17 Alien Losses In A Row

mRWafflesmRWaffles Join Date: 2002-11-02 Member: 4713Members
<div class="IPBDescription">Is this happening to anyone else?</div> Alrighty I am not talking about stupid newb pubs with commander omg0tWTHux. On servers with regs marines are unbeatable. Flame as you will "omg you are a newb alien you just sux0rz fgt" well, I've played as alien 90% of the time since 1.0 (gg_randomteam). The marines are just so over powering that with marines who can shoot like cs players (ah yes the good ol' never missing fgts), and a command that can jetpack rush/drop stuff/get someone to follow him. Commanding does not reflect the skill of the commander as much as it depends on the skill of the team he has with him at the time. Don't argue, it's true. Well I just have to wonder, is this happening to anyone else.

Winning as alien depends on the marine team lossing.

What I mean by this is that it isn't the skill of the alien team (while this does matter but not as much as) the marine team making a stupid mistake.
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Comments

  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    If you want to win as Marine, join a clan. If you want to win as alien, join a public server.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Ah, the truth is finally emerging. Do a search, you'll see a lot of posts like these.

    Yes, an organized marine team will destroy an alien team, especially on large servers. This imbalance will be quite thoroughly dealt with in 1.1.
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    edited March 2003
    I don't know about you, but it seems pretty 50/50 to me.
    I've been playing since the release and odds are, my team is gonna win.
    I may not be the best commander, or best marine, or best alien, but I rarely lose.

    Meaning, if you don't suck, you can help your team. There is an extent to the help you can provide. No man is an army, but COMMUNICATION is success.

    P.S. You cannot win if the other team (be it marine or alien) is an organized group. Talent doesn't count nearly as much as teamplay.
  • HannebambelHannebambel Join Date: 2002-11-02 Member: 5416Banned
    Well, scripts, cheats and hax help even more then teamplay and talent alltogether.

    Especially to those rambos.


    That´s a major similarity to CS.

    Cheating gets popular.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    if you wanna win <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> but then thered be very little <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    edited March 2003
    <!--QuoteBegin--mR.Waffles+Mar 2 2003, 08:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mR.Waffles @ Mar 2 2003, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alrighty I am not talking about stupid newb pubs with commander omg0tWTHux. On servers with regs marines are unbeatable. Flame as you will "omg you are a newb alien you just sux0rz fgt" well, I've played as alien 90% of the time since 1.0 (gg_randomteam). The marines are just so over powering that with marines who can shoot like cs players (ah yes the good ol' never missing fgts), and a command that can jetpack rush/drop stuff/get someone to follow him. Commanding does not reflect the skill of the commander as much as it depends on the skill of the team he has with him at the time. Don't argue, it's true. Well I just have to wonder, is this happening to anyone else.

    Winning as alien depends on the marine team lossing.

    What I mean by this is that it isn't the skill of the alien team (while this does matter but not as much as) the marine team making a stupid mistake. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yep on the COFR server we have a much higher level of play than on most pubs leading to marines dominating all the time. It is supposed to be harder for marines to win in 1.1. At the moment you just have to deal with the JP rushes Mine Rushes etc until the patch comes out.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    edited March 2003
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    edited March 2003
    i play on a pub with some skilled regulars and some newbies, the games range from 3v3 to 6v6, and the teams win about 50% of the time. it is decently balanced for medium team sizes and medium skills. perfection, no?

    changing servers can result in changing experiences.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    <!--QuoteBegin--Zel+Mar 3 2003, 02:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Mar 3 2003, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i play on a pub with some skilled regulars and some newbies, the games range from 3v3 to 6v6, and the teams win about 50% of the time. it is decently balanced for medium team sizes and medium skills. perfection, no?

    changing servers can result in changing experiences. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agreed...

    I usually play on Nano or FoR... Games are usually pretty well balanced... no 12v12...

    Yet I still hold the opinion that rines are overpowered in clan play as well as organized pub matches.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    I can vouch for a well-played Marine team taking out an Alien team very easilly now. Now that Comms and Marines can aim, a well-executed relocate+lockdown is very effective in the last game we just played. Aliens never even touched the second hive.

    We hit Generator right off, stayed as a group and didn't lose anyone, Comm reced the RT in original base as we went, he dropped CC, RT outside and IP beside CC, and Armory before his CC went down, we got Observatory up and Phase in base, one guy slipped to Sewer and dropped Phase and Armory there, rest of the game was really boring and slow, we just teched up patiently to W3/A1/JP/HMG/GL, he handed out JP's and choice of weapons, we had mines all over the freakin' map everywhere we could think to place them...

    Time taken? Just under an hour. RT's lost in first five minutes? 4. Lerk's seen? 2. Gorges seen? 27. (Yes, they tried a Gorge Rush a couple times. :-)
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Well I have to give it to you. I still feel that it is as even as it gets. Playing as aliens doesn't always mean rushing mindlessly into their base, trapping them and picking them off 1 by 1 as soon as you get the chance.
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    <!--QuoteBegin--coil+Mar 2 2003, 08:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 2 2003, 08:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ah, the truth is finally emerging. Do a search, you'll see a lot of posts like these.

    Yes, an organized marine team will destroy an alien team, especially on large servers. This imbalance will be quite thoroughly dealt with in 1.1. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ta-da <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Knew I was onto something
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    COFR is nothing but jetpack rushes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    (hi there mR.Waffles)

    BTW: i hate jetrushes (i have heard "its not a rush" soo many times so dont even say it) becuase it turns what is suppose to be a team game into rambos going into the hives and kiling it off wile skulks can bearly fend it off

    1.1.... please come out soon to stop the lame jetrush tatic!!!
  • ainfectainfect Join Date: 2003-02-04 Member: 13102Members
    <!--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-->If you want to win as Marine, join a clan. If you want to win as alien, join a public server.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    you couldnt be more right
  • GibbyGibby Join Date: 2002-04-26 Member: 518Members
    <!--QuoteBegin--coil+Mar 3 2003, 01:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 3 2003, 01:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ah, the truth is finally emerging. Do a search, you'll see a lot of posts like these.

    Yes, an organized marine team will destroy an alien team, especially on large servers. This imbalance will be quite thoroughly dealt with in 1.1. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thank you. Thank God. Thank everyone. Today on Nancy, I had been playing on the server for 6 maps. I had great ping and there was an admin present to kick fools, so it wasn't worth switching to avoid the map. Anyways, aliens had won 4 of the prior 6 maps. But it was with scores like 5 to 23, 4 to 12, and my personal worst 3 to 20. The marines just couldn't be touched. I was seriously suspecting hacks, but all the marines? It got me very very mad, is what it did. Me and my team, chatting while waiting to respawn, were hashing out what was the reason. And it was pretty simple.

    Marines have better versions of every alien ability, and can get them faster. Aliens rely on movement and stealth to catch their prey off guard. Well, a commander can plop down a Observatory and get Motion Tracking, which is better than anything hive sight can give, in 3 minutes. That eliminates stealth. Aliens can't just camp places in the map, they have to mobilize and move. Marine phase gates allow instant movement ANYWHERE on the map. Not just to hives. Their weapon and armor upgrades give way too much of an advantage. And the resource model HEAVILY favors marines. In games over 7 players a side, marines will win 90% of the time. They have so many RPs that they can all jump in HA and have the commander health spam them while welding each other and be completely unkillable.

    I can't wait for 1.1 I sure hope that welders will be fixed. They repair armor way too fast, and never run out of ammo. Hitboxes as well.
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    Yeah, more and more Marines have learned about the jet pack rush.

    No matter how skilled the aliens are, if the marines are competent enough to jet pack rush, the aliens will lose (especially if they recycle the armory). That is if the marines survive the initial skulk rush, but if they do and jp rush, they can prevent the aliens from ever getting a second hive and kill them off at their leisure.

    As more and more people play the game and learn how to play it competently, imbalances will come to the surface. The pub players of NS are maturing and learning how to play the marines effectively.

    Oh, and this means that if the marines lose, it really is the commander's fault for failing to do an effective jp rush. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (not counting any losses due to skulk rushes).
  • Cadet_OrcwipeCadet_Orcwipe Join Date: 2003-02-13 Member: 13508Members
    edited March 2003
    Also consider this...

    The marine's starting point is tactically worthless. In the last month, I haven't seen a game yet (except the ones where the marines are just total morons) where the marines didn't relocate to a hiveroom in the first five minutes. In fact, the way the game is set up, it's to their disadvantage NOT to relocate.

    What does this do? This ensures that aliens do not get their final techniques (and I'm a BIG fan of Bile Bomb) and Onos. What can the aliens do to stop marines from getting HMG/grenades/jetpacks/heavy armor? Until the final minute of the game, absolutely nothing.

    Now, let's take this a step further. The aliens have Hive A. Marines have Hive B. So now it's time to contest Hive C. If you know what you're doing, who's going to take Hive C? The marines. By the time the aliens are done taking down the final remnants of the old marine base, and the gorge finally has enough res to go for the hive, the marines have HMGs and either JPs or Heavy Armor.

    Lerk doesn't even have his umbra yet, so Lerk is practically useless. So you've got a gorge with no webs and skulks with no leap/xenocide fighting for Hive C against the BFGs of the Frontiersman. Hardly a fair fight.
  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    I'd love to know what servers you all play on? The marines in the random servers that i join win 1/3 and sometimes 1/4 games. Ok, you stop HMG rushes, then what are marines going to do now when the entire damn alien team is fades outside the next hive location taking it down with acid rocket? If you want my opinion the aliens have it balanced WAY to much in their side after they get the second + third hive up. Alright yes, it CAN take a said amount of bullets to take down a fade from a level 1 or 2 LMG, whoop-dee-doo! I've done it before, yes it doesn't take a massive amount of skill if you chase the fade down. The problem is that not many people on your team know about this, and taking down 1 fade while the rest of them are still outside pounding the base with acid rocket just adds to the fun. It was good to up the cost on the fade, however more needs to be done. Not so much that the fade just becomes a useless peice of crap, but as an alien i don't even go fade anymore unless our team REALLY needs it.

    As for the third hive, it just further throws it to the aliens side. To the point where your team gives up, a few of them F4, a few more leave and the rest just give up all hope. It is because it is hard to enjoy the game when you get spored to death as you spawn in, bile bomb hits you from a mile away, skulks xenociding, and Onos...killing...****...

    Anyway the point i'm trying to make here is that imbalance goes both ways. Ok heavies vs. skulks and stuff is unfair, i've seen all sorts of those types of posts before. But what about fade/onos vs. unupgraded marines without the resources to give the whole team HA/HMGs. The jetpack is useless against them because any remotly skilled onos can paralyze you out of the air and fades can just shoot you down with acid rocket.

    It just annoys the hell out of me because on the servers i play on, unless the commander and team are way ahead of the aliens technologically there isn't much of a chance for them when they get the second hive.
  • BarxBaronBarxBaron Join Date: 2003-02-02 Member: 13031Members
    edited March 2003
    hrm I have seen first hand the evil that is an organized marine team.........

    but I dunno if its as bad as some people make it seem, especially in pub games.........yes in clan matches an organized marine team >>>>>>>>>>>> then aliens (I got to ob in a skirm and even be part of a skirm a week ago) and I know everyone can't wait for 1.1 but.......

    something disturbs me:

    Hive 2 aliens.


    Hive 2 aliens are quite devestating to marines imo......I have rarely seen a lose by an alien team once they get their 2nd hive up......maybe that fact alone causes many pub comms to say "rush to jp and kill em, quick quick!"

    I hope v1.1 won't leave marines SCREWED vs hive2 aliens while aliens get more breathing room from the Jetpack nerfage that is sure to come.....the fact that theres been hints to seeing many types of aliens before 3 hives seems to suggest that a total rework of balance may ineed come in (I hope)

    but WTH do I know I'm just a damn n00b! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    by the way is it me or are fades damned near invincible when you fire AT THEM yet when you become on yerself it seems like your HP is goin' down fast LOL..............they neeed to strap freakin COOKIES on their heads so people will RUSH the fades and keep them from running to their D towers to jsut come back and rape us more <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    JP rush? Not necessary. 2 hive lockdown? Not necessary.

    Just give me 1 hive and 4 resource nozzles, and my marines will wipe the map clean using HMG and HA.

    <!--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-->Hive 2 aliens are quite devestating to marines imo......I have rarely seen a lose by an alien team once they get their 2nd hive up......maybe that fact alone causes many pub comms to say "rush to jp and kill em, quick quick!"
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Are you kidding me? See above. Fades are ZERO match for a squad of HMG HA. If there's a lerk in there, the GL will deal with him quickly.

    <b>Soldier of Misfortune</b> - Come sign up for the NS server at <a href='http://www.tacticalgamer.com' target='_blank'>Tactical Gamer</a> and you'll see the Marines win plenty.
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    True true, BarxBaron.

    I usually jump around to different servers, but often I hit c|E's, Genocide's, or joe's GWB server, I find those servers have a nice balance with experienced and non-exp. players. This makes the sides comparable. Yeah, currently aliens still win often on pub servers, but that's because too many are still just learning the game. Eventually, the clan tactics will permeate pub play as the clanners go out and teach others.

    But if you jump on a server where everyone knows what they are doing, the marines will win. Heh, I guess it's like an pick-up clan game, with multiple clans.

    1.04 really helped the 2 hive balance (though I feel it's slightly tilted toward aliens still). But the problem is still a JP rush; preventing the aliens from ever reaching the close-to-balanced 2 hive state. A good map to demonstrate this is missilecommand ( <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> I know some of you will throw a fit because I used 'good' and 'missilecommand' in the same sentence <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) A decent team that survives the skulk rush will jet pack rush and always win. It's impossible for the aliens to get the second hive up in time or even go lerk to shoot them down. This carries for other maps where jet packers have plenty of room to keep away from skulks and can kill the hive at their leisure.

    However, I know that all these balance issues will be moot since 1.1 will drastically change things (such as being able to evolve to any class from 1 hive).
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    I think it was said above..

    Pub servers aliens rule the game because the marine team can't work together.

    Clan Matches the marine team rules the game because they CAN work together thus they overpower the aliens.
  • kaxmankaxman Join Date: 2002-11-02 Member: 4149Members
    edited March 2003
    Tempus is right. I have never, but NEVER, ever ever, seen anything the aliens can get with one hive locked down that can stop four heavies. Nothing. The welder heals too fast and the grenades don't hurt friendlies. If the comm drops a health or two every couple minutes those HAs are invincible. (I should add, in tournament mode the grenades would...)
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Waffles, the key word is *rushes*. This indicates that the marines are aggressive and take the initiative, which usually leads to a win. I've been playing several of the games you are talking about (random actually put me on marine mostly last night) and I have to say that mosst of the marine wins were fair because of one simple thing: they had more teamwork. You have to realise that aliens have to use teamwork too, ad use it well. I won two of the three games I played as alien, mainly because of good communication. We were constantly letting eachother know what the marines were doing, we protected our gorge and RT's and went mercilessly for any undefended marine structures, when we needed too we gathered up to take down a marine outpost.

    If one side has teamwork and tactics and the other side hasn't, they will win. A couple of days ago it was the aliens who had the teamwork and they were dominating, this seems to fluctuate. I do agree however that an 18 player server favors the marines due to the resource model.

    Also, the JP+HMG rush is far from flawless, I will expands on this subject at our own forum. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BarxBaronBarxBaron Join Date: 2003-02-02 Member: 13031Members
    edited March 2003
    <!--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-->
    Are you kidding me? See above. Fades are ZERO match for a squad of HMG HA. If there's a lerk in there, the GL will deal with him quickly.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    actually to be honest I have yet to see a *good* GL user (me included lol)

    I'm serious too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I also noticed that most coms who are clannies rarely drop em even if asked
    I can understand that they want it ot have a really long explosion timing for each grenade.....so that you actually have to get good at it instead of spam.......if the explosions had a 2 sec timer I and any other halfwit could easily pwn entire alien groups


    but anyways.......I still think Hive 2 aliens cause mass pwnage of marines.....sure HAs WORKING TOGETHER and weilding eachother is one tough mother but how often does that happen? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    I'd much rather have a gl than an hmg. I can shoot skulks and kill fades and onos (with enough hits) with one, but i can't hit flying lerks. If I have a partner who has a hmg, and can cover for the both of you, nothing will stand in your way. GL are heavily underestimated, and are extremely lethal in vents, as long as you don't kill yourself.

    Skilled fades are a match for an hmg squad, especially with a lerk in the mix. If the Marine squad is smart, and has two/three others welding constantly, and a comm spamming health, no, you won't win, unless you have three hives, and even then it would be hard. I'd suggest a frontline gorge webbing it up, because the welders will be in the back of the squad. Fades move in with blink, and the lerks can umbra right next to them.

    You *may* win.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    edited March 2003
    Oops. Double post.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    edited March 2003
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    You people talk of jetpack rushing like its some unbeatable godmode. Its not that hard to beat. If you rush the marine base at the start, and see an arms lab going up, common sense says their jetpack rushing. Jetpack rush needs resource nodes. Usually about 4. All you have to do is scout around the map, find where the marines are going for res, tell your teammates, and kill them before they can get the res. This kills time until you can get lerks, which can counter jetpacks, or even enough for fades. Its not that hard to counter people. IMO its stupid that in 1.1 jetpack rush is going to be pretty much screwed over. Just because its a winning tactic does it mean we have to get rid of it? I got an idea lets make it so that you cant have heavy armor and a welder, that way big groups of welding heavy armors (youve seen these types of rushes, dont lie, theres even been threads on it) cant rush the hive and take it down. Or how about we take away the armory, ammo, and health. Those always seem to help the marines win WAY too much.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    (from recent posting in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=25148&st=15&hl=' target='_blank'>"I can't win with alien in 12 vs 12 game"</a>):

    (quoting myself)

    <!--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-->My suggestion for aliens playing on very large servers: stop going for DC right away.

    Wait, come back, I wasn't finished explaining!

    Really, on a server as big as 10v10 or 12v12, no matter how much carapace you have, running into 4-6 marines (they almost can't help but have teamwork under these conditions) will be a slaughter even with unupgraded LMG's. There's just way too much lead flying in the air, and you're going to get hit.

    So don't fight the Marines the Marine way; go guerrilla. Get movement upgrades first, and get 3 as soon as you can. This means have 1 guy go gorge and start capping nodes. When a few guys have gotten 27 pt's, go gorge, make 1 movement chamber, then go back to skulk. Boom, 3 MC's in the first couple minutes. Now - all your skulks get silence and start using your wallclimbing skills for once. Wait in the rafters, use ambush tactics. It will be awhile before Marines can tech motion tracking no matter how fast they research. Wait for those roving patrols, and silenty pounce on the rearguard troops. You'll usually get 1 or 2 before they even figure what's going on and return fire. Do this a half-dozen times. The Marines will wimp out and turtle up, screaming like girlies at their commander for HA and weapon upgrades. This will give your gorge time to get hive 2, and then some DC's. By then, you should be all ready for fade/lerk partners (you DO use 1-1 fade/lerk partners, right?) and the final assault. Game over, alien victory, smack talking in the readyroom.

    Don't believe me? Try it out! After a little practice (obviously, it requires aliens that aren't total 'GET DC J00 N00b' smacktards - but after a couple losses their way it should be easier to convince them), you'll be in the black and kicking meat sack heiny.

    You can also go for a sensory set first, but that's a bit riskier and requires more experience players. Getting sensory 2nd though allows you develop the ultimate Kharaa Death Ninjas that don't show up on MT or in your ears until the claws are inches from your face. Succulent.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
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