Contaminate is the alien nuclear bomb
DeskLamp
Australia Join Date: 2013-02-03 Member: 182783Members
I was all foot the idea of contaminate, something to break turtles. But in practice it is absolutely devastating. Was playing a game with 3 hives vs 2 comm stations. Was pretty close to a stalemate. Until the kham dripped contaminate. Then it was over in less than a minute. Maybe a little overpowered.
Should it be toned down some what?
Should it be toned down some what?
Comments
Maybe make it require a fourth hive, or, even better, make it only available when you have at least three hives, the games lasted for at least half an hour, and marines have only one comm station.
Good idea. Agree.
Finally one team will make the winning move by tactic or skill. But it will feel much more rewarding than the hidden counter that is the 3rd hive.
"Contamination" is nothing more than spreading some unavoidable infestation for a little while.
It's the whips and crags that echo in that do the damage.
So, use some creativity. Why not anticipate this and place some deployed arcs inside of the marine base.
Problem solved?
I think contamination is fair soo far, its what aliens needed to break marines turtle, after all marines can end a game with just 2 or 1 cc with exos and arcs. Bile bomb was a suicide run that was on a flip of a coin, it may work or it may not. Marines have gain some new advantages in this patch, like beaconing exos, which ruins the aliens plan to force a beacon and leave the exo alone to die. and now they can get out the exos which negates the mistake of a team going all exo and not being able to build.
It happened in the first game I saw the comm use contaminate, I suggested it because we were winning and we were at the "throw onos at exos until you win" stage but all it did was blow up a load of whips :<
Power under a robot factory, turrets, Exos on top of Robot factory and Armory, Gl and Flame spam.
Solution: Send matured wips and rush at same time.
We wanted a solution for the turtle and now we have it.
also, doesn't a flamethrower stop the whip from working?
Doesn't last long enough to work at 100 res. You need to use the ability at least 3 times to get the whips in good.
Anyway, I've had marines manage to counter contaminate whip plays. The easiest way seems to be to keep a couple arcs deployed in base.
I dont see the contamination skill too overpowered. I only see it as a quicker way to end marine turtle prolonging.
No.
No!
No!!!
It's not the contamination that kills, it's the hardware you must teleport in after you use it, AND you have to coordinate with your team. Regarding the whips, a few arcs in the base will counter it at a great loss to the aliens.
On a five techpoint map a 3 hives vs. 2 CCs situation means both sides can upgrade to their max. => The game is equal. This shouldn't end in an automatic alien win, imo.
You should assume anything can happen once both teams are fully upgraded.
I don't at all hate the idea of reducing marine turtle but there has to be a way to make contaminate harder to succeed with
I would agree contaminate needs a little tweak, but I like it's effectiveness. Aliens needed something to break a turtle. Also, as someone mentioned above, if aliens do get that third hive up then the Marines haven't done their job, and vice versa. At the point, the end game tech needs to start taking over so that matches can end.
Two base turtle?
I don't believe in such a thing.
However, each time the Marines let me get 3 hives, keep up with the required upgrades for my Aliens, AND build 20 Whips around 2 shifts. That's a lot of res. The Marine team lost by not harassing, by thinking that sitting in their bases would let them eventually win.
NS2 is a game about Harassment, Denial and Containment. Harass the enemy team on both the front line and rear. Deny them expansions and resources. Contain them in a little section of the map where they starve until you can destroy them.
Just because two teams are on equal tech doesn't mean they are equal. The game should feel like an arms race, not "oh we will hit max tech and be on equal footing with them so there's no worry". The threat of the late game tech should always be scary. It isn't who has what tech in late game. It's who uses it FIRST. Every extractor should count. It should be TENSE. "Just 10 more res and we can rush exos. Everyone delay their endgame tech! WE JUST NEED 10 MORE RES!"