Design Team, I Have To Know.

SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
<div class="IPBDescription">Is this how Phase Gates were intended?</div> Marines spawn. Drop two portals, armory, Observatory, Phase gate. They rush one hive, phase gate, bam, that hive is theirs.

They build up that hive, go to the next, bam, that one's theirs too once the phase goes up.

It's a tactic that's almost utterly impossible to stop. So long as the marines can jump through the gate, they can take anywhere on the map they want. If the aliens do manage to take down the marines, the marines drop a few more IP's, and bam, they're spawning in 4 or 5 to our ONE.

I've just seen four straight games, on two separate servers, lost in exactly this way each and every time, because the aliens just can't spawn as fast or move from one place to another as fast as the marines do. For 20 RP and 10 seconds build time, the marines can instaspawn there, practically.

Is this how they're meant to be used? It's a good strategy, but how can the aliens compete? They spawn in slower, have no instant teleport to get to the problem areas... in terms of speed it's just impossible to keep up.
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Comments

  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    Live with it. Not a single frickin thing you can do about it but team up and set a ambush somewhere on the route to the hives you dont have. Its all you can do.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    It feels like most of the testing and design was for fairly small games, like 4-6 players per side. At those sizes, the limits of the alien spawn rate isn't felt as badly.

    Also, the resource model doesn't seem to work right for larger games either - in a 16v16 game, the marines tech up 4 times faster than in a 4v4 game, and can spam 4 time more turrets/sieges/phasegates... just doesn't seem right to me.
  • Jeb3diahJeb3diah Join Date: 2002-11-03 Member: 6044Members
    Yes, phase gates were meant to transport marines from one point to another.
  • KatsuroKatsuro Join Date: 2002-11-02 Member: 4809Members
    The resourse model is doing what its supposed to do. It gives res in proportion to how many people are on the team. Its doing the same with aliens, only you dont see it because the resourses are given individually, instead of into a pool. The aliens are getting more resourses, but since theyre being given to everyone, it doesnt go any faster.
  • daveyboydaveyboy Join Date: 2002-11-01 Member: 2197Members
    I'd have to contest your point...

    I was just in 2 games, played 1 side alien, 1 side marine (commander). When I played as comm we did exactly as you said, dropped a phase... got to hive dropped another, but the aliens were a pretty good team, they stuck together and hit us when we weren't expecting it. Yes marines won the game but it was by no means one sided. It was actually one of the best games I've ever played swinging back and forth a few times.

    The game is balanced fine for the most part IMHO, it's the players that make the games great or not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Just my $0.02

    Daveyboy
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    <!--QuoteBegin--daveyboy+Dec 21 2002, 06:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (daveyboy @ Dec 21 2002, 06:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd have to contest your point...

    I was just in 2 games, played 1 side alien, 1 side marine (commander). When I played as comm we did exactly as you said, dropped a phase... got to hive dropped another, but the aliens were a pretty good team, they stuck together and hit us when we weren't expecting it. Yes marines won the game but it was by no means one sided. It was actually one of the best games I've ever played swinging back and forth a few times.

    The game is balanced fine for the most part IMHO, it's the players that make the games great or not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Just my $0.02

    Daveyboy<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Your 2 cents is worth a million, the game is completely balanced if the commander knows what hes doin.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    its funny ... the phase gates were not used that much in play testing.

    perhaps Flayra will change some aspect of it - being the cost, build time, research - what ever.

    however, don't think just because Flayra doesn't respond, he isn't listening ...

    give your opinion - if it's warented, I'm sure it will change. Don't bager the man though, let him enjoy a little time off - I can just imagine the size of his inbox ... every hour or so 5000 e-mails ...
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • kiwakaikiwakai Join Date: 2002-11-01 Member: 3353Members
    The problem I see is, skulks/lerks cannot take out a well-made turret farm at their hive if there are marines present covering and welding. lerks cannot sneak around and shoot out TF/turrets because the marines there will stop them and heal any damage.

    With higher level of players, Marines get resources rediculously fast. I have played about 10 games as aliens on 14-20 player servers, with GOOD players all talking on comm, and they all went the same way:

    -Marines build a little in base, always observatory, and quickly take one hive with a Phase Gate. They don't even bother with capping resources. The initial RP, along with maybe 1 or 2 RP at the hives they take are more than enough.

    -All attempts by the skulks are futile, as LMG mow down skulks like they were grass.

    -Marines quickly hold 2 hives, with well built turret farms and a phase gate.

    -Skulks/Fades attempt to retake hives for the next 10-20 minutes, while the Marines upgrade everything, brush off any attacks, and weld what little damage was done to the turrets. Phase Gates ensure no areas are vulnerable. As soon as a weakness in any defence is found, 5 Marines teleport in and kill the aliens, then remedy the weakness.

    -The game then quickly ends once the Marines have Jetpacks/HA/HMG. Usually a jetty just flys onto our only hive, and takes in out in a clip or two.

    -ding, ding, dead
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    I have seen this many times.

    For something that takes you apart atom by atom and rebuilds you at another location, it sure is cheap, quick to put together, and dang sturdy!
  • SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
    <!--QuoteBegin--kiwakai+Dec 21 2002, 02:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kiwakai @ Dec 21 2002, 02:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem I see is, skulks/lerks cannot take out a well-made turret farm at their hive if there are marines present covering and welding. lerks cannot sneak around and shoot out TF/turrets because the marines there will stop them and heal any damage.

    With higher level of players, Marines get resources rediculously fast. I have played about 10 games as aliens on 14-20 player servers, with GOOD players all talking on comm, and they all went the same way:

    -Marines build a little in base, always observatory, and quickly take one hive with a Phase Gate. They don't even bother with capping resources. The initial RP, along with maybe 1 or 2 RP at the hives they take are more than enough.

    -All attempts by the skulks are futile, as LMG mow down skulks like they were grass.

    -Marines quickly hold 2 hives, with well built turret farms and a phase gate.

    -Skulks/Fades attempt to retake hives for the next 10-20 minutes, while the Marines upgrade everything, brush off any attacks, and weld what little damage was done to the turrets. Phase Gates ensure no areas are vulnerable. As soon as a weakness in any defence is found, 5 Marines teleport in and kill the aliens, then remedy the weakness.

    -The game then quickly ends once the Marines have Jetpacks/HA/HMG. Usually a jetty just flys onto our only hive, and takes in out in a clip or two.

    -ding, ding, dead<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is exactly what I see all the time. The only chance a skulk has to take out a sentry turret is to circle-strafe it while munching, or to get 3 or more of them and just zerg rush a sentry (Which then means slow spawn in times afterwards in which time the marines could have no problem replacing the destroyed sentry). The only chance the team usually has of stopping this is blocking the routes to the hives, but usually maps have so many routes that to cover them all the skulks would be spread fairly thin; leaving one or two skulks defending an entrance against a rush of 4 or 5 marines covering each other.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    The main reason I mainly ignore balance posts is the game was fine when it was released, but everyone was new and whined until they had it changed. Now that people have learned how to play the game it will more than likely be rebalanced back to the release state <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
    edited December 2002
    <!--QuoteBegin--Comprox+Dec 21 2002, 03:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Comprox @ Dec 21 2002, 03:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The main reason I mainly ignore balance posts is the game was fine when it was released, but everyone was new and whined until they had it changed. Now that people have learned how to play the game it will more than likely be rebalanced back to the release state <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Sadly, as someone who joined at 1.02, I honestly don't know what it was like on release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I just don't see a way to beat a strategy like that. You can't stop the marines from expanding into the hive as you never know which hive and you spread yourself thin covering them all... and they have no problems beating you when you're spread thin. Once they get a hive, get a phase gate up... that hive is all but lost, as the marines can rush to its aid instantly... throw the turrets in the mix and the aliens NEED the fades just to get past it all; the skulks just can't stand up to it... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    But more often than not the fades don't come as the marines expand with the phase gates into the 2nd hive faster than the aliens expand into it with the hive itself... which leaves little room for the alien team which has become boxed in and is little more than a bunch of powerful-hitting, weak-skinned skulks that can zerg unsuccessfully the rest of the game.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Kill them before they get there. Most of the time, marines securing one hive in inevitible, don't sweat it. Just keep them busy. If they try to take a nearby node, amush em. Meanwhile, the gorges move out and fortify the other unoccupied hive, while skulks keep the marines from building a siege there. Aliens get two hives and crush defenses at 1st with fades and lerks. ALiens get Onos and crush marines. Simply put, you don't NEED to combat the phase to win, as long as your aliens keep the marines from moving in and setting one down in the first place.
  • kiwakaikiwakai Join Date: 2002-11-01 Member: 3353Members
    Well when NS was first released, Marines easily stomped Aliens. Then there was a lot of balance changes in 1.01, nerfs to rines and buffs to aliens. The playign field seemed almost level for a while, but people were still learning how to play. Patches following that were mostly bug fixes. Marines continued thier dominance. Any balance that was ever achieved was merely based on the handicap of inexperience.

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

    If marines quick-expand and keep the Aliens from getting anything higher than skulk/lerk , the game is easily won. The reason this didnt come out sooner is because COMMs initially just tried to cap resource points at base, and fortify a good defence. Marines really don't even have to farm resources on big servers. I've seen a Marines team sensor sweep the hives 30 seconds into a game, then built phase gates in the 2 unoccupied hives within 2 minutes.

    And since a group of 3-4 marines have nothing to fear from a group of 3-4 skulks, retaking a hive was a joke.

    Now I know Aliens do win games, and I know everyone has there 'OMG I killed 2,030 Marines one time as a skulk!!!!11" story. The fact is a compitent Marines team will win 95% of the time with this tactic. I have played many many games, and this is the way I ahve seen it. If Marines do not win, it is almost always becuase either the team didn't listen or the COMM really sucked.
  • SilentMurdererSilentMurderer Join Date: 2002-10-30 Member: 1751Members
    Why is everyone complaining? I've won MANY games playing as an alien when the marines used the "Phase at hive there and phase at hive there" tactics... You just need to PLAN! Ever heard of that word? I mean like, you sneak up on the marines, kill them (So that they can't repair the turrets), then like 3 aliens destroy the turrets while one destroy the phase gate... Of course this need some skills. But you can do it.. Belive me when i said that i've done it whit a couple of friends...

    Regards
    SilentMurderer
  • death1death1 Join Date: 2002-11-16 Member: 8920Members
    the phase gate rush usually leaves the marine start wide open as well... one concentrated attack or two separate coordinated attacks, keeping the pressure up, will wear down and confuse the marines fighting back t multiple locations. rinse, repeat till you've either won by taking the ms out from under them or reclaim a hive

    what else can ya do

    -d$
  • SeikedenSeikeden Join Date: 2002-11-02 Member: 5443Members
    edited December 2002
    I like it.

    cos.. it sure was getting stale winning as aliens every round <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    time to rethink teh tactics mmmh?

    only problem with this "evolution of the species" tactics thing ( <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->) is that.. really tactics never get beyond the level of a primary school game of football <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> (~edit: on a public server only of course)

    anyway.. yeah challenge is good, we'll jsut have to knuckle our little cute gorge heads down and think of some nifty counter-tactics.
  • King_titanKing_titan Join Date: 2002-12-14 Member: 10776Members
    There is a numerous of combinations that can be done, to change the problem the majority of the kharra players seem to encounter. From making the obs researchable to be able to obtain a phase gate, increase the build time, increase its rp build value, etc. To me is very ridiculous that 1 sole marine can take over a hive, if he manages to stay alive or sneak in and build a phase gate, and get instant backup in a matter of secs. I was pondering with the idea of making a phase gate buildable to 2 marines minimum. This will increase, the marine teamwork in having to stay alive and travel together. Also make it more challengable to take a hive or which ever place they desire to take. But I do believe this is impossible, I do doubt they will implement what I suggested into the game.
    However the second most reasonable method in my opinion, to have a combination of the methods. Increasing to the phasegate value to 30 rp, and making it researchable by the observatory at a value of 20 or 25, and increasing the build time by 25%. ;0
  • Brain_DamageBrain_Damage Join Date: 2002-12-11 Member: 10594Members
    A really good alien team can indeed co-ordinate their attacks and have some success against the early marine phase gate outposts. However, the marines have a huge advantage because of their spawn rate and the phase gates.

    I have seen the following scenario many many times: A good aliens team launches a co-ordinated skulk attack on marines attempting to build an outpost in one of the hives at the beginning of the game. The marines nearly always get their phase gate up, it is cheap and builds pretty quickly. Even if the aliens win the initial battle, a couple of wounded skulks are seldom able to take out the phase gate before all the marines spawn and gate back in. The dead aliens take forever to respawn, so the marines end up with a numerical advantage and re-secure their outpost.

    The marine players don't have to be particularly skilled, they just have to obey orders well enough to jump in the phase gate as soon as they spawn after one of these battles.
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    Many alien player don´t understand that they need to scout the map just like the marines do. Send one skulk to each empty hive and follow their movements. Then you tell your teammates where they are going and you start planning an attack.
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    <!--QuoteBegin--Hellbilly™+Dec 21 2002, 08:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hellbilly™ @ Dec 21 2002, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Many alien player don´t understand that they need to scout the map just like the marines do. Send one skulk to each empty hive and follow their movements. Then you tell your teammates where they are going and you start planning an attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    problem is by the time you report them building a phasegate at hive.. its already up and running... <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • MologMolog Join Date: 2002-11-27 Member: 10094Members
    Building an offense tower on top of a phasegate will most times disable it. Comes in handy sometimes.
  • death1death1 Join Date: 2002-11-16 Member: 8920Members
    <!--QuoteBegin--Brain Damage+Dec 21 2002, 08:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brain Damage @ Dec 21 2002, 08:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The marine players don't have to be particularly skilled, they just have to obey orders well enough to jump in the phase gate as soon as they spawn after one of these battles.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah yes... they usually jump back in AFTER taking the time to fill up their LMG AND their pistol. Sometimes the marines forget how and where and why they just died or decide to take the scenic route back to the battle (ie, not via the ailing phases). The phase gate rush is risky business for the marine team...

    -d$
  • emc256emc256 Join Date: 2002-12-15 Member: 10833Members
    I would agree that the marine phase rush works, but only against an uncoordinated alien team (i.e. public server) That's the problem with us large public server aliens: no team coordination, takes forever to respawn once dead (long lines becuz some newbies keep dying), and resources slow to a crawl (lots of people + 4 newbie gorges). Sigh...

    So I guess the issue here is not balance (as a good plan of protecting a second hive is better than rushing IMHO), but simply coordination. At least the marines have a commander.

    Sucks to have to join a clan to play NS with competent aliens...
    (while I admit that there's seasoned vets, most public players are pretty fresh...)

    For now it's:


    I OWNERS J00!!! NOOOO!
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    The main problem is when there are lots of players on a server. A large group of marines is almost impossible for a lone skulk to take out. Yes, I've killed 4 marines at once, but rarely. Usually the marines have the advantage. If you have four skulks rushing four marines from the same direction, the likely outcome is the same. Four marines firing their LMG into a corridor can take out lots of skulks. The only real hope you have to kill such a group semi-reliably is to attack from multiple directions, at exactly the same time, and hope that one can get through while the others get shot by the marines.

    Basically, marines just need to stick together and look around. Skulks need more coordination, and execute well-timed flanking tactics. (later in the game, marines vs. fades, the situation is reversed until they get HA)
    Even then, some of the attackers will die, and respawn is slower for the aliens than for marines. With two marine spawns, and assuming 2 skulks die for 4 marines (being optimistic here) the marines will be back by the time the skulks get back too.

    The only way to stop these phase gates tactic is to get rid of the expansions before they're fortified at both hives. Or attack their main base is their defence there is sloppy and the commander didn't bother to set a backup CC at a hive.
    At least two hives must be owned by the aliens, as a turret farm in a hive is almost invulnerable to level-1 aliens, with some minor welder support.
  • PodPod Join Date: 2002-11-03 Member: 5745Members
    edited December 2002
    the main problem is as a skulk and when your trying to eat the phase gate, in order to get close enough to see its health you usual end up warping through it :/
    make it so aliens must +use it.... i hate going thourgh it when trying to attack, also losing the particles would help me play better with one of them around <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->


    also, as a general rule of thumb, if the marines have rushed a hive, its usualy the case they have 3 turrets at base.
    the words "ripe for the picking" come to mind.
  • RuneGreyRuneGrey Join Date: 2002-11-02 Member: 4844Members
    The real problem I see is that the phase gate tactic seems to be taken as the ONLY effective one that the marines use. And its making the game STALE, unfortunately. One of the things that was looking to be very attractive about NS is that it would be a very dynamic game that would require a good bit of time each round to play things through to completion. Now... every round is the same. A few aliens rush marines, trying to do enough damage to slow them down (which only works if you crunch IPs these days) while the others scount the map and one gorge secures resources and tries to save up for a hive.

    Almost all of the games I've played in only have one gorge - who should be getting ungodly amounts of resources. But by the time he even starts to think of saving up for a hive, there are usually 5 marines trying to storm into the hive he is trying to build in... or occasionally, *gasp* they just build a siege base outside the hive. If you're on a map where you can hear them building out there, then you've got a chance to try and stop them. But if its out of audiable range... well, you've got no clue unless someone stumbles over them or the sieges start firing. But invariably, the marines go with the -> hive phase, turret farm -> 2nd hive phase, turret farm tactic. It seems to be the only thing that works. (And personally, I think marine commanders are yearning to do everything themselves, and just have their marines act like peons who build all the cool things that blow up the aliens. And they miss the old uber-turret farms. ^_^)

    Shouldn't we have more options than this in a game? I'd like to actually see HMG/HA marines, or Onos. Or SOMETHING besides endless numbers of phase gates and turrets...
  • emc256emc256 Join Date: 2002-12-15 Member: 10833Members
    hmm... I would agree.

    NS is lacking creativity. Almost every game I've played:

    Start:
    Marines: build observatory, armory, turrets, phase.
    Aliens: gorge caps res, one gorge saves for hive

    Middle:
    Marines: builds phase at hive, TFarms it, moves to second hive
    Aliens: almost enough res for second hive OR takes 2nd hive.

    NOW,
    Marines: screw up and fail to get 2nd hive OR put down phase, seige, etc. and take 2nd hive
    Aliens: screw up and fail to defend 2nd hive OR coordinated skulks wipe out aggregating marines.

    Late:
    Marines: jetpack marines knife skulks for fun while last hive being seiged
    OR
    Aliens: skulks parasite kill HA's for fun while CC being bitten by 2 Onos, 3 fades, 1 lerk, and healing sprayed by a gorge.

    Maybe NS is supposed to play out like this, but after a while it feels like... ennui. We need more strategies...

    McMarine's fast food: 90 billion skulk burgers served up and going!

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • EdcrabEdcrab Join Date: 2002-11-02 Member: 4324Members
    If you mean that the NS <i>players</i> often lack creativity, I'd agree. I'm aware that many feel some strategies are better than others (and will therefore use the build order again and again) but I actually quite like it when an alien or marine side dares to be different with their build order now and again.

    The thing about rushes is you just have to hope the enemy team is predictable. If they phase rush, you go round them, detoruing to their base, or alternatively sneak up on them while their building for a light snack. Problem is trying to find them, sometimes. Comm's are getting more intelligent, and won't always choose the excact middle of a hive for their bases.
    If a team isn't predictable, you'll probbably lose if you choose the wrong tactic to counter a strategem that the enemy commander isn't actually using (if that makes any sense whatsoever). It's like a massive game of scissors stones and paper.
    Oddly, marine rushes are actually getting easier to counter because despite more tactical ground many commanders still do the most obvious thing you can imagine... although rushes still get annoying sometimes.
  • theMANwithTHEcheesetheMANwithTHEcheese Join Date: 2002-11-27 Member: 10085Members
    Once again it all depends on the players most of the time, aliens win on the servers I play on due to most of the new players coming from CS and wanting to use their "skillz". So are comm will try the phasegate rush only for all of the marines to get mushed by 2 skulks. And on a server I was on we had lost 2 hives as Alien with the marines having Ha and Hmg and phasegates everywhere, so all of the team part from one gorg, attacked at every angle pos with skulks and lerks and it does work.
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