Aliens lack a decisive finisher

XaragothXaragoth Join Date: 2012-08-03 Member: 154720Members
So, after now playing a 2h game (that is still ongoing as of this moment, but I could not be arsed to play more) I come to one conclusion:

Aliens lack a game finisher right now. At least for games of 10v10. You can hold nearly the entire map but it still takes forever to finish the Marines. Especially bad if they got 2 close-bases like on Mineshaft (Drill & Operations). This finisher should probably be a Onos-Rush, but right now they are just giant walking targets with a nice paint on it for Exos. While Exo-Crashing the Aliens is easy as hell.

So, get to it UWE. Waiting for 219 :P

Comments

  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    Alien finisher = unlimited fades
  • OprahOprah Join Date: 2012-08-14 Member: 155615Members
    I played a game where we had 7 fades... Ended pretty quickly. Also as Khamm I enjoy buying 4 Onos egg, Also ends it pretty quickly. Marines in turtle really can't sustain through that and if you have the "whole" map... You should have and endless supply of lifeform eggs.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    the alien game finisher = attacking power nodes.
  • XaragothXaragoth Join Date: 2012-08-03 Member: 154720Members
    Problem is you can't break the defense on Mineshaft for Operations & Drill Repair easily, when they got some dual-minigun Exos and MACs and Marines with Jetpack & GL. It's two very tight tunnel entrances you can easily hold against any attackers. It's really annoying. If there was at least a hole somewhere in the glass-wall of Operations ... >>

    While you might have endless supply, you just can't make it, without risking a push towards Ref & Ore which will most likely succeed and destroy your Hives.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    edited September 2012
    <!--quoteo(post=1974581:date=Sep 9 2012, 11:53 AM:name=Xaragoth)--><div class='quotetop'>QUOTE (Xaragoth @ Sep 9 2012, 11:53 AM) <a href="index.php?act=findpost&pid=1974581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Problem is you can't break the defense on Mineshaft for Operations & Drill Repair easily, when they got some dual-minigun Exos and MACs and Marines with Jetpack & GL. It's two very tight tunnel entrances you can easily hold against any attackers. It's really annoying. If there was at least a hole somewhere in the glass-wall of Operations ... >>

    While you might have endless supply, you just can't make it, without risking a push towards Ref & Ore which will most likely succeed and destroy your Hives.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If they have two CC's and a squad full of fully teched up Marines with support, I don't think a 'finisher' is what you need.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I imagine onos were meant to be game finishers... not really the case anymore.
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    The truth is that stalemates due to turtling Marines occured throughout NS1 and it continues to occur in NS2. So, cynically put, it might just be a design decision.
  • KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
    The best way I can think of atm is to have mostly fades come in and wreck havok and then have a couple of gorges bilebomb the hell out of the powernode if they can or simply bilebomb whatever they can. With the way it is now the aliens can buy all the fades they want when they have a good portion of the map, so even if the marines kill fades it doesn't matter cause they can come back immediately. So if aliens can't finish a game in the current build they probably aren't all that experienced.

    Also the onos will be buffed in the next patch I believe, so aliens really don't have ANY excuses for not finishing off the marines in the next build.
  • XaragothXaragoth Join Date: 2012-08-03 Member: 154720Members
    I agree that when Onos aren't just giant targets for Exos anymore, it might be quite balanced again and possible for both sides to launch a pain-train to destroy the enemy base.

    Though there is still a lot of other issues people like to ignore and downplay with the game that need adressing, but those can be done after launch, I'd say. For now UWE should probably focus on just finishing it all up and having a stable and balanced build for launch. They can take a bit more time after that to get things in order, with the hopefully big money-injection :)
  • DggMuffinDggMuffin Join Date: 2012-05-28 Member: 152684Members
    If you can get 3 gorges with camo/bile bomb (and maybe throw a drifter in there with them for enzyme), the marine power node will melt in 5 sec. One of my personal favorite "timing attacks" that I really never see in pubs.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1974593:date=Sep 9 2012, 01:10 PM:name=Namm)--><div class='quotetop'>QUOTE (Namm @ Sep 9 2012, 01:10 PM) <a href="index.php?act=findpost&pid=1974593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The truth is that stalemates due to turtling Marines occured throughout NS1 and it continues to occur in NS2. So, cynically put, it might just be a design decision.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In honesty the only times I have problems with marine turtle is mineshaft - because marine bases are too close together. It guarantees they always have 2 CC, so always have exo and jp.


    All other maps seem to be fine.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    Best way to counter it is to save 200 teamres and get 5 onos to go to their power node with a drifter. You will kill it
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    It has been said: Power Nodes.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Im so happy seeing enzymes finally used!
    Even in comp games.. so cool.
    It is a very power mechanic yet is sort of underused. I always recommend enzyme + umbra + spores and maybe some BB.. with that, any mix of aliens can walk in and wreck havoc.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    edited September 2012
    Aliens need a diverse organize group to finish.

    3 Onos
    3 Gorges
    2 Lerks
    1 Fade
    and drifters

    Should do in anything.
  • paellapaella Join Date: 2007-03-23 Member: 60463Members, Constellation
    Fades vortexing the IPs has instantly shut down a couple games now. Of course then the marines complained that vortex was "OP" because an alien team that owned the rest of the map was able to use it to end the game. e.e
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited September 2012
    The problems I see with what you describe, ordered by priority:<ul><li>This mineshaft techpoints only have two entrances (plus one vent in drill repair that isn't effectively usable by most life forms). There should always be at least 3 entrances to every tech point. (Two normal one vent.) It gets even worse, because there is no connection between those two tech points and the rest of the map. [= fix for this map needed]</li><li>The weak Onos. As many have said, fades seam to be always the better choice. The onos needs the bone shield to allow skillful playing! It won't work with a simple health increase. You would end up with having just a fat target that holds out many bullets. But nothing that can be played skillful like the fade. [= Boneshield for onos needed]</li><li>The teamplay of the aliens in your team. Every marine base falls, when 3 or 4 gorges just spam bilebomb in there. Sure, there should be fades etc. to secure the gorges. And mostly this is the main issue. Instead of waiting and securing the gorges, the fades just rush mindlessly into the base. I have seen so many games that could have ended sooner, if the fighting-classes would defend the gorges instead of going for useless kills in the marine base. Anyway. Dieing gorges can be easily replaced by the alien com because of absolute map control and resources. [= a way for marines to turn the tides against a bad playing alien team needed]</li></ul>
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    one of the key problems with end-game situations that nobody seems to worry about.
    Spawns.
    3 people at a time, honestly. that is the main cause aliens can never finish off turtling marines. because their armor is paper compared to 12 riflers,and it takes forever to respawn.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited September 2012
    <!--quoteo(post=1974719:date=Sep 10 2012, 12:14 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 10 2012, 12:14 AM) <a href="index.php?act=findpost&pid=1974719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Im so happy seeing enzymes finally used!
    Even in comp games.. so cool.
    It is a very power mechanic yet is sort of underused. I always recommend enzyme + umbra + spores and maybe some BB.. with that, any mix of aliens can walk in and wreck havoc.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Enzyme needs a duration buff in my view. For how awkward it is to use (buy drifter, fly across the map, get it into a combat situation without dying, use it with aliens inside the cloud) it should last longer than nanoshield which is just have 2 CC and click on marine anywhere on the map.

    But I agree, umbra is the best 3rd hive upgrade. Such a game changer, if you have a lerk who knows where to umbra he can keep you alive whilst you kill power, cover you in umbra, spores all over the room and distract the marines. Just a shame he sucks balls until you get it
  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    <!--quoteo(post=1974940:date=Sep 10 2012, 02:47 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 10 2012, 02:47 PM) <a href="index.php?act=findpost&pid=1974940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Enzyme needs a duration buff in my view. For how awkward it is to use (buy drifter, fly across the map, get it into a combat situation without dying, use it with aliens inside the cloud) it should last longer than nanoshield which is just have 2 CC and click on marine anywhere on the map.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The enzyme cloud could maybe last just a tiny bit more, but it seems good enough even now. Also, it should not (usually) be a matter of flying across the map but rather picking up the nearest drifter a corridor away to support a promising alien push (and replacing that used drifter with a new one)... For 3 team resources you get invisible eyes along main marine routes, and that unit even doubles as an enzyme dispenser and can even attack (5 dmg / 0,6 sec IIRC) when needed. It is a steal. Best used for a) scouting -> better counter-attacks and hive/node/chamber defences and b) enzyming aliens that are taking down phase-gates and observatories.

    Slightly off topic: I think the only reason enzyme is under-used is that khammanders are often lulled into complacency by the apparent easiness of their job. It is true that khamms do often have spare time on their hand, but there are a plenty of ways for the khamm to be useful out of the hive. I often do skulk defences, healspray up hives and rts and even do late-game fading. I also try and keep scouting with hive sight and even occasionally remember to use rupture and spikes! Marine comm is kept active and awake by constant feed of alerts and requests, while alien khamm has to actively try and participate to perform at 100%.
  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    Also, aliens do to some extent suffer from players not always utilizing different lifeforms in the best way. I'm sure there are a lot of combinations and abilities that I don't really know how to use. That being said, both lerk and onos apparently need some love, and the aliens do struggle to end marine turtles. Fades are good at killing lightly defended marine expansions, but have a bit of a hard time handling proper turtles.

    This is true even on competitive level... Just last night we had an epic 92 min game as marines in Veil. We botched the early game vs a mix team very badly, but managed to hold on to Control, Nanogrid and Pipeline and held against a continuous alien onslaught on all bases. Turret defence and MACs ftw ;) ... In the end we managed to trade Pipeline for a simultaneous Dual Exo / Jetpack attack on both Sub and Cargo. Both hives down and 10+ minutes of hive-whack-a-mole but eventually marines won the game. Turtle marines FTW ;)
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited September 2012
    <!--quoteo(post=1974973:date=Sep 10 2012, 02:00 PM:name=Squirreli_)--><div class='quotetop'>QUOTE (Squirreli_ @ Sep 10 2012, 02:00 PM) <a href="index.php?act=findpost&pid=1974973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, aliens do to some extent suffer from players not always utilizing different lifeforms in the best way. I'm sure there are a lot of combinations and abilities that I don't really know how to use. That being said, both lerk and onos apparently need some love, and the aliens do struggle to end marine turtles. Fades are good at killing lightly defended marine expansions, but have a bit of a hard time handling proper turtles.

    This is true even on competitive level... Just last night we had an epic 92 min game as marines in Veil. We botched the early game vs a mix team very badly, but managed to hold on to Control, Nanogrid and Pipeline and held against a continuous alien onslaught on all bases. Turret defence and MACs ftw ;) ... In the end we managed to trade Pipeline for a simultaneous Dual Exo / Jetpack attack on both Sub and Cargo. Both hives down and 10+ minutes of hive-whack-a-mole but eventually marines won the game. Turtle marines FTW ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would agree with saying that an active khamm (one who uses his buildings abilities) is better, but it still feels like you are left with far far too much time on your hands. As comm Im constantly scanning/dropping ammo and medpacks/etc as khamm its like, oh theres an attack. Press heal wave on the crag and tell the team.

    It just feels like theres not enough to separate a good khamm from an excellent one.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited September 2012
    <div align='center'><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Aliens lack a decisive finisher<!--QuoteEnd--></div><!--QuoteEEnd-->


    i always thought that one would be

    <img src="http://images.wikia.com/uncyclopedia/images/e/e9/F4.jpg" border="0" class="linked-image" /></div>











    srsly..

    if i would be new to this game, i would think you end this game like that, seeing how most games get ended on the servers ive played recently
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