1.1 And Rushing.
Necro
<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?
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
<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-->
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-->
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).
Want to know why?
Because Flayra wants it so.
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-->
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.
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-->
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.
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.
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.
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.
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?
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.
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.
How can u say that aliens containing the marines and not allowing them res points is not a valid (and good) tactic?
don't kill it and they just wait for you to spawn for the kill grr.
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.