Has Ns Lost Its Variety In Clanplay ?
Raistlin6
Join Date: 2002-11-02 Member: 4420Members
<div class="IPBDescription">Alien side</div> I wonder why NS has lost its variety in CW´s
As Alien you always build 1-2 RT´s -> 3 DC´s -> Hive and 1-2 Fades
There are also other tactics but if you want to win for sure in 3.0 you have to use this tactic.
In NS 1.0x you also had Options like Skulk or Gorge Rush (and many more) but now they are totally useless. Do anyone know another Tactic which is as powerful as the tactic above in NS 3.0 ?
What do you think about it ?
As Alien you always build 1-2 RT´s -> 3 DC´s -> Hive and 1-2 Fades
There are also other tactics but if you want to win for sure in 3.0 you have to use this tactic.
In NS 1.0x you also had Options like Skulk or Gorge Rush (and many more) but now they are totally useless. Do anyone know another Tactic which is as powerful as the tactic above in NS 3.0 ?
What do you think about it ?
Comments
NS has always been strategically shallow.
Is it just me or has NS lost its depth which would explain why so many people want 1.04 back.
SC's
MC's
Skulk Rush
4 Rts
4 Fades
1 Lerk 1 Fade
However like you say the standard, 2 Fade 2 RT 1 DC 1 Hive seems to happen more often than not. It's like football, (sorry, soccer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ) just becuase most people use a 4-4-2 formation it doesn't mean thats all there is to use. Its just the standard way of doing things.
Nah, I just think that the current build is too bland to play and thus wait for the next one. But yes; 1.04 mode would be welcome, as well as 2.0, if just to prove those "golden memories" wrong. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I take it you never played 1.04?
err... jp hmg rush ring any bells... ? :x
Is it just me or has NS lost its depth which would explain why so many people want 1.04 back.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<span style='color:white'>The pitcher throws:</span> Step 1: Buy a nice heavy metal wrench.
<span style='color:white'>The batter swings:</span> Step 2: Remove it from it's packaging.
<span style='color:white'>The refree shouts:</span> Step 3: Proceed to <span style='color:white'>Striiiike ooooone!</span>
1.04 had 1 viable strategy for the marines: JP+HMG.
And 1 for the aliens: A 2nd hive (webs+fade+leap GG Game Over!).
As for 1.04 nostalgia, it's a load <span style='color:white'>Striiiiike twoooo!</span>
1.04 was a terrible build, i'll just have to assume people claiming 1.04 was more 'fun' than current NS versions, dint play it quite enuff.
I take it you never played 1.04? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
rofl. This one is good. Look at the Date when i registered this nick. I play NS since the first Day
<!--QuoteBegin-shanks+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (shanks)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->err... jp hmg rush ring any bells... ? :x <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
err ... Subheadline ring any bells ? Since when do the Aliens have JP
The same applies to Travis Dane. learn to read a whole topic before posting. And NS 1.0x definitly had more strats on the Alien side which had a chance to win.
But yeah it is a little limited on the tactical front <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I'd say aliens had even <b>less</b> gameplay variety than the marines in 1.04. Get DC's, get a 2nd hive, GG. Marines still had HA (tho might i add the other team had to be <b><u>REALLY</u></b> stupid for that to work).
Last resort.
I'd say aliens had even <b>less</b> gameplay variety than the marines in 1.04. Get DC's, get a 2nd hive, GG. Marines still had HA (tho might i add the other team must be <b><u>REALLY</u></b> stupid for that to work). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
As i already said in my first post there was also skulk rush and gorge rush and when the second hive was going up you had even more. The point that marines had more starts than the alien is totally off topic.
The topic is the loss of strats on the Alien side.
I have a tip for you. Drink a beer or smoke some Weed and read my first post again maybe you understand what i mean then. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I'd say aliens had even <b>less</b> gameplay variety than the marines in 1.04. Get DC's, get a 2nd hive, GG. Marines still had HA (tho might i add the other team must be <b><u>REALLY</u></b> stupid for that to work). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As i already said in my first post there was also skulk rush and gorge rush and when the second hive was going up you had even more. The point that marines had more starts than the alien is totally off topic.
The topic is the loss of strats on the Alien side.
I have a tip for you. Drink a beer or smoke some Weed and read my first post again maybe you understand what i mean then. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As I pointed out the gorge rush was a last resort option, if it would fail, the alien-team had lost for sure. Also, rushes existed out of gorges and skulks, there were no 'Gorge' AND 'Skulk' rushes. This leaves the aliens with 1 main tactic, and 1 desperate resort, in comparison with the 1 tactic the marines had.
And you say that gorge Rush was a last ressort. Gorge Rush was very strong. I would say that your clan was not good engough to manage it. If you say on pub this doesn´t work than i laugh again because this is only about Clanplay (CW´s)
And you say that gorge Rush was a last ressort. Gorge Rush was very strong. I would say that your clan was not good engough to manage it. If you say on pub this doesn´t work than i laugh again because this is only about Clanplay (CW´s)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Very interesting way of discussing you ave here buddy, 'predicting' what im going to say and proceed to laugh over it before i said anything? <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->. I din't say an alien rush was weak, i said if it would fail, the aliens suffered a <b>major</b> blow, very likely losing the game. So it really wasnt a viable tactic, unless you expected to lose.
Hm, din't i just mentioned a failed rush would cost the aliens thier game?
<!--QuoteBegin-Travis Dane+May 27 2004, 07:25 PM --></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Travis Dane @ May 27 2004, 07:25 PM )</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I din't say an alien rush was weak, i said if it would fail, the aliens suffered a major blow, very likely losing the game. So it really wasnt a viable tactic, unless you expected to lose.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hmm, i suppose i did.
And if you're talking about a skulk-only rush, they'd be dead before they scratched a single marine structure.
I don't care how many time <span style='color:white'>Be nice.</span> lost to a JP/HMG rush, if you plan your strat around the marines doing a JP/HMG rush, you can stop them. I played regularly on a pub where JP/HMG meant gg to the marines (whoops, forgot to tech up, didn't ya little buddy, saving up for those big guns.) that's a lotta wasted res every time you killed one of those buggers. In a clan I'd imagine a few learned some decent JP/HMG stopping skills, but since your JP'ers were probably better than the pub ones, you probably had a more difficult time killing them.
The only really broken aspect of aliens was the 1-gorge system. You needed it. You needed aliens that *NEVER* evolved until you got that second hive up and running. There was only one map (Nancy) where a 2-gorge strategy would work over 50% of the time (actually, Stoneburg's 2 gorge marine stomp strat would keep marines in their base until JP tech, and by then, the aliens had the second hive up and running.)
I personally liked being the gorge, and found it entertaining to see that pretty little "healspray" icon every time a marine bit it. But I will admit forcing just 1 gorge is a little broken (but 1 gorge, 1 commander *does* make sense)
not true
EVERY single game was a JP/HMG rush vs a "let's try to counter in any way we can" game. Every single game. The thing in an RTS is to outsmart your enemy and get him to play your game, not predict that he's going to do precisely what he has to do and try to adapt your game to it.
That's not fun. Fun comes when you actually construct something rather than follow a set order of steps you must take in order to survive...
And it might hit hard to lose 1 JP/HMG but when 2 or 3 were attacking your hive, one dies, then they go and attack that second hive building up... It really goes fast and that 1 JP/HMG or eventually 2 is more than worth the 80 res hive down
There are now two viable base alien strategies: movement first and defense first. There are various ways you can play either of those games dependant upon map, team you're playing, etc.
The fact about 1.04 is that it wasn't just jp/hmg that was overpowered, marines <i>in general</i> were overpowered. The top clans could camp each other into hives nearly every scrim - if you think bitepush is bad, try killing a marine that silently bunnyhops everywhere, ALWAYS gets bitepush, and the push from the bite just adds to his bunnyhopping.
In the NSA-i, sYn never used their IP vs. eve. Not once.
3.0 is shallow, yes. But 1.04 was far shallower.
Skulks are just so much more powerfull with celerity or silence, it balances the little weaker fade out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I take it you never played 1.04? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
rofl. This one is good. Look at the Date when i registered this nick. I play NS since the first Day
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ok then, I take it you never played against skilled marines.
You say there were more tactics for aliens in clan play then? You've only said skulk and gorge rush. Unless I'm mistaken, can't you do that now?