Can't finish marines off too often

UnoidUnoid Join Date: 2010-07-26 Member: 72884Members
edited March 2013 in NS2 General Discussion
For 2 days now I've played three games as Aliens and we can't finish the marines off.

Games will go for over an hour with marines having 1 maybe 2 bases.

Dropping onos eggs left and right, froward bases with 2 crags, whips cloaked, and marines won't die.

I'm sure its 50% newbie players not know how to kill a power node, but how much of this BS is from the gorgeous update...

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2013
    Public games are a chaotic mess, especially if you're playing on the bigger servers. The small number of recent NSL matches have resulted in a fairly balanced overall result. With a very slight favour towards marines. However the usuall Bilebomb and Onos rush, will still work nicely in any case. So it is probably mostly newbies that use their Onos in a completely useless way, by randomly attacking targets or marines, while they need to focus either the Powernode/Obs/CC

    That last bit of info is also missing from your post, how do the players on there play during end game?
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Really? Three games in which your teams fails to finish off marines? In the past two days? You must be furious.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    This has always been a problem. There's no reason that breaking a defeated marine team should require significantly more coordination than it took to win you the game. Hive 3 abilities should be the solution, but they're just not good enough right now.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    There is no issue whatsoever. All it takes is two onos and a gorge piling onto the power node in most cases.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2013
    Squishpoke wrote: »
    There is no issue whatsoever. All it takes is two onos and a gorge piling onto the power node in most cases.

    A W3/A3 marine team pinned in their base can easily fend that off, especially if they're determined to turtle until the bitter end.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    did you have umbra? most alien teams never even get umbra. it is so good.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    Yeah you should have played ns_tanith when the Marines blocked Waste Handling with sieges. It has been a NS problem forever.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Zek wrote: »
    Squishpoke wrote: »
    There is no issue whatsoever. All it takes is two onos and a gorge piling onto the power node in most cases.

    A W3/A3 marine team pinned in their base can easily fend that off, especially if they're determined to turtle until the bitter end.

    Which is why we should tie armour and weapons upgrades to tech points for marines.
    So you cant get more than w1 a1 on 1 tech point...but you need two tech points for w2 a2 or higher.
    Would help fix this marine turtle issue...assuming this is something we are wanting to see less of.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited March 2013
    You're just not doing everything possible.

    Spores will make most marines run for cover. Drifter enzyme makes the onos attack twice as fast. One onos attacking marines will also distract them. Silence for the Onos on the powernode will also help. That's even without Gorges.

    3 Onos should also be enough if they all go for the power node (and don't block each other's attacks by standing too close).
  • zeqzeq Join Date: 2012-02-14 Member: 145493Members, Reinforced - Shadow
    edited March 2013
    The comm or a vocal field commander needs to coordinate the team. Don't keep them just rushing in one at a time, make sure the team is mindful of their unit composition (a few onos, good number of gorges/lerks to support and skulks/fades to thin out marines). Then group them up and give a single target, ping its location in case anyone is unsure of where it is. Power goes down really quickly, with a onos or two plus gorges on it. After that they have no weapon upgrades and can't respawn. If that isn't working, then try using the onos as bullet sponges while the rest of the team takes out a specific structure like the armory or arms lab. It might also be helpful to designate roles among each class, so some gorges heal onos, others bilebomb, or designating a onos specifically to use stomp to lock down marines while others attack normally. Also it may be a good idea for the comm to hop out and help the push just to get an extra attacker, but that comes at the cost of enzymes from drifters.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited March 2013
    Wheeee wrote: »
    did you have umbra? most alien teams never even get umbra. it is so good.

    this.

    if the marines are so intent on trolling/wasting time that they keep fighting on, get umbra. it's IMPOSSIBLE to stop a couple of onos and gorge rushing the power node if they're inside umbra spam.

    flamethrower can remove umbra, but if the flamethrower guy is stomped by an onos the power node goes down before anyone can do anything.

    as someone else said - drifter enzyme is amazing as well. 25% more damage...
  • 11monkeys11monkeys Join Date: 2013-01-01 Member: 177001Members, Reinforced - Shadow
    The commander also can spam halluzinations and drifters into a rush, just for desorientation and as a sponge.

    If all else failed, try to kill one structure at a time, untill they run out of res.
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