The New Patch Is Great
Vektuz
Join Date: 2002-11-01 Member: 2396Members
<div class="IPBDescription">Thank you</div> The auto team balance makes a world of difference!
The other stuff is good too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
The other stuff is good too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Comments
So what you are saying then is this - as soon as folks get comfortable with the controls and play mechanics, then the ALIENS have no shot since MARINES should win if they know what they are doing.
Ahhhh. Ok. Now THAT warms my heart.
If the marines lose, then they suck? So, by that logic, that would mean that the game is still greatly unbalanced in the marines' favor. Is that what you're saying?
IE, turreting up a hive then leaving, with the turret factory in front ;p
Or building hundreds of turrets everywhere and ending up with no armor because of lack of resources...
etc etc etc
But I have seen Marine ownage also, mainly when a good commander who knows about these things is in control.
1 marine + heavy armor is worth far more than 2 turrets... as soon as more commanders realise this, the aliens are in trouble <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
So yes, you are going to see TURRET nests for awhile to come, it's just that now the FACTORY MUST be functional to keep the things online, so no more rushing through a weed of TURRETS, just take the FACTORY out and the rest will follow.
* all the money went into turrets instead of weapons / armor for your guys
* if the aliens can kill the turret FACTORY those turrets stop working
Don't ask me how that works, but still. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Darc Myst
thus far i only have 2 patch complaints.
1. I think the hmg should have its old damage given back, i think with the correct resources in place the raised cost is sufficent to balance the weapon. I have noticed heavies having a very hard time killing me as a fade, and while i'd like to think im "just taht good" i defintely think their weapons are lacking kick hehe.
2. The auto team balance is a good start, but i have seen in 3 games already an issue pop up where its 8 on 8, the aliens start losing.... one alien switches to marines )9v7) then when it looks worse some aliens drop, leaving it 9 on 6 or even 9 on 5. THe problem then is that if no one joins the server the teams will just sit like that.. which obviously sucks. I think forced team switching is annoying, but in this case it may be the lesser of 2 evils <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->.
otherwise awesome patch, i think once the marines stop relying on turrets and start relying on eachother we are gonna see some amazing matches!
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> *chomp* <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> Happy Hunting.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think forced team switching is annoying, but in this case it may be the lesser of 2 evils <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't know about that-- the issue here is that since it's primarily a strategy game, any team switch is incredibly harmful (especially late in the game) because you know the other team's weak points, tech/evolutionary level, and general plans. I don't know which is worse, to be honest.
Well said. Like others have stated... being an alien, it is important to always keep the pressure on. Keep harassing the marines. It slows them down a lot. All the while the gorges on your team are securing more nodes/hives.
I wonder why it's more than two players rather than 1 player? I guess the extra resources for uneven teams might even things out, a little.
Anyway, I'm noticing that the fights for strategic rooms and hives are actually going back and forth. The marine turrets are now not end all defenses unless the aliens have screwed up and given marines enough resources to make a turret farm (and since the marines earned it, I will no longer complain about turret farms, it's a valid marine tactic if they have the cash). Even then, a marine really has to watch the area or else a good fade or lerk will make short work of the defenses. Countless times one side has retaken an area only to have the other side march on in while they're building up defenses, then they take the room, and the process repeats.
I've certainly noticed less turret farms (well... in one match our commander decided to build them - consequently we were all running around with LMGs and no armour).
I have found that hit and run tactics work quite well to draw off aliens when your base is attacked. One time i crawled through a vent and i could see one of the hives. I was a normal soldier with an LMG. I just started shooting the hive and i got a third of the alien's team to come to there.
We still lost but that got me thinking about tactics.
I like it, now where are the new maps?!? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Thats how some of you sound like. Skill this skill that. I wanted aliens to get upgraded. I fussed about it with everyone else. But i did not want acid joy everywhere with fades. giving aliens a weapon with range is really bad idea. the range should be for turrets and buildings. i can understand <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> getting owned by a fader up close. but <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> getting owned by acid goodness? all they got to do is set up defs and some offs turrets so human will not chase them. regen hp back and jump back into action with acids.
ok could a team of humans take out a team of aliens? aliens making them immune to bullets acid spam and one or 2 of <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> good night. Oh and 2 hives give them the acid crap. i saw 2 faders take out turrets while everyone else was trying to get armor hp and health. by the time we get a team up and going turrets and things was down.
Aliens need some ranged weapons or else it would suck, then it would be ranged vs melee. It's fair as it is....
When you consider that, the seemingly major advantage of knowing the other side's layout is minimal.
I think folks whining about getting owned by fades may very well be playing incorrectly. Fades really aren't that durable, even with the patch. Unload a HMG on them and they tend to go splat. Get a bunch of marines together and the fade has to play more intelligently still.
There wasn't THAT major of balance changes made as of the patch. Marines got a slight nerf, one (and only one) species of alien got a slight boost. There was an insignificient bit of damage reduction on marine grenades, HMG, and siege turrets. A slight but important cost raise on sentries and heavy armor, while some alien structures gained a few hitpoints and had a slight cost decrease. Overall, little adjustments, nothing too major.
As a result, Marines can still be quite nasty little biznatches with the grenades, turret farms, and siege cannons. The patch didn't do much to address that. However, the Aliens have a little bit more of a fighting chance now.
Remember that an HMG (25) costs about half as much as a Fade (44). Exactly half as much if the Fade upgrades (50).
The HMG is alot better now (for the aliens) IMO, it kills skulks in 3 shots instead of 2, which actually does alot of difference. If a Fade or even Onos is unfortunate enough to get surrounded, he's still dead.
<b>GJ new patch :D</b>
It makes things even more perfect.
Keep making the servers faster.
Now, I will agree that on the night <i>before</i> the patch, I was kicking some major @ss as a Fade, so I don't know how necessary it was to increase his power, but I'll see.
I'll post my opinion once I've actually played it today.
Disclaimer: Just my opinion, and yes I played as both sides... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->