<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I don't think this is a problem to begin with, it's more of a feature of the game. Simply put:
For an alien team to be effective, you need majority of the team to know what they're doing and adapt in to every situation.
For a marine team to be effective, you need a commander that knows what he is doing, and players that do exactly what the commander wants them to do.<!--QuoteEnd--></div><!--QuoteEEnd--> It might have already been chanted, but some people may feel like crusty old men when I recall the old mantra: "the problem is the players, not the game." Khaze is right, and while there's some room for error, it doesn't take too many deadbeats to dampen a team.
Have we ever actually seen a game where equally incoherent teams squared off? As irritating as it is to adopt the scientific method position, it's true: it's very difficult to find two teams on the same level of teamwork-deficiency, especially when the actions and words associated with teamwork is different for each race. If you assume that each team has two "good" players and seven clueless puppies, and then assume that a good player finds his way into the command chair, how do you compare the commander to one of the good aliens? Does the alien need to be a Gorge with good resource habits, or a Fade with keen insight and a strategic knack? Or maybe just a commander skulk, spending most of his time on the minimap and occasionally stalking a marine in the hive? That single comparison reflects the whole scenario: finding a definition for matched teams is the first, impossible, step.
Comments
For an alien team to be effective, you need majority of the team to know what they're doing and adapt in to every situation.
For a marine team to be effective, you need a commander that knows what he is doing, and players that do exactly what the commander wants them to do.
For an alien team to be effective, you need majority of the team to know what they're doing and adapt in to every situation.
For a marine team to be effective, you need a commander that knows what he is doing, and players that do exactly what the commander wants them to do.<!--QuoteEnd--></div><!--QuoteEEnd-->
It might have already been chanted, but some people may feel like crusty old men when I recall the old mantra: "the problem is the players, not the game." Khaze is right, and while there's some room for error, it doesn't take too many deadbeats to dampen a team.
Have we ever actually seen a game where equally incoherent teams squared off? As irritating as it is to adopt the scientific method position, it's true: it's very difficult to find two teams on the same level of teamwork-deficiency, especially when the actions and words associated with teamwork is different for each race. If you assume that each team has two "good" players and seven clueless puppies, and then assume that a good player finds his way into the command chair, how do you compare the commander to one of the good aliens? Does the alien need to be a Gorge with good resource habits, or a Fade with keen insight and a strategic knack? Or maybe just a commander skulk, spending most of his time on the minimap and occasionally stalking a marine in the hive? That single comparison reflects the whole scenario: finding a definition for matched teams is the first, impossible, step.