5-man Rule
relsan
Join Date: 2002-11-01 Member: 3720Members, Constellation
<div class="IPBDescription">when is the battle really over?</div> - If a team has 5 or more players then another team, the team automatically wins. This lessens long periods of lop-sided teams but still gives victory when a losing team starts leaving.
I was playing games that suddenly ended as soon as the marines had secured 2 hive spots. Sometimes they even ended after the marines had only secured one hive spot. It seems like more often than not that the aliens are outnumbered by two in most big games so then it really only takes 3 people to end the game. Kinda lame when those 3 people are noobs that don't even realize we are about to win.
So when is it really obvious that the aliens are about to lose? I think that just because the marines have secured one hive spot doesn't necessarily mean that the aliens should quit and start over. Two hives is another story. But even then, if theres a hole in any of the marines hive outposts, the game is not over.
Not only that but its easy to take an abandoned hive outpost with just a fade and a lerk. the old "umbra and slash" technique will shut down an outpost in a few minutes. If theres a skulk or two looking out at the outpost waiting for the marines to leave this could happen. Sometimes when I'm a dead spec I'll see a fade trying to take an outpost alone, or a lerk trying to take an outpost alone. If you're a fade or a lerk and you come upon an abandoned outpost, call for your partner! "Hey I'm a fade and I need umbra at an abandoned outpost!" or "Hey I'm a lerk with umbra and I need a fade to slash the turret factory!" If you have two hives, its obvious that you have umbra but if you don't mention you have umbra, noobs might not realize what you are up to. Oh and after you take the factory, go straight for the phase gate or a couple ha/hmg marines could end the bash prematurely. So what I'm basically saying is that I'm of the opinion that you should not use this 5-man rule to give up early. Also if you're a fade, call for lerks, and if your a lerk, call for fades!
I was playing games that suddenly ended as soon as the marines had secured 2 hive spots. Sometimes they even ended after the marines had only secured one hive spot. It seems like more often than not that the aliens are outnumbered by two in most big games so then it really only takes 3 people to end the game. Kinda lame when those 3 people are noobs that don't even realize we are about to win.
So when is it really obvious that the aliens are about to lose? I think that just because the marines have secured one hive spot doesn't necessarily mean that the aliens should quit and start over. Two hives is another story. But even then, if theres a hole in any of the marines hive outposts, the game is not over.
Not only that but its easy to take an abandoned hive outpost with just a fade and a lerk. the old "umbra and slash" technique will shut down an outpost in a few minutes. If theres a skulk or two looking out at the outpost waiting for the marines to leave this could happen. Sometimes when I'm a dead spec I'll see a fade trying to take an outpost alone, or a lerk trying to take an outpost alone. If you're a fade or a lerk and you come upon an abandoned outpost, call for your partner! "Hey I'm a fade and I need umbra at an abandoned outpost!" or "Hey I'm a lerk with umbra and I need a fade to slash the turret factory!" If you have two hives, its obvious that you have umbra but if you don't mention you have umbra, noobs might not realize what you are up to. Oh and after you take the factory, go straight for the phase gate or a couple ha/hmg marines could end the bash prematurely. So what I'm basically saying is that I'm of the opinion that you should not use this 5-man rule to give up early. Also if you're a fade, call for lerks, and if your a lerk, call for fades!
Comments
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Note that team selection diff is now down to one person. So normally, marines would be up by one, not two. Should alleviate the problem some.
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Note that team selection diff is now down to one person. So normally, marines would be up by one, not two. Should alleviate the problem some.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If an alien is dropped, kicked, or has otherwise left the game, which happens ALL the time, the teams will then be uneven. That team selection difference is really only helpful in the begining of the match. But anyway, that's not the point. Even if the aliens are down by a few players it's EASY to take back most hives that are taken. I almost always let the marines take a hive early on. While they're wasting their money and time securing that hive, I've got the 2nd hive coming in. Then we just go in with fades/lerks and take down the 3rd hive in no time. When the marines control 2 hives though, usually you're pretty screwed. Mainly because either the marine commander is really good to take 2 hives that fast, or your team just totally sucks to lose 2 hives that fast <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Even still I don't aggree with the 5 man rule, the marines ussualy outnumber the Kharaa already, and then when 3 or 4 newbs quit after the second hive is taken boom it's all over. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Sometimes the game is just won for one side, and it's only a matter of time before it happens. Yet the game drags on for an hour, because the winnning team is too lazy to finish it off. So you just say "everyone press F4 and let's give up." Most of them do, but before there was usually 1 or two guys that didn't do it or a commander that wouldn't give up and recycle the infantry portals. And sometimes those guys would hide somewhere and the game would drag on forever. I guess now it's easier to give up.
I have never seen a 4 man team beat a 9 man team. I have seen a 7 man team beat a 12 man team, but it was only because 4 friends left one side simultaneously, and the game was essentially won by that point anyway. A 5 players difference essentially guaruntees a win. Thats why it was implemented.
If the teams are outnumbered 4 to 9 at the start I could see it as a problem, but when its late in the game there are other facotrs to consider like who has control of the most territory and how close either side is to staging an attack. I don't know about 4 marines taking out 9 aliens but 4 aliens could decimate 9 marines if they have 2 hives, a few dcs by the marine start and some fades to use them.
When people leave it's because they think the possibility of a comeback is not evident. and they are likely to be correct.
Certainly it is more difficult to make a comeback than it is to continue an advance unless teams composition changes drastically. while theoretically possible, a comeback is more often not obtainable.
When people leave it's because they think the possibility of a comeback is not evident. and they are likely to be correct.
Certainly it is more difficult to make a comeback than it is to continue an advance unless teams composition changes drastically. while theoretically possible, a comeback is more often not obtainable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I completely disagree. I find that a lot of people leave when the battle is no where near over and we are about to win. I know because half the time we win anyway. What sucks is when a few guys leave that cost us the win or make the battle hours longer than it needed to be.