Aliens Vs Marine Ratio
Glide
Join Date: 2002-12-11 Member: 10545Members
<div class="IPBDescription">Who wins more?</div> Man, the game has changed so much since it was released IMO.
Aliens almost always owned about 60% of the time... lately with the discovery of unlimited jetpacks and
improved marine skills (and stacking)
its almost impossible to win as alien if your first spawn rush fails.
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
i'ld say about 70% of the time marine win (on the server i play on).
How bout you?
Aliens almost always owned about 60% of the time... lately with the discovery of unlimited jetpacks and
improved marine skills (and stacking)
its almost impossible to win as alien if your first spawn rush fails.
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
i'ld say about 70% of the time marine win (on the server i play on).
How bout you?
Comments
The long answer: Well, I don't have time but I'm sure someone else does <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
unless servers are going with large numbers then marines are gonna have the edge 9/10
It's not so much that it's taboo, it's that most of the time the aliens can hold back a jp/hmg rush. They aren't almighty, even if the comm tries to spam health for them. But CoFR's games are rarely predictable.
Unless 1.1 comes out soon or someone thinks of a great tactic for aliens that has been overlooked so far, I think I am going to reduce the player number to 16 instead of 18 in order to get more balance. I don't like it, I'd like to have MORE players on, not less, but right now it is just so Marine biased.
The reasons:
- A normal-skilled Marine will kill a normal-skilled skulk at the start of the game
- Marines will respawn a lot quicker most of the time
- Marines can use their resources effectively from the start
I mean *basically*, if you're willing to do anything to win, it's pretty much impossible for Marines to lose on most maps.
eclipse: build 4 IPs, rush the hive
nothing: relocate to generator room
nancy: take mess hall
etc etc etc...
Also, if the aliens do a marginal job keeping the marines back in the beginning, thats when they become overpowered after they get cara to a point where skulk>marine in most situations, so if the marines don't have a strong foothold in the map before the aliens get cara and aren't planning on a JP/HMG rush, their screwed.
Mmm, Stoneburg, I really don't like the idea of decreasing the number of players. I'm not paying for the bandwidth bills, so I can only suggest that we hold out with more marine wins until 1.1, since it's already difficult for newcomers as it is. My two cents is that I certainly don't mind losing on aliens if it means we have a larger community. From what I've played, alien victories are very common (especially if there's a gorge who knows when to and not to use offense chambers).
True magitech but I play there quite alot. And against you if I remember correctly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. i think the marines have the distinct advantage esp when most of the regs go marines.
Maybe it would be better if a GOOD player did that, my über strategy of running in first as skulk so at least I don't have to wait for ever to spawn doesn't seem to make a huge difference to the team <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
edit: and tanith, tanith also seems reasonably balanced.
Of course the rotation is almost all custom maps which are generally not as well-balanced as the stock ones (*cough* napo as much as i like it *cough*) but it also comes from general lack of leadership on the marine side that seems to occur on pubs sometimes. We need better commanders <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
you dont need to early rush the marines base to win <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Marines aloud to expand at the start then at the end, hold what they have, to make pushes to the hive.
Marines are better at the start while Aliens are better at their top tech tree than the marines.
Skulks favor stealth and backstabbing while marines don't have mt. (early on *one of the reasons mt is loved as soon as pos by marines :S*)
All i can think of and i have to do h/w