Aliens lack a decisive finisher
Xaragoth
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
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
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.
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.
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.
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 :)
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.
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.
3 Onos
3 Gorges
2 Lerks
1 Fade
and drifters
Should do in anything.
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.
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
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%.
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 ;)
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.
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