6 Vs 6, Competitive

digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">Alien side.</div> Id like to get into a serious discussion concerning how the alien side tends to progress in a competitive match. Compared to the marine tech tree, the aliens have more of a straight forward, do or die type of strategy.

Usually, alien side, heres how I see it going down using a typical player strat.
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Match begins:
2 players save for fade. 1 player saves for hive. 3 remaining drop res/chambers.

Prehive 2:
1-2 fades on the board. 1 player Lerks. 2-3 nodes dropped. Hive dropped. 3 chambers dropped. (total of 3-4 alien nodes on the map, 3 H1 chambers dropped)

Hive 2 up:
2-3 fades on the board. Lerk. 3 chambers being dropped. Resnodes recapped/last players reserving res.
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From my observations, this is a pretty straight forward designation most competitive teams use (unless, of course they are going to specificaly lerk rush, chamber rush, which pretty much decides the game in the first few minutes). For now, I will be refering to the above.

We all know why this works, because it wins the game, but I would like to expand the horizons a little and ask for feedback where there can be tradeoffs on roles. Because as of that strat above, if you lose a player class (especially one or both of the fades) you lose the game. As of now, as soon as those fades come on the board, they are playing the game for the team. Its like watching a baseball game, its just between the batter and the pitcher (fade and which marines hes disabling). Sure, skulks are usefull... for taking out res, and for scouting. Lerks are usefull... as support with either umbra or spore. Gorges... another support unit. As soon as the fades hit the board, the game play switches to soley keep the fade alive and letting it do its job. Now, Im not questioning WHY this is, but I would like to see a development where there is less dependency on the fade, but Im not taking its role out of the picture. I believe this is possible, now so more then ever, for two reasons: free upgrades, Skulks are just THAT much more powerfull as soon as you drop those chambers; faster res flow, You get free upgrades, live longer, get more rfk - all three are tied together and let you get res faster.

Thoughts:
Less fades on the board. Lets say only 1 player goes fade untill after the 1st hive goes up. This frees up 50 res to be used somewhere in the game. Why not have 2 additional lerks support the fade. Or, completely postpone the chamber drop untill you are ready to drop the hive (2 early lerks in the game, both save for chambers and UNlerk when they need to drop chambers). Or as lame as it sounds, actually drop 4 offence chambers in a key location (ala cargo on tanith) (yes, I realise OCs are weak, but they are almost never used in a match). If a marine team is planning to JP rush, wouldnt a few ocs in a siege location/hive almost be invaluable? Yes, I know, Im crazy like that.

It is easier to lerk at the fade mark then earlier in the game, imho, because of the shotguns that will be given out to the marines to combat the fade. Its easier for a lerk to sit back and pump out the spore to bring that armor to lvl 0.
If a team of marines walks into an open space, sees a group of 3-4 ocs they will think two things "gotta get around those" or "I need to take those out". 1 lonesome oc, I agree, is nothing, but in groups they can be a great deterant. Especially now the in final marines are leaning towards locking down hives, with less res to spend on upgrades, I can see the benefits of locking down siege areas with OCs. Are they permanint, no, but I do believe they could give you those extra 60 seconds to get that hive built. In competitive play, that 30-40 res in OCs is scary, and I realise that, but if they weren't placed randomly and held something strategic that could make or break the game they should be considered.

Ok, I just did alot of typing, probably alot of grammatical mystakes and didnt get my points accross the best way. Ill edit as needed <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> but I would like genuine feedback as to why something just wouldnt work, OR how you would make something work (ala, sure, we allways go one fade but you need like 3 lerks to supports etc etc).
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Comments

  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    The problem is that the team only has a set amount of res, so if you can only get some things at the cost of having others. You can have an early lerk, but then usually you have an rt fade/later chambers.

    Depending on the map and starting hive you could drop 3 rt's and then have one gorge drop one chamber and one gorge drop 2. That way you get a fast three nodes, and some chambers early, but you don't get the third one untill late.
  • CaracalCaracal Join Date: 2005-02-18 Member: 41605Members
    If your fade dies, you are ****
  • rnnrnn Join Date: 2003-11-13 Member: 22756Members, Constellation
    edited March 2005
    [QUOTE]Sure, skulks are usefull... for taking out res, and for scouting.[/QUOTE]
    You will probably have to shoot 2 sg shots at a skulk with silence, celerity or carapace to kill it. Skulks = very important and should not be underestimated at any point of the game.

    [quote]if you lose a player class (especially one or both of the fades) you lose the game.[/qoute]
    Depends on when you lose your fades, if you have 2nd hive up then it wont be a problem as lerk + skulks with leap, carapace and silence/celerity will take care of any marines. Losing one fade doesn't mean that you'll lose the game, you'll just have to coordinate attacks better with skulks, assuming that you have one fade alive(should have a fair chance of winning without fades aswell, as long as someone bites res).

    [Quote] Or, completely postpone the chamber drop untill you are ready to drop the hive (2 early lerks in the game, both save for chambers and UNlerk when they need to drop chambers).[/qoute]
    Two lerks wont be able to compensate for the loss of early chambers. Also, In my opinion, a stratagy that includes having two lerks unlerk is just wrong.

    [quote]Or as lame as it sounds, actually drop 4 offence chambers in a key location (ala cargo on tanith)[/quote]
    Lets assume that aliens have now put down 4 offence chambers in cargo, these offence chambers have been put there on the cost of either a fade, rt or having fewer skulks early-game. The commander discovers these offence chambers and order marines to run into fusion without bothering with the OCs. All the commander has to do is med the marines untill they are inside. Once inside they just have to hold fusion while waiting for pg tech to finish.

    I do not mind a stratagy that has a late fade, we use a similar tactic like that in BM, the late fade gets an rt in the beginning.
    But the other options for not having two fades that you are suggesting, they just don't seem very appealing to me.

    -- For some reason [Quote][/Quote] doesn't seem to work for me.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    Some very valid points there rn!.

    <!--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-->You will probably have to shoot 2 sg shots at a skulk with silence, celerity or carapace to kill it. Skulks = very important and should not be underestimated at any point of the game.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Although this is true, in a competitive match I feel the star of the game is the fade. Skulks are more or less cannon fodder, they will take 2 shotgun blasts so that the fade only has to deal with 6.

    If you lose all your fades, and do not have enouph res to put them on the board again even if you have 2 hives, I do not believe that a hive will stand a chance with a marine push or two. Which is why I brought this subject up, what can be done to lessen the blow a team takes when losing a fade. Why cant 4 skulks put out the harrasment as a fade succesfully?

    <!--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-->Lets assume that aliens have now put down 4 offence chambers in cargo, these offence chambers have been put there on the cost of either a fade, rt or having fewer skulks early-game. The commander discovers these offence chambers and order marines to run into fusion without bothering with the OCs. All the commander has to do is med the marines untill they are inside. Once inside they just have to hold fusion while waiting for pg tech to finish.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    This is just some speculation, but I would assume that the res spent medding and the time spent waiting would hinder the marines rather then help them. Having 4 marines hold fusion while 5 skulks rush MS sounds like a decent tradeoff.
  • rnnrnn Join Date: 2003-11-13 Member: 22756Members, Constellation
    edited March 2005
    <!--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-->Although this is true, in a competitive match I feel the star of the game is the fade. Skulks are more or less cannon fodder, they will take 2 shotgun blasts so that the fade only has to deal with 6.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In my opinion it is often the lerk that decides the game once its up. If you have a lerk sporing them constantly(we assume that this is a very good lerk and a lerk that does not try to bite marines to often) and a skulk that is biting rts, the marine-rush will come very late. When the rush comes, a lerk who spore them and skulks ambushing along the way is often enough to prevent the attack.

    <!--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-->If you lose all your fades, and do not have enouph res to put them on the board again even if you have 2 hives, I do not believe that a hive will stand a chance with a marine push or two. Which is why I brought this subject up, what can be done to lessen the blow a team takes when losing a fade. Why cant 4 skulks put out the harrasment as a fade succesfully?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If you have 2 hives, a lerk that spore and umbra, skulks with leap and for example focus/silence. I do not see how marines would manage to even reach a hive when facing this. If they manage to reach the hive, you should remember that siege is practically useless and that a lerk will constantly be putting umbra on the hive.

    Edit: It would be possible for them to reach the 2nd hive and perhaps take it down if they are very well organized, got hmgs and perhaps HA. But this require marines to hold rts for a long while. Im not saying its not possible, I know we've managed to take down the second hive when playing with teamsweden, but in the end we lost as we could not keep our rts and at the same time keep pushing their remaining rts as efficient as we would have liked.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    Lerks are just as important in the early game as they can take down solo marines with ease and weaken groups of marines into skulk fodder. Not to mention that a celerity lerk can scout the whole map in less then a minute, while moving fast enough to take very little damage. As the game progresses they become more of a secondary unit that is more useful sporing for lifeforms and scouting for marines and rts. A good lerk with celerity and focus can hold a hive against jetpacks for quite some time.

    Fades are an important lifeform and while they are key to alien victory, an alien team without a fade is also to be feared, as their team now has extra skulks for defense and node takedowns. If the marine team doesn't pressure hard after killing a fade in the early to midgame they can end up spending too much time holding nodes and recapping instead of pushing for the win. This gives the alien team time to get up an extra node or two and get fades back up.

    More games are won by a team that knows how to react to everything that can happen then teams with high skill.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    Without specultaing HOW the game is going, and looking at the general competitve format above...

    Where can tactics be changed? If you believe that more skulks on the board in the later half of the game is accpetable( let alone survivable), what happens if you want to reverse the situation? Why not -postpone- the fades, and attain the upgraded abilities before marines have a chance to counter? What if we get 3 lerks on the board right away, and the first one to 50 gets to fade? How does that impact the match? Why not just save for onos? Why not use OCs with upgraded chambers with a strategic point of the map that will be guarded by skulks.

    Again, speculation. Id like to hear your thoughts as to why something doesnt work for the team, not how the marines are going to counter it.
  • DrFuriousDrFurious Join Date: 2002-12-04 Member: 10445Members
    At higher levels of play you need an entire team effort to do your best. Some of the other jobs might not take as much skill to do as fading, but that doesn't mean they're not important. A gorge or skulk in the right place at the right time can save an entire game.

    That said, I think your assertion that alien strategies are the same every game is wrong. The number of gorges, what they drop, and when they drop it can all impact how aliens play the early game, sometimes in a small way but sometimes in very big ways. Early lerks and ocs have their places as well, so there's plenty of variety in early game strats. There is variety in the mid and end game portions as well, mostly in dealing with what chambers get dropped, but also what lifeforms to use, how much you want to stress getting the third hive, etc.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    I feel my point of this thread slipping away. Ill do my best to explain.

    I generalised, I stereo typed, and I wanted you to look at the proccess of the competitive tech tree. Does any team regularly win with a strat that doesn't resemble my initial post? What can be changed, reversed, or emphasized differently?
  • rnnrnn Join Date: 2003-11-13 Member: 22756Members, Constellation
    edited March 2005
    Different tactics +/-

    *2 early fades, 1 rt->whatever is needed, 1 rt->lerk, 1 chambers, 1 hive
    + You get 2 early fades. No "permgorge".
    - Lerk comes late but it's not to bad as it will be up at about the same time as the 2nd hive is placed. Only 2 rts in the begining, making it very important that you defend those 2 rts with all you got as you can not risk losing one of them, losing on of them is very risky and might lead to alien losing.

    *2 early fades, 1 rt->lerk, 1 rt->whatever is needed, 1 rt->chambers(never ungorges), 1 hive
    + You get 2 early fades. 3 RTs - meaning you can afford losing one and still stand a good chance of winning.
    - You lose one skulk on the field for a couple of minutes(the most important minutes in the game(?)) The "permgorge" will however have a pretty good resflow.

    *1 early fade, 1 lerk, 1 rt->whatever is needed, 1 rt->fade, 1 rt->chambers(never ungorges), 1 hive
    +/- Same as the previous tactic but change the early fade to an early lerk.

    *1 early fade, 1 rt->whatever is needed, 1 rt->lerk, 1 rt->fade, 1 chambers, 1 hive
    + 3 Rts! No "permgorge"-
    - Only one fade, secound should come up at about the same time as it is needed the most.

    *1 early fade, 1 lerk, 1 rt->whatever is needed, 1 rt->lerk, 1 chambers, 1 hive
    +/- Same as first tactic, change one fade to lerk.

    I might have missed some +/-, but this should help the discussion.

    You cant really say anything more about these tactics, you'll have to constantly adapt to the situation. Improvise. Tactics are changed all the time during clanmatches.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    Right now you need fade for midgame to ensure your 2nd hive goes up. I'm sure that multiple lerks could help but 1 hmg > lerks even with stacking spores. So most teams go with 2 resnodes to ensure fast fades, hive and chambers or sometimes 3 resnodes depending on the map. Then it's just a matter of figuring who is going fade and lerk and filling in the rest.

    Most good strategies leave a lot of room for improvisation and the standard 2 nodes with 2x fades or fade/early lerk leaves 2 players for recapping early lost nodes or going fade/lerk if you can hold your nodes until 2nd hive gets up. No one really wants to mix it up too much as anything else is risky and won't work very well against high level teams. Plus you have to practice the strat all week against other clans and someone is bound to give away any crazy strat to the other team.
  • TevinheadTevinhead Join Date: 2005-02-06 Member: 40097Members
    Despite what chambers you get I think it's always best to get the 3 chambers layed as early as possible. Because free upgrades own. Having only 1 guy on the job of chambers leads to late chambers. Or slow levelling up and 1 less skulk on the field.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    OCs don't work well in clan level matches. If a player starts shooting down an OC he will be ammoed enough to take it down, if the oc is in his way he will jump over it under med spam. OCs only really work well in pubs where the players fear them and the games last long enough for area denial to result in positive overall res flows.

    Generally speaking an RT that is at a slightly greater risk due to no OC defence is worth more in overall res flow then an RT defended by 3 ocs, since the latter RC takes 3 minutes to pay for itself, whereas the former takes only one.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited March 2005
    SwiftSpear has no idea what he's talking about. What else is new?

    <span style='color:red'>There's no requirement to be personally abusive. It's not smart, it's not even funny in this instance, it's just indicative of a lack of self-control. Stop doing it or your ability to do it on these will be removed.</span>

    OCs are superbly worthwhile. Crappy strats with dedicated OC gorges are not.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    OCs can be very useful when properly placed and can force the marines to alter tactics.
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    **** i hate OCs in building hives with lerks
  • InnocuousInnocuous Join Date: 2004-02-18 Member: 26671Members
    edited March 2005
    i say bump marine starting res to 200!

    whos with me!
  • rnnrnn Join Date: 2003-11-13 Member: 22756Members, Constellation
    edited March 2005
    <!--QuoteBegin-comrade+Mar 25 2005, 06:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (comrade @ Mar 25 2005, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->**** i hate OCs in building hives with lerks<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The best place to put OCs in the version is most likely in building hives since it's almost impossible to successfully siege a hive.
    If marines notice you are putting up OCs in your building hive, they will either go for your first hive, or try to save up res for HA. Both tactics have a very small chance of succeeding.
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    There are so many effective alien strats that you can't list them all. Invariably, however, the most common strat used is the: 2 fade, 1 rt/lerk, 1 hive, 1 chambers, 1 perma.

    I've seen everything from lerk rushes, to traditional strats, to early onoses. If your team can play well together and compensate for each other's weaknesses, almost anything will work. One strat that I like using lately is a 2 early lerk, 1 movement/fade, 1 hive, and 2 rt/chambers. The two early lerks can hold off anything except heavies by themselves and are more than capable of res killing as well as 2nd hive defense.

    Another strat that I've been using recently is very forgiving to the aliens and doesn't have a real counter. You'll have to watch the LoC vs FeX match to find out what it is though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    the problem is: you need the second hive

    onos with 75 res come too late, and skulks and lerks wont last long against the united firepower of the marines

    thats why fades are so important, they come in at the right time and still are supreme fighters
    so why should you save for onos, if you need the fightingpower now?
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    Oc's are greatly underplayed. Oc's can prospone that attack on the hive just that little longer for it to be saved or block a whole corridor blocking sometimes half a map. If they were to be killed, normaly the fade comes in when they reload and pwn em.
  • HellabeanHellabean Join Date: 2004-06-30 Member: 29644Members
    Onos is completely useless for competitive play, unless you have 2 hives and there are heavies, the "tank" of NS dies quite easily with high weapons
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    edited March 2005
    2fades,2rts,1hive,1chamber default tact ==> for me doing always the same sux


    I have tried other tacts that are more appropiate for clan matches.

    The first of them, now its pointless but in the beta 5 it was D:

    3fades 2rts 1 hive: 1 gorge stays as gorge and goes to the hive, then he starts building the chambers dc's or mc's(i always used dcs) 1 per 1. When the first fade appears 2 dcs are builded and the third just dropped and building.

    This tact gives u the same as the def tact, but 1 more fade. And now u are going to ask, what happen if the gorge dies? Nothing >.< the only thing u have to do is to tell to one fade to build the chambers and u get the default tact.

    Tanith: RT rush.

    1fade, 1hive, 3rt(then fade), 1rt(stay as gorge and build movs).

    You get the first fade and hive at min 2:00 with 2 movs. The other fades appear all at min 4:00 . This means that by min 5:00 u win the game.

    Of course if marines are intelligent and they kill 2 or more rts u are **** up. But if ur aliens are decent they will be able to protect the nodes. The other thing i have tried is that another gorge instead of going fade build 2 ocs in cargo. But this only work if the marines took 1:30 for getting into cargo :s


    NS 3.0 Final has created other tacticts, and this ones now seem useless. The point is FREE UPGRADES = skulks with cel strafe jumping or bhopping impossible to kill, or 1 lerk at the beginning with cel portecting the nodes. things like that.

    So for example for thanith it would be:

    1lerk,1hive,2rt(then fade),2rt(then go to the hive and build 1 mc each one of them).

    With one skilled lerk rt's simply doesnt die. And with one skilled lerk with cel marines are **** up.

    Of course u can start with sens and build one sens in cargo at the beginning like teamcanada vs teamspain or many other possibilities. But it is extremely important to have the chambers at the beginning even if they are dcs. Skulks with caparace vs marines without wpn lvl rock.

    I only have to say that NS is not a frags based game anymore. Since beta 5 it has become a rt's based game. It doesnt matter if marines in veil cant get out of topo and west, cause when ur fades appears with those 2 nodes they can have hmg's and kill ur 50res worthy fades. So in your tact you have to have ALWAYS at min 1:30 someone trying to kill their base. And the 2 gorges that builded rts killing marine ones.

    I have seen how marines lost the game, cause they builded pg in cargo(tanith) and were going to build sieges. I told my whole team to stop rushing cargo and to go and kill rts. 45 sec after marines got only 1 rt, the base one. And the fade was distracting them in cargo. They upgraded the tf, but didnt have res to build the sieges. And after that we rushed cargo, killed the tf, and they recicled the pg.

    If u defend your rts(with a lerk+cel) and have 2 skulks killing the whole game marine ones = u win as alien, always in NS 3.0 Final. It doesnt matter if u are a noob team or not, it doesnt matter that marines are teh rockZ0rZ, the only thing u have to pay attention is to have a skilled lerk.

    I hope i have help someone, and sorry for my english it is very bad :>
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    I notice a distinct lack of lerks in your strategies v4rA. Lerks are very important. Say in that "rt rush and 4 fades" strat on tanith, having one of them rt-fade characters go lerk would be a very good idea.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    @V4rA
    So it's only based on 'alien class'... fades or lerks... They do; ok! they die; bad luck!

    It may include some variations, but still the same thing. This not a real strategy based on chamber (abilities). Abilities that makes alien differents from Marins. You should be able to make a 'only skulk' strat with a boosted ability.

    I agree a strategy include the type of pawns a team have. But here (NS) it's barely always the same ones...

    I think this is exactly what motivated the first post. It becomes boring.

    I disaggre with this:
    <!--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-->I only have to say that NS is not a frags based game anymore.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    RFK is the proof of the oposite. Early version of NS was the map/res control and that was fun (epic??? ho no don't lock the thread).
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited March 2005
    <!--QuoteBegin-UncleCrunch!+Mar 30 2005, 08:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UncleCrunch! @ Mar 30 2005, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> @V4rA
    So it's only based on 'alien class'... fades or lerks...  They do; ok! they die; bad luck!

    It may include some variations, but still the same thing. This not a real strategy based on chamber (abilities). Abilities that makes alien differents from Marins. You should be able to make a 'only skulk' strat with a boosted ability.

    I agree a strategy include the type of pawns a team have. But here (NS) it's barely always the same ones...

    I think this is exactly what motivated the first post. It becomes boring.

    I disaggre with this:
    <!--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-->I only have to say that NS is not a frags based game anymore.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    RFK is the proof of the oposite. Early version of NS was the map/res control and that was fun (epic??? ho no don't lock the thread). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    NS is a first person shooter and in a degree influenced by real time strategy games. In both genres killing the other teams units/players is important. That is also the case in NS, and has been since the original release. It has, however, nothing to do what so ever with RFK, the importance of ridding the map of your enemy will be there regardless of RFK.

    [Edit] "epic", pah.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Of course it's killing the enemy. But not for ressources like it is today.

    Don't forget RFK is "easy money" for marins. The more you frag the more you get rich. And it's more easy (no upgreades) at the begining. This makes teams tend to exclude different ways of getting rid of the enemy. The smarter ways...

    "How" a team get rid of the enemy should be more fun than the frag itself (both side).

    I remember a time were players kept the frag count out of the mind. They were more organized because not running after 'living ressources' all the time... They looked at the map (showmap) to see where they have to go to maintain pressure on the enemy. There was real map strategy to stop the enemy. There was a risk to loose even if you had the upper hand from the begining until the end. At least more than today.
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    I love these random pubbers who come in and make illogical and incorrect statements.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-JmmsbndZeroZeroSeven+Mar 30 2005, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Mar 30 2005, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I love these random pubbers who come in and make illogical and incorrect statements. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Most of those illogical and incorrect statements are true for all levels of play except the top competitive tier. It is pretty stupid to come into the competitive forum and state them, however.
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin-theclam+Mar 30 2005, 04:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Mar 30 2005, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Mar 30 2005, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Mar 30 2005, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I love these random pubbers who come in and make illogical and incorrect statements. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Most of those illogical and incorrect statements are true for all levels of play except the top competitive tier. It is pretty stupid to come into the competitive forum and state them, however. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not in his case. RFK has almost no bearing on competitive play.
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