Competitive Alien Balance
MrMakaveli
Join Date: 2004-05-06 Member: 28509Members
Ok well I've been in a few scrims and stuff, and it seems aliens get screwed most of the time. Every time my team is on aliens in a 6v6 scrim, we get 2 rts up (total of 3) and try to protect them. We almost always end up losing both rts, then get trapped in our base (aside from me who usually sneaks out to try to bite down marine rts or hit their base.)
It just seems like the only time aliens have a good moment in a game is when they have a fluke lucky kill-streak-ambush thing happen.
Of course you can say that the marines were better, or we sucked, or something. But it just seems like skulks can't do CRAP against early marines in a scrim. I lay in ambush, but you can't just sit there waiting to ambush FOREVER. If you rush the marines, you die (MOST of the time), if you ambush, you waste tons of time and the other rines on the map are capping stuff and ARGH NEVERMIND (add sucks)
It just seems like the only time aliens have a good moment in a game is when they have a fluke lucky kill-streak-ambush thing happen.
Of course you can say that the marines were better, or we sucked, or something. But it just seems like skulks can't do CRAP against early marines in a scrim. I lay in ambush, but you can't just sit there waiting to ambush FOREVER. If you rush the marines, you die (MOST of the time), if you ambush, you waste tons of time and the other rines on the map are capping stuff and ARGH NEVERMIND (add sucks)
Comments
I didn't say it. You did.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It just seems like the only time aliens have a good moment in a game is when they have a fluke lucky kill-streak-ambush thing happen.
Of course you can say that the marines were better, or we sucked, or something. But it just seems like skulks can't do CRAP against early marines in a scrim. I lay in ambush, but you can't just sit there waiting to ambush FOREVER. If you rush the marines, you die (MOST of the time), if you ambush, you waste tons of time and the other rines on the map are capping stuff and ARGH NEVERMIND (add sucks) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Your team's inability to use the alien advantages does not make the game at fault. It makes YOUR team at fault.
Learn how to use the strengths of the aliens and exploit the marine's flaws.
I have seen skulks slaughter marines in the early game, you just have to learn how.
learn the other team's strats
Otherwise, practice ambushing. There's many different ways to ambush - some teams go all at once, others trickle in, various other delay patterns, etc. Make sure you don't bite each other when you're in combat. Also, you can use sound to draw a marine's attention away from a certain direction (like biting purposefully to distract a marine) to open up the opportunity for an ambush.
Thanks for your comments CWAG and Hawthorne, much appreciated.
I need some help with the very beginning of the game. Let's say we have 2 rts (+ the one in our hive). Should we always have 1 skulk near the marine start trying to parasite the marines? Can someone with lots of competitive experience just tell me what a good alien strat at the beginning is? Not a weird strat (gorge rush, cc rush, etc), just your basic 2 rt and MC strat. I just wanna know how many skulks should be killing rts (if any), how many skulks should defend rts, stuff like that.
From what you guys have said, it sounds like the main objective is to keep our 3 rts alive. Should we just keep our rts alive, and not try to kill marine rts until we have a 2nd hive?
I would just like some helpful strats and stuff cuz I have just recently started competitive NS and so far it seems like our clan's alien game is suffering.
What was worse is that even though we had 3 marines camping Power Sub, IIRC, your Gorge still dropped the node (and obviously it never got up to bring in resources.) <b>That</b> is bad decision making. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Thanks for your comments CWAG and Hawthorne, much appreciated.
I need some help with the very beginning of the game. Let's say we have 2 rts (+ the one in our hive). Should we always have 1 skulk near the marine start trying to parasite the marines? Can someone with lots of competitive experience just tell me what a good alien strat at the beginning is? Not a weird strat (gorge rush, cc rush, etc), just your basic 2 rt and MC strat. I just wanna know how many skulks should be killing rts (if any), how many skulks should defend rts, stuff like that.
From what you guys have said, it sounds like the main objective is to keep our 3 rts alive. Should we just keep our rts alive, and not try to kill marine rts until we have a 2nd hive?
I would just like some helpful strats and stuff cuz I have just recently started competitive NS and so far it seems like our clan's alien game is suffering. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<img src='http://s87996456.onlinehome.us/veil_large.jpg' border='0' alt='user posted image' />
If you'd like additional help, come find me on irc sometime and I'd be more than happy to spectate a scrim and help you guys out a bit.
Pro exi strat!
I'm a complete newb to IRC. I can figure out how to use it on my own, but can you tell me your channel, or how I can find you on it, just incase I feel like asking you for help or whatever?
I'm a complete newb to IRC. I can figure out how to use it on my own, but can you tell me your channel, or how I can find you on it, just incase I feel like asking you for help or whatever? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That <b>is</b> the strategy. That is the foundation for all strats on veil, including everything Exigent has tried. Usually, we send 3 guys either nearside/farside (west/topo depending on the hive), a fourth nearside/farside, and the other 2 are dropping nodes. This allows for full scouting yet maximum utilization of resources.