Whinge

KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
edited January 2003 in NS General Discussion
<div class="IPBDescription">Mostly about fades.</div> back info- i only really play Marines, but when i've play aliens the same thing has happened

Every game i've played lately (and thats alot) the game goes something like this:

Start
Aliens skulk rush marines... (ok, fine, fair enuf)
Marines take one hive
Aliens finnish building second hive
Fades start appearing, one or two at first, then the whole alien team.
Marine outposts get acid-rocketted to oblivion, and marines get slaughtered, while the fades die only very rarely. (even when hmgs and grenguns are out this doesn't change much, it is too easy for aliens to avoid grenades)
Marines hole up in base with gg and hmgs and maybe jetpacks fighting off constant fade raids
Fades slowly break marine defences
Marines lose.
Aliens never bother getting 3rd hive (or get it just for novelty sake)

end whinge. i am not going to go into rants about what i think needs changing, or whats wrong with it exactly or anything, just wanted to state fact and leave. please let balance be returned in 1.4. its stupid that marines have more to fear from fades than onos.

Comments

  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    a fade costs 44 resources (54 i think in 1.4), which is A LOT.
    a marine is free...
    fades must be worth their price!
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    err, i think you missed the point. the point is that aliens no longer have to worry about getting the 3rd hive to win a game. the fade is now more effective in combat than the onos, which is stupid 'cause the onos costs more and takes longer to get. does that sound right to you?!
  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    I couldn't agree with Kaine more. It really is the same. Fades are too dependent on acid rocket. All fades will do is come to a marine area, beat it to hell with acid rocket and when they get below a certain amount of HP then run back to a DChamber and get healed to full in a matter of seconds, then back in a jiffy to continue killing your base.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Are you playing on 1.04 or 1.03? 1.04 has seen a decrease in Acid Rocket splash, among other changes to the Fade.

    For the record, I played in a pickup game yesterday that lasted about 2 hours, most of which was a losing battle on the part of marines. The aliens probably had 2 hives for 3/4 of the game... but couldn't touch us because we kept the pressure on even in the face of Fades. The game only ended when 2 Onos finally stormed our base... after the 3rd hive had been built.
  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    Well not to be an **** but you obviously didn't keep enough pressure on the fades if they got the other hive up, which was my whole point :\


    /feels another fade war coming on D:
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Did I mention it was a 1.03 server? I agree they're overpowered in 1.03. But only barely.
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    yeah i'm playing 1.03. and i'll agree that they are only barely overbalanced, but its enought to be damn irritating.

    also i apologise if i'm brining up something thats been argued to death, i spend all my time in the models/skins forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    edited January 2003
    I just played a 1.03 game that gave me some good insight into the balance of fades issue. The thing about fades isnt that they are way overpowered, its that they come way sooner then marines can get equal tech. But this is no fault of the game, it is the fault of widespread poor strategy.

    In the vast majority of games I play, the marines do nothing but defend areas while the aliens do nothing but attack the marines. There is nothing in the game that mandates this as the only way to play, its just the way things seemed to have evolved on pub servers. In the game I just played, which lasted for over an hour so it was not a rush by any means, we did not build a single turret or siege outside the main base, not even in conquered hives. Granted they did take a couple hives back, but that means that we had the initiative and they were forced on defense, while wasting res on rebuilding. It was just like playing a real RTS, after each wave of attackers had petered out, there was fresh equipment at base, ready for another wave.

    When all marines do is defend, the aliens progress rockets ahead of them at full strength, while they entrench and waste valuable time. When they attack, they hurt the aliens progress, while freeing up resources for tech.

    I challenge the notion that marines only option is to secure hives.
  • BigtoyBigtoy Join Date: 2002-11-02 Member: 3766Members, Constellation
    <!--QuoteBegin--Big Game Hunter+Jan 20 2003, 04:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Game Hunter @ Jan 20 2003, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just played a 1.03 game that gave me some good insight into the balance of fades issue.  The thing about fades isnt that they are way overpowered, its that they come way sooner then marines can get equal tech.  But this is no fault of the game, it is the fault of widespread poor strategy.  

    In the vast majority of games I play, the marines do nothing but defend areas while the aliens do nothing but attack the marines.  There is nothing in the game that mandates this as the only way to play, its just the way things seemed to have evolved on pub servers.  In the game I just played, which lasted for over an hour so it was not a rush by any means, we did not build a single turret or siege outside the main base, not even in conquered hives.  Granted they did take a couple hives back, but that means that we had the initiative and they were forced on defense, while wasting res on rebuilding.  It was just like playing a real RTS, after each wave of attackers had petered out, there was fresh equipment at base, ready for another wave.

    When all marines do is defend, the aliens progress rockets ahead of them at full strength, while they entrench and waste valuable time.  When they attack, they hurt the aliens progress, while freeing up resources for tech.

    I challenge the notion that marines only option is to secure hives.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree one hundred percent with the last sentence.

    I have played a good many games on both sides of the fence. The marines will win the majority of the time if they immediately lock down/move to a hive in the first minute and then right after that start putting pressure on the second hive.

    Most games I have won as marines (and I have won a number as either comm or a grunt) we acquired the first hive off a rush and the second hive soon after. The trick is that the marines HAVE to work together.

    In most these instances what will happen is the aliens will get the second hive up long enough for one or two aliens to evolve to fade. As we tf/t/seige a hiden or well defensible location the fades and rest of the aliens attach us there. We keep the pressure up get the second hive and kill the few aliens that made it to fade. At that point its a game of attrition. The marines keep the 2 hives locked down, maybe some slow expansion for a few more res nodes. After a reasonable amount of time for teching up the marines (minus a couple to defend the 2 hives) mop up.

    Game ends about 15 minutes after second hive is locked down. (That is if all the aliens stay in the game cuz they are tired of tired of only having skulk/lerk/gorge as options.)

    I have seen marines win with only 1 hive. But in most the cases the aliens did not work well togehter and/or ignored the marine resource nodes, which let the marines get insane tech that they otherwise could not have afforded.
  • CBD-IkariyaCBD-Ikariya Join Date: 2003-01-05 Member: 11841Members
    If I were to pick Fade or HA/HMG, I would easily pick the HA/HMG

    One of the biggest reasons the marines keep losing is skimpy commanders. I see commanders waste billions of res building some stupid turret farm, leaving their marines with nothing but lmgs to combat fades with.

    Now I was just in a game where the commander was smart. He equiped his team with HA/HMG, GL etc. HA/HMG make massive, high damage, high hp moving turrets, and can waste fades like you wouldn't believe. I, as a carapaced, celerity fade could barely take one out, usually with 30 hp left. But carapace gave me 2.5x more damage capacity. If it were the regen fades, then they'd fall before doing any significant dmg.

    The only time fades are overpowered is when they're facing unarmored lmg marines. However, a HA/HMG is MASSIVELY overpowered when facing a skulk.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--CBD-Ikariya+Jan 20 2003, 06:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CBD-Ikariya @ Jan 20 2003, 06:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One of the biggest reasons the marines keep losing is skimpy commanders. I see commanders waste billions of res building some stupid turret farm, leaving their marines with nothing but lmgs to combat fades with.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The reason these comm's could be skimpy is out of trial and error. They've been raised trying to command marines who can't figure out that they shant load up 50000000 rounds of LMG ammo as soon as they spawn, and THEN proceed to defend what ever Phase gated area the comm screams for. If marines knew the value of constant patrolling all marine assets, and going through the PG's BEFORE they stock ammo - just ot see if not their natural born 110 rounds couldn't be put up to something good - well perhaps comms would rely more on marine guard duty than being forced to turret up everything.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Unfortunately, the acid rocket is exactly what it is: a rocket launcher.

    I don't see anything wrong with moving the fades back to how they were in 1.0. They were slower, they were weaker, acid rocket was stronger but less rapidly firing...

    The problem is, the dev team overcompensated for marine domination in 1.0. The imbalance wasn't with the fades, it was with other alien classes, but for some reason they changed the fades.
  • RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the fade is now more effective in combat than the onos, which is stupid 'cause the onos costs more and takes longer to get. does that sound right to you?! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Uhm. No? The Onos is definitely more effective than a fade. An onos will clear a base, two onos will win a game. Next.

    Now, the thing about fades is this. Marines are often scared of fades. They see fade and think "Oh no, the game is over". Then they run and hide, and that's the end of the game.

    When I play (and I play aliens and marines equally, I prefer switching after each round. I can't stand people that can only play one team), I rush fades. I kill fades. I scare fades off. Then suddenly, my marines realise "Hey, we can kill these buggers". Suddenly, fades aren't so scary anymore, and suddenly they aren't turning the tide of the game anymore.

    The problem isn't with fades, it is totally with the marines. If you play on a server with regular expert players, you'll see fades are not feared, they are expected. If you play expecting the fades without fearing them, you are gonna do alot better. When I'm on my regular server (Vadakill), the marines DO take one hive. You can't let aliens get Onos. The marines also take a res or two, in suitable places. Near base, near the hive, or a location with more than one res (Freight elevator, reactor room, atmospheric processing, etc...). The marines do NOT build craploads of turrets. They play smart, getting upgrades, killing alien resources, slowing down the gorge. Around the time fades are showing up, marines have a few upgrades. Often, marines will lose a res or two (sometimes they can hold it).

    Once the fades begin bearing down on the hive / base / important res, the marines leap out and fight back. Level 2-3 upgrades, armor / jetpacks, HMG's / GL's. They were not wasting res in their base building turrets where they weren't needed, they were slowly biding their time getting ready for a counter attack. This is extremely similar to skulks waiting for 44 (now 54) res to go to fade. How much does a HA/HMG cost? 25 for the HMG and whatever for the armor. Not far off from a fade.

    When the marines play better, the fades are no longer a threat. The game maintains balance, and it becomes an even match of upgrades marines VS upgraded aliens (lerks, skulks, fades, gorges, they all contribute in the mid game).

    I've found the real unbalance is when a team of crazy good skulks works together, because then marines can't secure res or a hive. The lower carapace will help for that, but I hope it doesn't hurt the mid game balance (that I've found to be present in 1.04).

    Ravlen
  • SmufeSmufe Join Date: 2002-12-30 Member: 11601Members
    Sigh. It was a 1.03 server.... Don't bother complaining about 1.03 balance, because the dev team agrees with you. That's why they made changes in 1.04. It's almost the same as me reposting complaints about bugs in 1.03. They already know about it. Have some patience.
  • TalShiarTalShiar Join Date: 2002-11-09 Member: 7953Members
    i was comming one game, and the marines rushed and capped 2 hives. However due to my bad comm skills the aliens got back the viaduct and started pulling out fades. However at this time i had researched ha/hmg tech and was arming all the marines. The result? A good 1-2 hour game of constant marine - fade combat. I had quit comming so i got to play a bit on the front. It was quite a struggle, it was a stalemate for a bit. The marines usually were on the offensive, the fades camping all of the entrance points (tunnels, elvevators) with rockets (something needs to be done about them being effective through the floor of elevators) Anyway, eventually one of the camping fades was killed thanks to 200 gls and we stormed up to the aliens hive, only to be met with an equal opfor consisting of fades, lerks, and skulks. Huge corridor battle resulting where the marines struggled to build a turret factory and get sieges online, the aliens dousing the entire area with rockets (thank god for phase gates!) Marines won game after getting a sc online which killed the 200 turrets the aliens had errected in their base.

    Conclusion? The game is balanced except that the marines get their equipment too late in the game to be able to effectively combat fades. Therefore id suggest making ha/hmg research and spawning them cheaper and put in some preventative measure to keep the marines from rushing 2 hives so easily and i think the games will be much more balanced
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    But if I spend all that money on upgrades how can I possibly put up a TF and 6 turrets at every resource node I come across?
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Ah, but you forgot the phase gates, Inexorable. Totally inexcusable, what turret farm is complete without a phase gate? Why, if you didn't blow all that extra money on easily-eaten turrets, you might actually have afforded some research by the time Fades showed up! And we can't have that, oh no. Upgraded weapons and armor stick in their teeth, so the only polite thing to do is to keep your troops at level 0 weapons and armor.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Hmmm... not bad. I give it a 7.6. The sarcasm is there in force, but the ending is weakend by the politeness angle. Also, giving youself away with the phrase "easily-eaten" cost you.

    Inexorable's "<span style='color:yellow'>Ultimate Sarcasm</span>" version:
    Ah, but you forgot the phase gates, Inexorable. Totally inexcusable, what turret farm is complete without a phase gate? Why, if you didn't build all those turrets at the resource points, Fades would just come up and eat them for lunch. Marines are too stupid to take advantage of armor upgrades anyway, so building turret farms (with phase gates) every 50 feet or so is the only real option to keep the aliens out.

    See? It sounds almost exactly like the warbling cry of the Obsessive-Compulsive Turret Farmer, yet has just enough subtle flaws to expose it as the sarcasm it is, an not mindless ranting.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Well, y'know how it is on the Internet. People aren't good at catching on to sarcasm or exaggeration if you don't have every line ending with <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> So I try to be a little more obvious than usual on message boards to improve the chances that some trusting soul doesn't take me seriously. If I'd gone with your suggestion, next thing you know there'd be the 'TF and phase every 50 feet: overpowered?' post.
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    Here is how my game works when I am comm. I play with personal friends, and clanmates. You might actually want to read this...with this build order, i rarely have to deal with fades.

    ~I jump in chair
    ~Defend Initial pointless skulk rush
    ~build 2x Ip's
    ~build armory
    ~while stuff is being built, i find the hive (move your screen over a hive location and listen for the heart beat sound)
    ~Build observatory
    ~Build phase gate
    ~On voice comm -- "Their Hive is Maintainance. Raf, I need you to go to computer core with a few people, and Jew, I need you to head to eclipse with some friends. One person stay back and guard the base."
    ~The team moves out on my command. Most of the time we have 9 players on the team. So 3 go to one hive, 3 to the other, the comm, a base defender and one wandering dumb ****.
    ~The players arrive at their hives.
    *Note: I dont have to give waypoints to these players because they know exactly where to go
    ~I drop a phase in Eclipse
    ~I drop a phase in Comp Core
    ~I drop a RT in eclipse
    ~I drop a RT in comp core.
    *Note, if for some reason skulks overtake one of the phase areas, I get on voice comm and say "The people at comp core just got owned, I need anyone near a phase get to get their". 100% of the time, everyone listens and the rest of the team is there instantly.
    ~Since Comp core is closer to MA then EC is, I build a TF there in a well cornered area.
    ~Drop 2 turrets to guard factory, and one to guard the phase
    ~Drop TF in EC
    ~Drop 2 turrets to guard factory, and one to guard the phase
    ~At this point, I alternate between hives. Dropping 1 turret every 19 resources
    *Another note. If the main base ever gets under attack, I get on voice comm and say "Main is under attack, they are attacking....blah, get here quick" 6 players instantly pop back (thats if the base defender died of course)

    At this point the team and I have successfully secured 2 hives. Here is what usually happens next.

    ~A gorge picks one of the hives we built at, or the base and starts building outside of it.
    ~My marines are always checking outside the base for these things so its <i>usually</i> no surprise.
    ~SoBe.Lightning gets on voice comm "Dragon they are building outside comp core, we need siege"
    ~The available marines usually try to rush the gorge to stop him from building.
    ~Upgrade TF for siege
    ~Drop siege
    ~Problem Solved

    Continuing the game, i nab RT's around the map, and get JP's and HMG's. Game Over

    -Suppose we are doing this and Comp core gets taken over? Or we cant hold it in the first place...

    ~Me on voice comm "Alright, forget CC, i need 3 or 4 people to gather up at horseshoe
    ~they gather
    ~Ok move out as a team, we are gonna siege MA
    ~Drop a phase outside MA
    ~drop TF
    ~2 towers to guard
    ~upgrade
    ~drop siege
    ~siege main hive and take that over....we still hold 2 hives

    The most important thing is to make sure the aliens dont get 2 hives. If they do, taking out fades is tough for marines if we dont have JP's or HA. One of these days i'll submit a demo with this strat.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    A point of interest: What is the gameplan if instead of suicide rushing you, 6 Skulks jump your Eclipse squad before they even make it to the hive? (or something similar)
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    that has happened A LOT. Basically it works like this

    its usually 8v8. Marines (working as a team) > skulks.

    We will always have AT LEAST one hive. So, if one of my teams get jumped, I simply say "Ok we are having some trouble getting to EC. One person stay in CC and build, one guard the base, EVERYONE else go to EC together." My forces are now distributed like this
    ~Comm
    ~Base guard
    ~Builder at CC
    ~5 marines heading to EC
    ~No band of 70hp 10ap skulks is gonna take that out. The reason for that is because all of my men know how to shoot, and usually wont be over run.

    Like I said, the most important thing is to take and hold TWO hives, not one and then upgrade armor and stuff. If the aliens are working together, one of those hives <i>will</i> be undefended. Its the comms job to check out the situation and decide which hive is easier to take over. And the majority of the game should be focusing on getting that hive. If for some reason we cant hold either hive, then we do this

    ~since we know we are working against the clock, we try to nab 2 or 3 nodes asap
    ~upgrade jetpacks
    ~give JPs and welders to 2 marines.
    ~Since they are smart, they take that welder, go to the hive i tell them to, and weld the hayle out of it
    ~Also, since they are smart, they jump on top of the hive which makes them really hard to get to, and hard to get hit from O chambers
    ~If that fails, then we upgrade HMg's and try to drop a hive that way
    ~If we cant do that (which rarely happens), then we deserved to lose

    I know i am leaving something out
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