The Second Hive

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
It seems (almost) every time I play, both teams rush for the second hive location; and whichever team makes it to the second base and sets up (e.g. humans with phase/turrets or aliens with hive), they will win about 90% of the time. There are, of course, exceptions to this: such as when skulks rush at the beginning or when there are bad gorges/commanders. But for the most part, I've never seen any team come up with a different strategy that wins as often as the "second hive" strategy. Has anyone seen a different strategy that works well? Comments?

On a side note (to mix things up a little), how about providing the possibility for mappers to create maps with fourth hive (while still allowing the current three-hive method)? The "four-hive" maps would start the same as current maps, but instead of aliens getting fades on their second hive, they would get a lifeform somewhere between skulk and fade. They would then get fade on the third hive and onos on the fourth. To balance it out, humans would possibly need to have one or two more building types before they could upgrade to heavy armor/weapons.

This would obviously require some new models, game code, and another chamber type, so it would be no light task. However, if implemented, it could allow an alternate style of gameplay than that of the current three-hive maps. In the end, this would create a more strategy-based, and probably longer, game that would pit fairly even teams against each other. Again, this would be an alternate gameplay style map; not a replacement for the current.

Comments

  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    Hive rushing is important, sure, but it's not certain that you win the game, just by getting two hives.

    1. You get the hive up but its sieged

    2. You get the hive up, but get no resources, since the marines keep killing your res towers.

    3. You get the hive up but lack the defenses to protect it, and it's rushed by a hord of mad marines.

    4. You get the hive up, but the marines have more resources, and out-tech you, and kill all your fades/lerks with hvy and jetpack marines.

    A second hive is not even close to winning the game, it's at this point the game gets interesting.

    On public servers it's probably more game winning, since players generally suck, and lack the coordination to take back the hive, or in other way disrupt the opposing team.
  • ObiBobObiBob Join Date: 2002-11-06 Member: 7304Members
    Umm... well... hmm... i'm confused.

    Why do you think that the 2nd hive has to be built at 1 location? There are 2 available locations. So if the marines take one. You build in the other, get fades, and go take over the 3rd location. Most games the marines take over a location, but that one becomes our 3rd hive.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    I think fades come way to quick with 2nd hive for there power. Often i'v seen fades win alone as you can get them before marines get HA/HMG (HA/HMG marines can stand toe to toe with fades if they know what they are doing) And Aliens can ALMOST always get fades before marines get HA/HMG or there 2nd hive. Lets look at the prices. Hive cost 80 RU(not that long if you got a good builder) Money it takes for marines to get HA/HMG(this is depended on how many players you need to gear up so keep that in mind) You need an armory 25. Then upgrade it 35. Then an arms lab 50. Then prototype lab 45. Then 50 for upgrading the HA for a cost of 250!!! AND THATS JUST FOR THE TECH NOT EVEN COUNTING THE COST OF GIVING THE STUFF TO THE MARINES!!! Lets look at that cost shall we? A good geared marine should have HA(25) Welder(10) HMG(25) for a cost of 60 RU per marine next to the fades 44. Then look upgrades. Full upgraded marine: Weapons: 20,40,60 then armor also 20,40,60 for a cost of 240 RU to get full upgraded. It only cost about 6 BUCKS! For a fade to upgrade. Sure he has to do it everytime he dyed but if he is worth anything as a player he will live long enuf that his money has more then come back. Ok then some people say "well just take the 2nd hive before they do" Lets look at the cost of that shall we? Hive 80RU. The BASIC marine defece(not worth crap really) TF 25, 4 senterys at 19 bucks a pop at a cost of 101 dollors. And this is gaurding the TF and some of the room not really enuf to stop a whole alien attack. Then if the commander is smart he will add a phase gate add 14 bucks for that gate and 14 more for the gate at home for a grand cost of 129 bucks next to the aliens 80. Seem fair to you? Then add that 129 bucks again because you need to DO IT TWICE FOR THE 1ST HIVE!!! And as we all know Aliens rake in money in the start due to the fact they can have one builder plop Res Towwers all over while the others keep the marines busy.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    <!--QuoteBegin--ObiBob+Dec 17 2002, 02:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ObiBob @ Dec 17 2002, 02:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why do you think that the 2nd hive has to be built at 1 location? There are 2 available locations. So if the marines take one. You build in the other, get fades, and go take over the 3rd location. Most games the marines take over a location, but that one becomes our 3rd hive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Sorry, I wasn't clear. I mean the second hive for each team. In other words, the aliens already have a hive at start so they need to take one more to have the "second hive". The marines have to take two hives. I'm not saying that either is easier (that's a different arguement), I'm just saying that once you get the second hive (which occurs in the first 5-8 minutes of the game), you can make a safe bet as to who will win. My idea extends that 5-8 minutes to at least 15 minutes as it lets there be some battle for the middle ground and puts the teams on even footing for a longer time. I've seen many a server where the aliens didn't get the second hive (or, to a lesser extent, where humans didn't get it) and people just gave up and left the team to restart the match. My suggestion attempts to alleviate this problem by making the first few minutes somewhat less critical.
  • HannebambelHannebambel Join Date: 2002-11-02 Member: 5416Banned
    The problem is, where the Skulk and Lerk are too weak and not sturdy enough, the Fades and Onos are too strong by far. A form in between with the stamina of the Gorge and some fighting abilities melee and ranged would be nice.
  • Limited80Limited80 Join Date: 2002-11-01 Member: 2046Members
    I don't see why that wouldn't be intended. The 2nd hive? There's a battle for it, whoever wins it has a chance to finish off the other or they could fail and be fighting for the 2nd hive again. I've seen the game do a lot of stuff after the 2nd hive is grabbed by either side, and sorry you just can't judge which is more likely to happen with pub.
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    Well, I don't think the skulk and lerk being weak with only their single hive abilities is much an issue, it seems to me that aliens can get a second hive faster than the marines (there are some exceptions, like having some marines stand guard in an empty hive while you build up in the first hive you have taken) and in the case where marines try to take two hives simultaniously, their resources are spread so thin that they either cannot well defend either of those hive locations or thier main base.

    Fades are currently the game winner in pub games because most pub players will not attack a fade. They run, they cower, they beg for bigger weapons. True, you are in a bind if the enemy team has fades and your commander hasn't even started on Arms Lab Upgrades, but even in this situation, the world is not over. Fades can be killed with LMG/LA, it just takes a little knowledge of how to deal with them, knowledge easily gained if you have played alien as a fade a few times. I've discussed in too many threads how to deal with fades, so I wont go into it here...

    I don't understand why people are getting all hot and bothered about the 2nd hive. This is the objective of the game. This is what both teams are fighting for, it is like the flag in CTF, or the Bomb in CS. If you don't like fighting for the hive, wait a few months for a later version of NS that has Marine vs Marine maps, those will be all about resource control, many more points to fight for and worry about, you are lucky there are only 3 places to be really concerned about in Alien vs. Marine situations...
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I have been in countless games where the marine have won with out HA or jetpacks. They always consist of marines getting a phase gate as soon as possible then rushing to a vacant hive dropping a phase first than locking it down. If by chance the marines choose the hive that the gorge is trying to setup shop in, its over even faster due to lost res by killing the gorge and the 1 or 2 building he may have set up. If the marines do not meet the gorge in the new hive, they simply lock down the first and rush to the second, build phase TF and siege, game over. What are a few lerks and skluks going to do against the whole marine team that can bounce from hive to hive faster than any alien? Then as the lerks try to whittle away at a single turret or TF the marines are teching weapon upgrades. Bye bye aliens. Marines control 2 hives, game over, and it's not as hard as you think.
  • HannebambelHannebambel Join Date: 2002-11-02 Member: 5416Banned
    edited December 2002
    The Fade would be a lot weaker if the Carapace bug would be fixed.

    But as long as it is there, it is not so easy to kil a fade, especially if the fade was so clever to be a gorge before and build up 3 DC and 4 OC nearby to heal himself and get cover.

    I use this technique and killed dozens of marines one after another or in couples.
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