1.1 And Rushing.

NecroNecro <insert non-birthday-related title here> Join Date: 2002-08-09 Member: 1118Members
<div class="IPBDescription">Question for the devs..</div> what i want to know how will 1.1 (if at all!) lengthen the game by grealy reducing or (hopefully) elimination rushing.

what i mean is all i see now for marines is:

1. rush the hive and while 1 shoots hive others kill skulks
2. rush the outside of the hive, hold them till hmg's are ready
3. rush the outside of the hive, hold them till jp's are ready
4. rush the outside of the hive, hold them till hmg's and jp's are ready

and for aliens:

1. camp out side their base and wait for carapace (then rush)
2. hold them from resources, as long as possible, and attack when you have fades

<b>NOW</b> theres nothing wrong with alien 2 but the others are all rushing as soon as possible., which really angers me, because the REALLY good games are long ones!

is 1.1 going to do anything about this?

Comments

  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Having all aliens at one hive would lessen the "hold until hmg" philosophy, since that might give the aliens enough time to get a few fades and lerks. Well-coordinated skulk rushes can be hard to stop but generally when they succeed it's because the marines were caught napping.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    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-->jetpacks are going to take longer to get and be a bit more expensive in NS v1.1<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> - (Flayra)

    <a href='http://www.unknownworlds.com/forums/in...=ST&f=1&t=24704' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=24704</a>

    This will solve a few rushing problems <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    edited March 2003
    I think people fail to realize that while playtesting and developing 1.1, things are balanced <i>for</i> 1.1, not 1.0. Things will change that entirely alter what 1.0 is, so asking balance questions for 1.0 is basically pointless, hehe. Yes, there will be similarities and everything, and the things that truly dampen gameplay will be approved upon, so don't worry. However, as said, posting topics about 1.1 balance in 1.0 doesn't help anything, for anyone.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Thanks for that Cyanide <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    edited March 2003
    <!--QuoteBegin--Cyanide+Mar 12 2003, 01:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cyanide @ Mar 12 2003, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think people fail to realize that while playtesting and developing 1.1, things are balanced <i>for</i> 1.1, not 1.0.  Things will change that entirely alter what 1.0 does, so asking balance questions for 1.0 is basically pointless, hehe. Yes, there will be similarities and everything, and the things that truly dampen gameplay will be approved upon, so don't worry. However, as said, posting topics about 1.1 balance in 1.0 doesn't help anything, for anyone. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I was going to post a thread coming to the same conclusion.

    Goes for those, "Team A beat Team B 'x' many times in a Row!" Threads as well. Thank you for bringing it to the communities attention but if you used <b>search</b> you would have discovered that plenty of other people have made the same observation.

    I think it has all been noted and some of the issues will be addressed in v1.1. As for discussing the balance of v1.1, why don't we <b>wait for it to be released first</b>.

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • romanoromano Join Date: 2002-11-02 Member: 4296Members
    <!--QuoteBegin--Necro-+Mar 12 2003, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necro- @ Mar 12 2003, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>NOW</b> theres nothing wrong with alien 2 but the others are all rushing as soon as possible., which really angers me, because the REALLY good games are long ones! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I beg to differ. The long games are just that, LONG. REALLY good games can be found in REALLY short games, or semi-short games, medium games, semi-long games, etc etc..

    To me, any game that lasts more then an hour is just a showcase of no-skilled NS players. In that hour, you would have almost definately had a chance to either assault/counter-assault your opposition. But for some reason, some people (apparently you?) enjoy 2-3 hour games. I JUST DON'T GET IT. I'd much rather not sit in front of my computer listening to the same annoying voice comm **** for over an hour.

    A well executed rush/assault (straight hive rush, jp/hmg rush, or lvl3 cara rush) SHOULD be able to eliminate the opposition in under 10 minutes. And to me, a game should almost definately be over by the 30 minute mark (aliens get fades and wear down the marines, or marines get HA and stomp to victory).
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    To be true 1.1 will be more unballanced and full of new bugs and exploits.
    Want to know why?
    Because Flayra wants it so.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--Ollj+Mar 12 2003, 06:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 12 2003, 06:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To be true 1.1 will be more unballanced and full of new bugs and exploits.
    Want to know why?
    Because Flayra wants it so. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--Necro-+Mar 12 2003, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necro- @ Mar 12 2003, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because the REALLY good games are long ones!

    is 1.1 going to do anything about this? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The longest game I ever had was on ns_caged. We had both hives, but only 1 had a res nozzle. Main base was destroyed. So I sat for an hour and a half with 1 nozzle, desperately defending 2 hives. The aliens were doomed. They knew it, I knew it, it was only a matter of time. But my goodness, I didn't realize HOW MUCH time.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    cy, i realize this but i wasn't sure if your trying to completely stop rushing for victory or just jp rushing.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    i didn't mean 3 hour games ;p especially since theres 4 rounds!!!

    i mean 1 hour games <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • FeydToBlackFeydToBlack Join Date: 2003-02-04 Member: 13079Members
    Well, apart from the fact that we , the general populace, has NO IDEA what is going to be in 1.1 (who knows, they might just be feeding us a line of **** about the proposed changes), there are some things that even the great Flay cannot do. For instance: he cannot make entire teams want to have long, drawn out games. While he can make JPs and HMGs come later, he cannot make basic LMG rushes stop. The same goes with skulk rushes. What is he going to do, take bite and your LMG away for 10 mins, so the two sides have to stare at eachother?
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    nothing wrong with just lmg rushes because believe me those, can EASILY be stopped.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    <!--QuoteBegin--Necro-+Mar 12 2003, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necro- @ Mar 12 2003, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1. rush the hive and while 1 shoots hive others kill skulks
    2. rush the outside of the hive, hold them till hmg's are ready
    3. rush the outside of the hive, hold them till jp's are ready
    4. rush the outside of the hive, hold them till hmg's and jp's are ready

    and for aliens:

    1. camp out side their base and wait for carapace (then rush)
    2. hold them from resources, as long as possible, and attack when you have fades <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's called pressure, what do you expect teams to do when they have a combat advantage? Leave the other team alone? You think aliens and marines are just going to ignore eachother for the first 10 minutes?

    Time is money, your opponent becomes stronger with every passing second. Because of this, there is no strategy in any RTS game that won't be referred to as a 'rush' by someone. Wether its rushing to tech, or rushing an opponent. Time is important, so there are no situations where you can hang around doing nothing and still expect to be on a level footing with the other team. If you aren't performing what you intend to perform as quickly as possible, then you aren't fast enough. Consequently, everything is a rush. If you have a problem with this, better start playing turn-based games.
  • GibbyGibby Join Date: 2002-04-26 Member: 518Members
    <!--QuoteBegin--FeydToBlack+Mar 13 2003, 06:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FeydToBlack @ Mar 13 2003, 06:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, apart from the fact that we , the general populace, has NO IDEA what is going to be in 1.1 (who knows, they might just be feeding us a line of **** about the proposed changes), there are some things that even the great Flay cannot do. For instance: he cannot make entire teams want to have long, drawn out games. While he can make JPs and HMGs come later, he cannot make basic LMG rushes stop. The same goes with skulk rushes. What is he going to do, take bite and your LMG away for 10 mins, so the two sides have to stare at eachother? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I wouldn't mind that at all. Would allow some time to build infrastructure and get the cool advanced stuff, and be able to USE it before the end of the game.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Ever played ns_siege? The first five minutes of the game consists of the alien team xenociding themselves to ensure that the gorge gets all the res. PLENTY boring...

    Giving both teams 10 minutes will let you script perfect starts. You might as well START 10 minutes into the game and just skip the boring part.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Theres absolutely nothing wrong with rushing per se.

    It's an issue ATM only because it's far too strong a strat compared to others. I'm sure 1.1 will deal with this.
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    <!--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-->nothing wrong with just lmg rushes because believe me those, can EASILY be stopped.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    1. spawn
    2. turn and run at LMG with weapon and armor upgrade one
    3. die, because you don't have carapace
    4. Rinse, wash, and repeat.

    Two or three decent marines with support from the comm (even without spamming) can hold the aliens in their hive for minutes while the respawn one at a time trying to get those three bites in to kill the marine, who only needs 10 bullets to kill the skulk.

    How are stopping that again?
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    Yeah what TeOh said, its just one of the tactics of the game, you can't really eliminate it because its part of the game, you need to put pressure on the enemy team in order to get away from base camping. Remember, the best defense is a solid offense, and if you take this away you will lose a important part of the game
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
    <!--QuoteBegin--civman2+Mar 13 2003, 10:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (civman2 @ Mar 13 2003, 10:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->nothing wrong with just lmg rushes because believe me those, can EASILY be stopped.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    1. spawn
    2. turn and run at LMG with weapon and armor upgrade one
    3. die, because you don't have carapace
    4. Rinse, wash, and repeat.

    Two or three decent marines with support from the comm (even without spamming) can hold the aliens in their hive for minutes while the respawn one at a time trying to get those three bites in to kill the marine, who only needs 10 bullets to kill the skulk.

    How are stopping that again? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Also the fact that marines can technically spawn faster than one hive skulks ever can.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--civman2+Mar 13 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (civman2 @ Mar 13 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Two or three decent marines with support from the comm (even without spamming) can hold the aliens in their hive for minutes while the respawn one at a time trying to get those three bites in to kill the marine, who only needs 10 bullets to kill the skulk.

    How are stopping that again? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It would be fun if Skulks spawned _INSIDE_ the hive. There they could upgrade to carapace 3, then Use to exit and hurl themselves at the surpised marines.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Your two alien "rush" strategies are exactly what the aliens are supposed to do... what do you expect hem to do... Sit around and wait?

    How can u say that aliens containing the marines and not allowing them res points is not a valid (and good) tactic?
  • bobertoboberto Join Date: 2002-11-03 Member: 6306Members
    i had marines try to hold our 1 hive down last night... we had fusion, they relocated to cargo.. and there were about 3 or 4 in our base. but one thing always surely happens if youve got 1 or 2 good skulks... someone gets a good run and takes out 3 marines in one try, effectively giving your team enough time to spawn and come back to destroy the marine base and win the game.
  • RicoRico Join Date: 2003-02-23 Member: 13888Members
    The thing that does my nut is when a fade and a pack of sulks sit near an ip
    don't kill it and they just wait for you to spawn for the kill grr.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--Heist+Mar 13 2003, 09:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heist @ Mar 13 2003, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Your two alien "rush" strategies are exactly what the aliens are supposed to do... what do you expect hem to do... Sit around and wait?

    How can u say that aliens containing the marines and not allowing them res points is not a valid (and good) tactic? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the 1st alien one is the only real rush, their not supposed to rush as soon as they get lev 3 cara (which can happen very quickly)

    as for fades, it's not a rush but i'd be nice if somehow the ns team could make it so the average ns clan could stand against fades (for example with ha or something) that way MAKING the aliens save for a few onos.
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