marines are quite strong with their long range weapons but they're still attacking, right? So the aliens just keep camping and waiting for the marines who have to attack. Ok, the marines decide to attack and get through the aliens with 6 dead one's out of 8. Aliens quickly kill rest of the marines and half of the team has now leap. Leap is two hive upgrade which is indeed a very powerful weapon. So this already is quite major balance problem since the marines can't have really many lvls if the teams are quite balanced. But then there comes focus and xenocides: with such spawn rate aliens could block quite a huge attack with even one higher lifeform (even a web gorge can be the death of those few leveled nubcakes). Some focus, xeno, web and leaps is such a combination that is hard to resist even with nice upgraded HA's or JP's or Anything. Is the idea to win in the first minutes or is there some point in this topic?
Comments
Usually they respawn fast and the marines get slaughtered because they didn't even have time to reload from killing the previous 8 skulks and now have 5 new ones down their throats. But so is co_.
in my opinion marines SHOULD have some challenge in combat, because that's what makes you better. getting spammed at with stomp, web and xeno is usually too much for even the more organised pub marine teams, and hardly teaches anyone anything, so there lies the problem.
and range is not the only marine advantage, moving in groups is another. as is combined arms. gl will clear any webs, and the gler should also get mt, so he can react to possible xeno skulks. i know that having a co marine team with a heavy train and 2-3 jp's is utopia but thats the way it should go, and really the only way to win the game if you've failed to start up the spawncamp within the first 2 minutes.
which brings us to the next point: true that leap+focus skulks and fades are strong, but they cost 3 points right? thats the same as armor1+shotty.
combat does have issues, but i really doubt the unbalance is that big.
One marine strafes into the hive room and kills the skulks in the obvius camper spot... then he dies by the other 3 skulks. Second marine strafes in and kill one of the already hurt skulk with a spray of 10 bullets, then he kills the other skulk with the last bullets, pulls out his pistol, strafes, and kill the last skulk with 7 bullets. Then skulks spawn again and marine fires 3 bullets into a skulk which immediatly leaps at marine, but the skulks which now only have 30 HP left gets stabbed and dies. Marine is now lvl 4 and pulls out a shotgun and begins the massacre.
I really hate it when the onos is spawn camping, and just spams stomp...over and over and over and over, then eats on of you, runs out, waits to digest the marine he's eaten, then repeats. It gets annoying. Same goes for little gorges who web the **** out of your spawn, and everyone spawns webbed.
the combat balance is almost OK, since GL is now overpowered for spawn camping.
About the fact mentioned... it's solved with minimal teamplay, and teamplay is the thing that you don't expect in a combat game...
btw, play classic...
What do you think?