Has Anyone Noticed

NeverNever Join Date: 2002-11-02 Member: 4555Members
<div class="IPBDescription">1.03 the magic number?</div> I don't know about everyone else here, but for me ever sense 1.03 was released, the games have been really evenly matched. I mean, every game I play is resloved in around 30-60 minutes but it is intense gameplay all the way. It is a very even, tight, close game 100% of the time.

I'm not sure if 1.03 is really the cause of all this. Maybe people have finally found their feet and everyone is slowly evening out. Its been about a month now, and people seem to have collectivly advanced into this higher, more intense, yet more concise stile of play.


Either way, I dig it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->




<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->


*CRUNCH* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

Comments

  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Ya, it seems like it ATM.

    I played on a server last night and the score was:

    Marines : 3
    Aliens : 2

    GG
  • playermanplayerman Join Date: 2002-11-09 Member: 7854Members
    <!--QuoteBegin--Never+Nov 28 2002, 09:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Never @ Nov 28 2002, 09:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It is a very even, tight, close game 100% of the time.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    A game where elimination is the victory condition can in the end never be "close".

    In most of the 'good games' that i play there is a turning point somewhere mid-game, where one team pushes the other one back in the strugle over resource nodes. That team gets the upper hand in upgrading and will usually win unless something comes up (eg players on the winning team leave).
    It is very difficult for the other team to make a come back. They now have less resources then before they were pushed back - and they already where not strong enough to prevent being pushed back.
    Up to that point the game may be close but after that the chances of a come back deteriorate quickly. Then it's a done deal even though ending it may still take an hour.

    The final part of the game is either Onos vs LA/LMG marines or HA/HMG marines vs skulks. Neither is "close" or "even".
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A game where elimination is the victory condition can in the end never be "close".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    What <i>are</i> you talking about? I've been in numerous games where things swung back and forth for as much as 4 hours, and even then one team only managed to win by sneaking a Jetbo or commando skulk into a hive or marine spawn.

    And you can <b>always</b> make a come back, no matter how grim the situation is looking.
  • DlCKDlCK Join Date: 2002-11-06 Member: 7465Members
    <!--QuoteBegin--playerman+Nov 29 2002, 09:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (playerman @ Nov 29 2002, 09:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In most of the 'good games' that i play there is a turning point somewhere mid-game, where one team pushes the other one back in the strugle over resource nodes. That team gets the upper hand in upgrading and will usually win unless something comes up (eg players on the winning team leave).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That is one thing I dislike about this game. About half way through the game, you can basically tell if you are going to win or not. Once the humans get HMG/Heavy armor and take the second hive, the game is over. Yet you have to battle for the <b>next half hour to an hour</b> until the humans finally assault the last base. Even if you get the second hive back, the humans still have the upper hand in technology and can easily wipe you out.

    Once aliens get the third hive built, the game is usually over in 5-10 minutes.

    I do want to mention that the armor bug fix has balanced out the aliens a bit.
  • JooJooFlopJooJooFlop Join Date: 2002-11-17 Member: 9140Members
    Fades die real good.
  • SparrowSparrow Join Date: 2002-11-27 Member: 10062Members
    You must not be playing the right games then. Whats cool about NS is that it has roadblocks which require teamwork to overcome.

    For instance, the marines have Grenade launchers. Even if the aliens have 3 hives and just about every resource node on the map, if the Marines work together with conserving resources and use Grenade launcher with strategically well-placed turrets, they can fend off the aliens for almost forever.

    H.A/HMG /Welder
    If you have a group of these guys working together, even at 3 hives they can be pretty unstoppable. They CAN be stopped, but it requires a series of well-planned attacks using Umbra and Spore and Xenocide and all the tricks in the book. If some of them have Grenade launchers, it will be VERY hard to stop. But it still can be done, and will result in a struggle of teamwork.

    And if the marines have 2 hives sieged off, the aliens can still win. I've seen and done strategies which have had aliens spring back from this. It requires consecutive attacks all over the map. Lerks harassing the main siege fortification while other skulks go pester other resource locations while gorges set up OC's to fight them. Causing lot's of chaos all over the map can get marines distraught and a second hive back. And a very well planned Acid rocketing/umbra'ing/healing pack of aliens can devastate any outpost. Marines have to work together, therefore they really can't be moe than in 1-2 places at a time. If you get them to split up and go solo, you can pick em off easily, even with H.A/HMG. Don't underestimate the power of a Lerk spiking like mad from a dark corner and a skulk attacking from behind.


    Although this game does seem to get repetitive, with the small number of roles to play. Maybe in future releases more classes of aliens will be added, along with different marine classes, different weapons and maybe even different races entirely. We'll have to see what happens next.
  • BronskiBronski Join Date: 2002-10-29 Member: 1702Members
    Hell, if you are playing as aliens and only have one hive and the marines have HA and HMG upgrades, use your skulks and rush their command center. Take it out then come back and nail their spawn portals. It makes the marines made and then all you have to do is hunt down the last marines.

    I've seen this done a few times. My alien team was losing but two skulks nailed the command console while the rest of us distracted the marines. Worked like a charm.
  • TheElite1TheElite1 Join Date: 2002-11-01 Member: 2130Members
    <!--QuoteBegin--JooJooFlop+Nov 29 2002, 09:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JooJooFlop @ Nov 29 2002, 09:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fades die real good.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thank God for that!
  • Fr0STFr0ST Join Date: 2002-11-06 Member: 7473Members
    Even games are probaly due to people learning how to play.
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    marines still hides in their base from the maleovent fades...
    marines still loose on that concept...

    fades dies easier but marines dont bother to hunt fades down...
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--QuoteBegin--Bishop Gantry+Nov 29 2002, 11:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bishop Gantry @ Nov 29 2002, 11:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->marines still hides in their base from the maleovent fades...
    marines still loose on that concept...

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    2 things:

    1) on fade strategy.... I also find people are terrified once they see fades.... they sit back firing as the fade just goes around the corner and heals... I (after reading some of these boards) never do this.. I always try to get whatever ammo I can and run PAST the fade... Generally this accomplishes 2 things, you can shoot the fade from behind. or it turns them around and they chase you which gives the comm a chance to replenish the troops for a rush.. (suicide marine)

    2) Comebacks, IMHO is the strongest part of NS, even the most down and out side can take an enemy post (res. point) and begin building from there... I've seen teams have 3 hives and end up losing because of a poorly defended main hive. I've also seen teams lose their primary CC and because they prepared were able to setup an outside strong Base of operations.

    So many different options... so little time..

    Z
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    Yes... balance is good... I've also started to see some smarter commanders.... of course, not due to 1.03, but still good anyways. Nice job, Team.
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