The 12v12 Holy Trinity

RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
edited November 2012 in NS2 General Discussion
<div class="IPBDescription">W3, A3, IPx3</div>I've been trying my hand and commanding a few marine games on 12v12 servers over the last couple of days, and I'm beginning to notice a couple of interesting balance issues.

First up, is how easily aliens can become egg-locked in the opening few minutes of the game. Marine teams who capitalize on this early on get a big leg-up on map control.

Secondly, is how incredibly powerful a team of W3/A3 marines with 3 Infantry Portals can be. With constant concentrated fire from 11 L3 LMG marines, I've seen everything from concerted Onos/Gorge/Fade assaults to mature whip swarms being fended off with relative ease.

From here the games seem to go one of two ways:
<ul><li>Early map control was good, proceed to jetpacks & grenade launchers, watch as hives start tumbling.</li><li>Early map control was poor, lengthy turtle commences (my most recent one lasted 66 minutes).</li></ul>
Even with aliens being supposedly overpowered in this patch, I'm seeing still seeing a personal 50/50 win ratio as a marine commander by focusing on map control and weapons lab upgrades (this is on 24 player servers only, mind you). Either the aliens out-harass my resource nodes and I end up in a turtle, or my marines manage to hold atleast 4 res nodes and 2 command chairs and victory becomes inevitable (keeping in mind that this is allowing the aliens to have 4 hives and anywhere up to 6 or 7 res nodes, and they still lose).

When I end up in a turtle situation, the outcome depends entirely on how well I placed my weapons lab. When it goes down, the team pretty much instantly crumples.

PS - I've found the most sure-fire way to forfeit a game on larger servers is to research Exos. I flat out refuse to start researching them until absolutely everything else is done, and even then it's a huge risk as I quickly start losing bases and res nodes shortly after the exos start rolling into hives.

Comments

  • DestroidDestroid Join Date: 2011-10-25 Member: 129240Members
    Every player you add is a buff for the marines - their free unit is better, and greater numbers favour their ability to concentrate fire and demolish structures from long range. On the flipside, you have to be much more careful about your power nodes, which go down ridiculously fast to three gorges with bile bomb.
  • AfterhoursAfterhours Join Date: 2012-09-18 Member: 159869Members, Reinforced - Shadow
    Begs the question of:

    What number of players is UWE balancing NS2 around?

    Professional matchces are doing a 7v7 format, I believe?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2012
    6v6 is the preferred team ratio, not jsut because of balance but also because of logistics to get the amount of players available for a PCW or match

    The game is reasonably balanced in a range of 6v6 up to around 9v9. But the higher these numbers go the easier it is to egglock the aliens. Map size and close spawning also has an influence on this of course.
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    Marines do much better in groups then Aliens do. Aliens excel at breaking up the marines ie lone wolf raider hitting a building behind their lines. The problem though is you get certain situations where Aliens need to be in a group to beat the Marine group. In this situation they are at a definite disadvantage unless they have an Onos or a good fade/lerk perhaps.
  • RMJRMJ Join Date: 2012-08-09 Member: 155190Members
    Dont stuff scale in the game?. I mean dont structures have more health and armor in a 12v12 than in a 6v6? if not they really need to work on that.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    <!--quoteo(post=2029022:date=Nov 19 2012, 01:22 PM:name=RMJ)--><div class='quotetop'>QUOTE (RMJ @ Nov 19 2012, 01:22 PM) <a href="index.php?act=findpost&pid=2029022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dont stuff scale in the game?.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nope
  • purephoenixpurephoenix Join Date: 2012-11-17 Member: 172074Members
    Idk why you brought this up? A3 + exo rush floors aliens, regardless of skill, team work or res differences.
    I'd actually say maewheens are over-powered this patch/version.

    Sure it's boring and repetitive, but if you have even 1 team mate listening to you, you're guaranteed to secure 4 res towers and get armour 3, dual MG exos while the rest of your team is screwing around, farming kills in /near the enemy hive.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited November 2012
    12v12 should favor aliens a lot more than it does. What are you going to do when 11 enzymed skulks run wild on <b>you?</b>
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2029205:date=Nov 19 2012, 04:12 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Nov 19 2012, 04:12 PM) <a href="index.php?act=findpost&pid=2029205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->12v12 should favor aliens a lot more than it does. What are you going to do when 11 enzymed skulks run wild on <b>you?</b><!--QuoteEnd--></div><!--QuoteEEnd-->
    In ranged units vs melee fights, the advantage always goes to the ranged units as unit numbers grow. 11 marines vs 11 enzymed skulks for example. With 11 AR's of concentrated fire, at least 5 of the skulks should be dead before they get to the marines at all. At which point, only 6 skulks now need to kill 11 marines in close quarters combat. They lose the numbers game far more rapidly the bigger the skirmishes get.

    @ OP: yeah, that's the big thing for large player numbers. ALWAYS rush upgrades. for every weapon upgrade it's effectiveness is times 11, for every armor upgrade it's effectiveness is times 11. Nothing else can come even remotely close to being as cost effective as upgrades. The same goes for alien upgrade chambers. Regen and carapasc early are pretty much a must. The 6 minute onos rush isn't nearly as scary when you have teams of 11 to shoot at it.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=2029217:date=Nov 19 2012, 03:23 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Nov 19 2012, 03:23 PM) <a href="index.php?act=findpost&pid=2029217"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In ranged units vs melee fights, the advantage always goes to the ranged units as unit numbers grow. 11 marines vs 11 enzymed skulks for example. With 11 AR's of concentrated fire, at least 5 of the skulks should be dead before they get to the marines at all. At which point, only 6 skulks now need to kill 11 marines in close quarters combat. They lose the numbers game far more rapidly the bigger the skirmishes get.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's why no smart skulk would stop to engage the Marines; they'd hit the CC and end it within the first 30 seconds of the game.
  • drilltoothdrilltooth Join Date: 2012-11-12 Member: 170096Members
    well, in pubs, I've noticed a lot of hate for drifters. so, could be excused if folks don;t realise jsut how fun enzyme can be. one reason I played endgame lerk in NS1. umbra to break the perimiter, scream to help raze the base. (although enzyme doesn't seem as powerful, at least seeing it from the hive.)
  • SpaceJewSpaceJew Join Date: 2012-09-03 Member: 157584Members
    edited November 2012
    In theory it's balanced around 6 v 6 in competitive play and balanced around 8 v 8 in public play.

    Most servers having 18+ people is what leads to a lot of problems. Most notably, a Marines team that plays like a group of Skulks out to harass the Aliens nodes and cyst chains. That's probably one of the most effective things a Marines team can do, and it's a bit silly in how much more effective they are at it over skulks when they assume that play style.

    It simply benefits the Marines team far more to kill an Alien harvester than it is for the Aliens to kill a marines Extractor. It also becomes easier for them to do so in larger servers.
  • TroubleshooterTroubleshooter Join Date: 2012-11-15 Member: 171559Members
    Its hard to go wrong with fast weapon and armor upgrades. Many a poor shot has wished for a bigger gun... you have the power to give them that gun. :)

    I tend to shy away from anything over 9v9, so I can't say what the aliens are up to, but if I was commanding them I would try to have 3 on patrol and 6 on command chair hit-squad duty at all times with stragglers doing what ever it is they do... combined firepower of just 4 upgraded marines is a frightening thing to see as an alien commander because nothing short of an Onos can even get near them... the game will favor the marine players the longer it goes on unless there's a massive bloom of Onos about the time that the first prototypes are rolling out.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--quoteo(post=2029033:date=Nov 20 2012, 04:27 AM:name=purephoenix)--><div class='quotetop'>QUOTE (purephoenix @ Nov 20 2012, 04:27 AM) <a href="index.php?act=findpost&pid=2029033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Idk why you brought this up? A3 + exo rush floors aliens, regardless of skill, team work or res differences.<!--QuoteEnd--></div><!--QuoteEEnd-->Absolutely not. My experience, both in the chair and on the ground, is that researching exos is massive risk on 12v12 servers. You're gambling away the entire game on a coin toss...
  • purephoenixpurephoenix Join Date: 2012-11-17 Member: 172074Members
    ...? Lol? That'd explain why you think aliens are so over-powered and why you're losing to them then.

    Relying purely on level 3 weapons is a hell of alot bigger gamble than exos. L3 weps requires your marines to have aim and caps their dps output at LMG levels. L1 weps on exos does more dps than 2-3 marines put together, plus it's got more time to live PLUS it's harder to miss because the spray is a small cone, compared to a LMG's pinpoint precision.

    Thinking exos are a bad idea is the entire reason people are under the impression that aliens are OP.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Huh? Did you even read my original post? Or heck, even the title of the post?

    I think the combination of weapons 3, armor 3 and 3 infantry portals is overpowered on large servers. I'm saying that this combination of marine tech & equipment is too effective on larger marine teams.

    I am also suggesting that Exos on <b>very large servers</b> is a bad idea because you are taking the risk that too many people go Exo at the same time, or that all of the Exos you do have clump together in area of the map. So many marines <i>want</i> to be the big bad exo that it can be quite challenging to prevent over-investment.

    One or two exos defending a key location or help a hive push can make a big difference, but watching 4 or 5 exos stomping up from Flow Control to Pipeworks in more time that it takes to lose both is quite frustrating.
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