Base Marine Unit Too Powerful.

Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
edited April 2004 in NS General Discussion
<div class="IPBDescription">Do you honestly need this?</div> I play on the Lords of Chaos server on weekends, and I like to think myself as one of the best commanders there, even though I have a build order and style completely different from other competent commanders. I upgrade rush, making my base unit more powerful than it already is. 20 player server, mind.

One of the server regulars is known as 'dsg', and he is one of the best marines(short of titanium) I know.

As a marine, he'll end up with a 10:1 Kill/death ratio usually, and it's really frustrating starting out as a skulk against him.

Similarly, there are other players just like him, titanium, Romano, etc.

When these same über marines go on the alien team, they can hardly break a 2:1 kd ratio. Edit: As a skulk.

I think you know where I'm going with this.

One or two really good marines will tip the game into the marine favor, while 2 really good aliens can't. It's not really fair that one marine will hold a pack of 3-4 skulks alone, while those 4 kills in a row for skulks are just strokes of luck against incompetent marines (me, for instance).

Either buff the skulk or nerf the marine. (I'm getting my own death sentence, since I'm absolutely horrible as a marine).
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Comments

  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Buff the skulks, as said several times before. Said it before and will say it again: reducing skulk armor back to 1.04 level was a huge mistake (and back then -too- cara had been mandatory).
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    I agree with you Rapier, a good marine is hard to top. And I believe that a little nerf and a little skulk buff would solve it.

    Marine jumping is too easy. A marine who keeps strafe jumping a skulk is near impossible to kill. How about adding a stamina meter to marines? After 2 or 3 consecutive jumps you have to rest before jumping again. I mean, not even NBA players can bounce around like NS marines can.

    There are several skulk threads with various improvements that could be made, so I wont go into details here, but I like the free upgrades idea.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    edited April 2004
    *waits for the usual flood of flames that come with mention of stamina meters in relation to marine jumping*

    Though yeah, buff the lower lifeforms if anything.
  • RenholderRenholder Join Date: 2004-02-16 Member: 26618Members
    I doubt romano and titanium won't break 2:1 as a skulk against the same people dsg is going 10:1 on. You haven't seem them skulk if you think that. I think 4:1 easy for both if dsg is getting 10:1 ratio. Sounds like the people on the server can't bunnyhop, and don't know how to ambush. Don't run into marines in a straight line and they won't get so many kills.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I believe the skulk is going up to 75/10 in beta 4


    Relax ppl
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    It takes teamwork for aliens to win! Surprise!

    Good shots owning pubs or comparing k:d ratios of good players on pubs is not evidence of anything.
  • gparentgparent Join Date: 2004-02-22 Member: 26775Members
    <!--QuoteBegin-Forlorn+Apr 19 2004, 06:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Apr 19 2004, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe the skulk is going up to 75/10 in beta 4


    Relax ppl <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wee ! 5 Butter Points !
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Ironic, seeing as many of the people regular there are pretty good shots and aliens.

    At times, there are over 7 clan members on that server, each one of them very good. Guess what? They still get their **** handed to them.

    I can bunnyhop, it does practically nothing to help 'dodge' (how do you 'dodge' a bullet in the first place?) bullets.
  • gparentgparent Join Date: 2004-02-22 Member: 26775Members
    <!--QuoteBegin-Rapier7+Apr 19 2004, 07:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Apr 19 2004, 07:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ironic, seeing as many of the people regular there are pretty good shots and aliens.

    At times, there are over 7 clan members on that server, each one of them very good. Guess what? They still get their **** handed to them.

    I can bunnyhop, it does practically nothing to help 'dodge' (how do you 'dodge' a bullet in the first place?) bullets. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Dodging is an art, simply <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Yes, especially when the bullets hit at instantaneous speed. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • gparentgparent Join Date: 2004-02-22 Member: 26775Members
    <!--QuoteBegin-Rapier7+Apr 19 2004, 07:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Apr 19 2004, 07:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, especially when the bullets hit at instantaneous speed. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Then we shall say EVADE!
  • Pho3niXPho3niX Join Date: 2003-09-22 Member: 21118Members
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> lol
  • niftyguyniftyguy Join Date: 2003-11-13 Member: 22812Members
    edited April 2004
    don't buff the skulk, its balanced... now fix bugs
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Skulks are for ambushing only, if u think u can evade bullets as a skulk then ur dumb. Only thing that needs to be fixed in ns is animations. And Grenades. And Combat.

    Ps. Combat and grenades not needed/
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Ambushing is over-rated.

    You cannot ambush a semi non retarded marine unless he's alone, uses taunt every second, and is deaf.

    Sure, you can hide in that corner, whoops the marine saw yah....dead!

    You can hide on the wall, that silly rambo, he saw you in that predictable spot, SPLAT GOES THE SKULK!!!!1111111111111eleven

    If we add teamwork, minimal targeting abilities you are tah 0wned.

    The problem with skulks, they can't do anything about it!

    Marines have, long range, medium range, and even a decent melee weapon.

    Skulks are less versatile, they have nothing besides melee ability.

    Adapt and you slaughter, the skulk cannot even adapt and thusly is at an dis-advantage.

    What does 75/10 do even? Is that another LMG bullet? That seems ever so insignificant.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Thardin, you parasite them which makes ambush a LOT easier. and ambushing works wonders provided that you could land your bites on the marines...
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The problem with the ever-so-popular ambush suggestion is that there are a LOT of places in this game where ambushing an alert marine is simply impossible. Theoretically it sounds great that skulks sneak around everywhere and have to ambush to get a kill, but when marines know the map and the ambush spots the skulks are often forced to simply confront them.

    Skulks get their **** kicked in the early game, that much is a statistical fact. By suggesting ambushes you imply that it is somehow the aliens' lack of tactics that causes marines to wipe the floor with their base species. In reality, however, ambushing is not possible often enough to justify making skulks pitifully weak in direct confrontations. Whether or not you consider it balanced that Aliens trail behind until they can get a Fade, it's not fun or intuitive that one base unit on the marine team is so much more powerful than the basic alien species.
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Parasite is a lure to the marine more then anything, sometimes it gives the commander RFK provided the marine is somewhat adequate, the worse that can happen is that he distracts skulks for a good half minute.

    And having to have 3 skulks to swarm a single marine the marine shouldn't win, but he can kill 1/3 2/3 easily unless ambushed, which you must of been waiting there a good minute or two.

    Why should the marine, alone, be such a threat is our point.

    Oh, and early Motion Tracking.

    Whatcha gonna do about that?

    Crickets are not even this quiet.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    rofl..

    No, parasite isn't just a "lure", it's a wallhack for aliens. it'll allow skulks to ambush MUCH easily since they know exactly when to drop down and bite the marines

    a single marine will kill 3 skulks or so easily when the skulks don't bunnyhop or ambush and just run straight at the marine, BUT that marine is probably a vet with exceptional aim. You can say the same about good fades owning newbie marines that can't aim.


    Early motion tracking means delayed upgrades, which means when the fades come they'll have an easier time killing the marines.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    Average pubber skulk: "I am alone on this map, and this lifeform of mine is 2fast4urbullets, so I'll just rush your 3-rine squads down the hall until I kill you".
    "ratatatatatat" *skulk dies*
    *pregnant pause*
    OMG, SKULK SUXXXOR, BOOST THE SKULK!




    In reality, good skulk vs good marine kill ratio is ~1:1, perhaps slightly less in favor of the marine mid game - and in favor of the skulk early game (lvl0 armor). Why? Because good skulks use the little thing called teamwork, just like good marines do, and there's abolutely nothing marines can do if they die before they even know what hit them.
    TEAMWORK MOTHER******! Do you do it?

    (seriously... that line should go into my sig, I'm too tired of saying "try teamwork" in every other thread like this, and with that line, I could just post blank posts as a reply to >95% of these "balance" threads)
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    Improved skulk hp/armor sounds nice, but price of chamber upgrades will still prevent most skulks from using it..
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited April 2004
    Lucky, the problem becomes apparent in competitive matches when you look at any semi-badly designed Hive. How vulnerable is the marine for example, straight off the IP? Fairly, but he can just strafe and jump and if he survives for half a second he'll have a bead on and be lethal as ever. How vulnerable is a spawning Skulk in veils pipeline Hive? +1 kill.

    Early-game aliens on the other hand face a host of problems vs competent marines - their fixed low 1-hive spawnrate (ever ambushed a skulkrush and setup camp right outside their hive after it?), the weakness of the Skulk in any situation where <i>taking a tactically vital position</i> is of essence and the absolute rapetasticness of many Hive locations.

    Yes, its true - Skulks can maybe keep marines out of a spot their ambushing. But marines on the other hand can almost gaurantee they'll keep out Skulks of an equal skill level from a spot they've taken - unless its a super marine unfriendly spot, but then your commander needs a whack. In other words, <b>the marines can control vast amounts of territory</b> - Aliens can just about maybe hold on to their nodes, or sneak attacks onto the enemys nodes. So what we end up with is the first ~4 minutes up to the vastly more useful Fades popping up being dominated by marines fairly strongly, and then this strong turnabout when and if aliens do get Fades. So yes, the Skulk needs help.

    The base marine unit on the other hand, in any competitive setting is not too strong. 10v10 is an exception, and usually involves <b>exceptionally craptastic alien teamwork</b>, seeing as its a pub. You can make a point that above 6v6 each Hive should spawn faster to make up for better unit upgrades and lessen the devastation of one mass death (up to 80 seconds in the spawnqueue in a 10v10), but that aside the increased efficiency of marine upgrades is a fairly minor factor in why marines win most large public server engagements. And pretty much any strategy at all is sufficient to win a large game, unless for some reason you only build one IP.

    Its really the story of some minor disadvantages (ressources system, upgrade system) blown wholly out of proportion by the sheer level of chaos that reigns on a 10v10 pub. Aliens having no easy way to make order of that mess, will almost always loose unless they perform exceptionally well or the other side sucks amazingly badly <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Boost the skulk
    Boost the lerk
    Make Fade less expensive while nerfing it a bit

    Reduce welder price so commanders won't think twice about dropping lots of them
    OR
    bring 1.04-style armor back for marines.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Just to get this out of the way, I'm not in a clan and I don't play scrims. NS is a game to me and I don't take it seriously enough to go competitive. I don't claim to know anything about real clan balance, so I'm talking exclusively about pubs here. I play on a 7v7 "pub" that is well administrated, mostly regulars and much higher up in the coordination department than the crap random ones though, so I guess I'm talking from an in-between standpoint here.

    Currently, marines are the faster and more mobile team when it comes to res nodes, by a long shot. That seems awfully backwards to me. The main reason this is so is because of the power of the base marine unit, even without upgrades in the very early game. Most of these games are 5v5 or 6v6; typically in the beginning of the game, one person stays behind to build and everyone else splits up and rushes to the nearest res nodes, in no more than groups of 2 or 3. In this way they rapidly spread and take over half the map while the aliens either have very few nodes, or have too many Gorges to be able to fight them back. What skulks are present are usually powerless to stop them seeing as one skilled marine, basically ramboing for res nodes, can quite possibly fight off 2 or 3 skulks.

    In my mind, this goes against everything the marine team has supposedly stood for since this game's release. Against a decent alien team, marines should be required to move in squads under the coordination of a central commander, but currently this form of organized ramboing is the most effective strategy for the early game. Group movement and teamwork is much more intuitive for marines than for aliens. Marines should not have a huge advantage early game against an equal number of aliens; one skulk should be a good match for one marine, even if the marine has put himself in a position where ambushing him is impossible. The marines should be the ones truly forced to work together and combine firepower, not the aliens.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Part of the reason marines are so good is that the techniques needed to be good at them carry over from other fps games (i.e jumping to dodge and aiming), where as skulk skills are more unique to ns so harder to grasp (wall climbing, leap-bite, melee fighting).
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-UKchaos+Apr 20 2004, 11:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Apr 20 2004, 11:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Part of the reason marines are so good is that the techniques needed to be good at them carry over from other fps games (i.e jumping to dodge and aiming), where as skulk skills are more unique to ns so harder to grasp (wall climbing, leap-bite, melee fighting). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, not really, simply because aiming in NS is unlike most other games out there.

    Unless of course, you play TFC or Unreal, games are quite similar between the two.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    edited April 2004
    <!--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-->Unless of course, you play TFC or Unreal, games are quite similar between the two<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    As many people do. Im not just talking about CS players here. However different the aiming in NS is to other games, its still far more intuivite than making a sucessfull kill with aliens.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    There are a few aspects that come into play here.

    First off, the 'jump'.

    Let's be honest here, when playing as a marine, how often do you (or others you see) IMMEDIATELY start to jump around when a skulk attacks? On most every server I have played on, people always start jumping like noobs on crack when they are attacked as marine.

    Why?

    ...because they know that if they jump the game will have a harder time registering a hit. Plain and simple.

    Jumping should have ZERO impact on alien kills (by skulks) simply because of the nature of the skulk. Think about it. One small target facing a huge target. (relatively speaking) It's like shooting the side of a barn, the target is so huge that you can't miss.

    This is an issue I really feel needs to be addressed.

    Personally I think the simple solution is to remove the ability to fire while in mid-air. That means if you jump, your gun will stop firing until you are on the ground again. (it's like the sniper in TFC)

    Same for ladders. If you climb a ladder you lose your ability to fire your weapon. (which should be impossible anyway) The only exception to this rule would be jetpacks, which would negate the need to be on the ground to fire.


    The second issue in regard to marine dominance of skulks is the fact that skulks rarely ever purchase upgrades. (defence/movement/sensory) While upper level aliens use them extensively, skulks don't use them because they often never make back the res investment. So buying an upgrade only means they go fade that much later.

    That is why I would like to see upgrade costs tied to the level of alien.

    Skulk = free upgrades
    Gorge = 2 res (as it is now)
    Lerk = 3 res
    Fade = 4 res
    Onos = 5 res

    Also, all upgrades are wiped when evolving to an upper level alien. (so no carrying over cheap upgrades) The upgrades themselves would not be stronger, they would just be free for te skulk.


    Lastly, I would like to see an incentive for aliens to deal a blow to marines. For example, lets say aliens have 2 hives and marines have 1 hive. If marines take out an alien hive the aliens are significantly weakened. If the aliens take out the marines in a hive the marines face NO penalty at all. The aliens still have to fortify the area and build a hive to see any benefit, and the marines are not weakened by losing it.

    So I would like to see an incentive for aliens to attack the marine base. Should aliens be able to attack the marine base AND take out a building, the upgrades at that building would have to be re-researched. They would not have to PAY for the upgrades again, but they would have to wait for the upgrades to be researched again.

    This would actually give the aliens a chance to weaken the marines, an aspect that is SORELY lacking from the game right now.

    As it stands, the marines are able to continually tech up, and they NEVER get weaker in strength. When the marines lose the game, they lose the game at full strength, which is WHY it takes forever to finish off the marine team.

    With aliens they get weaker with every hive they lose, and in the end they are not a match for heavily upgraded marines who are attacking their last hive. (which is as it should be)

    However, aliens should be able to force marines to re-research tech if they are foolish enough to let one of their upgrade buildings get destroyed. This would provide an incentive for aliens to stay in the game instead of hitting F4 when all seems lost.

    Should marines get too strong, aliens could group up and attack the marine base knowing that this could set them back a few minutes of research. So when that heavy train approaches, they could rush and take out the proto-lab, knowing that marines won't just have to re-build the building to start dropping more heavies.

    In the case of the arms lab, we could make it so that killing an arms lab only sets the marine team one level of upgrades. If they are at level 3, they get knocked back to level 2 etc.

    People don't have a problem making aliens re-build (from scratch) and PAY FOR a new hive when it is killed. While I am not suggesting marines have to pay for upgrades a second time, I do think they should be penalized the TIME to research the upgrades again if they lose that building.

    If they don't want that to happen, they shouldn't let the buildings be destroyed.


    Those are just three simple ways we could even out this imbalance without beefing the skulks at all.

    Regards,

    Savant
  • Lee_HarveyLee_Harvey Join Date: 2002-12-23 Member: 11448Members
    edited April 2004
    Even in games where the aliens win, it is not uncommon to see the marines have a higher number of kills. First off, the marines need an armory. That is some res right there. They also need at least one IP, that's more res. I don't remember what armories cost, but i know IPs are 20. So to start marines off playing, it costs the team something olike 40 resources. To start aliens off it takes exactly 0 resources. Once the alien team spends near that same amount of resources (3 DCs, then each upgrade) they start to be comparable to marines. A vanilla marine vs. a carapaced skulk usually is about a 50/50 encounter. The same is somewhat true of groups, unless the marines get more than 4 together, in which case it's just a firing squad.

    In short, I think it is simply a matter of "yes, marines are supposed to be better right off the bat, they cost more resources to start up with."

    **puts on flame-proof suit**

    [EDIT]
    Savant's post wasn't here when I hit post, but I love it so I'm going to respond to it.

    I have said it so many times in game that I probably should just bind it to a key. "Jumping SHOULD NOT be a viable defensive tactic!" Just imagine the marine's drill sergeant or whoever saying "And if you see an alien, dont worry. Just jump around lkike crazy and they'll miss you more often than not." Either widen the FoV on the skulks so that jumping does not cause a skulk to completely lose sight of you and become disoriented, or nerf marine jumping, almost to the point of instituting CS jumping. Jumping should be for navigational purposes, not combat purposes.

    I disagree about the upgrades based on my original post (although making them one point for skulks would be fine by me), but I do like your idea about equalizing the damage due to losing structures vs. losing hives. It seems that aliens have to either win the game all at once or they will never win at all.

    Other than that, I agree with you wholeheartedly, savant. Although free upgrades would technically be beefing the skulk somewhat, so your last sentence is wrong <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    [/EDIT]
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