1.1 Marines Vs Aliens

UproarUproar Join Date: 2002-11-18 Member: 9152Members
<div class="IPBDescription">updates and changes</div> I could be wrong, but it sounds like alot of what the marines got going for them is being nerfed with little improvement (electric tf) and the aliens are getting alot of improvements with little no or nerfs.

-Things like it takes longer for marines to get stronger (only being best at max level)
-Cost more for marines to do the things they used to be able to do
-Sieges being much less viable. (only 4 pings per obs) - which means it is more cost effective to just upgrade then to siege
-Better guns makes you even heavier

-Aliens get all evolutions
-Structures upgrade things in the area
-structures heal themselves
-multigorg now viable.
-gorg can now suck res out of res towers

etc

I am sure this was done to balance clan games. but will pubs go straight to hell? When beta testing, did they get noobs to test it? It is great if it is fun with advanced players, but is it fun with new players?

Comments

  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Well most games i play in marines win, i hear people complain that aliens are over powered, but in all honesty its the marines that are. the win to los ratio i see for marines is about 95% - 5%, the poor aliens can do nothing AT ALL to counter a LMG rush to hive, a IP rush, a JP rush, a HMG rush, a shotgun rush, within the first 5 minutes of the game. Maybe now it will be better, but with marines not changing much and even onos unupgraded much will fall under the might of the unsung hero that is the LMG. So I believe the alien team needed a big imprvement, and i hope this is it.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    yea, i see ur point but the truth is most of these changes are just trying to even out the balance issues that the aliens have.

    i see they are all justified. well mabye apart from the electric res <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
    can that kill me before i finish chomping the tower ?
  • Little_HunterLittle_Hunter Join Date: 2003-01-26 Member: 12793Members, Constellation
    From what I have seen it seems that marines are getting much more powerful. The defenses for both lone res nodes and turret farms are much MUCH cheaper. The shotgun, hmg, and gl are all getting more powerful (an just a bit cheaper). Hev armor is going to be cheaper to get and to equip marines with. Sieges are also cheaper, and since more things cloak, marine commanders will need to build networks of obs to make sure that their part of the map is decloaked. I think these changes will make pub games go much smother. Since comms will no longer be bitched at for not droping the big guns (since they are cheaper) and gorges will no longer have to **** at the skulks who didn't protect him and the 2nd hive.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Aliens where only overpowered once they got a second hive. The second hive isn't as important as before fade acid rocket and webs are now 3 hive ablities.

    Alot of marine losses are due to not teching.

    With hive lockdowns not really being viable anymore more comms will tech.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    uproar, you cant balance a game off of people who are simply incapable of playing it the way its meant to be played. If marines want to learnt o win they need to do so with what they have. Sitting by and complaining its the games fault wont change anything when other players can in fact do what you think wont happen. the fact is, marine strats WILL change on pubs in order to counter aliens, because if they dont then they never win. It will happen. How long it takes who knows. Its called adaptation and it happens eventually. New strats emerge and players get better. Just give it time before you assume the players cant handle it. At first there will be insane marine wins or alien wins. Then players will learn how to counter and it will go the other way. It will take time before everyone learns the most basic strategies to counter the other team.
  • UproarUproar Join Date: 2002-11-18 Member: 9152Members
    kenichi you need to remeber that not every player out there is a hardcore player. And a game that is notfun intill you become elite at it is normally a turn off to most players. Hardcore gamers like this, but the avg player is not hardcore.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    i never said hardcore, or elite, or any of those such words. I said players will learn to do what it takes to win. They dont sit around idling while they get stomped over and over. They learn to counter the aliens better, its a RTS ffs, or they complain.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--Uproar_+May 14 2003, 07:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uproar_ @ May 14 2003, 07:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> kenichi you need to remeber that not every player out there is a hardcore player. And a game that is notfun intill you become elite at it is normally a turn off to most players. Hardcore gamers like this, but the avg player is not hardcore. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    Umm. His comment applies to all people, not just newbies or 1-3-3-7 d00dz. It's a fact of life. You improve, or you lose. You find a flaw in a tactic, and you exploit it, or you lose. You fix a hole in your plan, or you lose. It's not about the level of skill - it's about constantly trying to improve the skills you already have. If you were to try the all-powerful "2 hive lockdown" now in 1.04, the aliens will laugh at you and kick your butt back to the dropship. "But it worked in 1.03! OMG this game is so unbalanced!!11 waaaa!!!1" is not going to get you anywhere in any game. The whole point of NS is to evolve new ways to try to win - I get my fun from trying new strats and such every game.

    <b>It's not about balancing the game - It's about finding the balance in the game</b>
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    Please...don't post about balance when you have never played the game...
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    small notes, the marines had a lot of price reductions, like a blue-light special, arms got dropped from 45->30, proto 45->40 TF 25->15 seige upgrade 25->15 turrets 19->10 shotguns forgot->15 GL 33->30 obs 25->20 scan 3->25 energy(free). Also the shotty got a huge RoF boost making it a GREAT early game weapon, hmg's firing cone got tightened, making it more deadly at long ranges but harder to hit realy close range stuff moving quickly, turrets track better, you cant even get by unscathed with a celerity leaping skulk, placing an obs allows seiges to shoot all objects within range of the observatory (just put 1 at a seige base and it works like a 1.00 seige), GL clip was increased to 6 grens again, gren damage increased, electric stuff pwns, ok thats all i can think of off the top of my head for marines right now, oh yeah and the comm interface is much nicer now.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--Khaim+May 14 2003, 07:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Khaim @ May 14 2003, 07:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> small notes, the marines had a lot of price reductions, like a blue-light special, arms got dropped from 45->30, proto 45->40 TF 25->15 seige upgrade 25->15 turrets 19->10 shotguns forgot->15 GL 33->30 obs 25->20 scan 3->25 energy(free). Also the shotty got a huge RoF boost making it a GREAT early game weapon, hmg's firing cone got tightened, making it more deadly at long ranges but harder to hit realy close range stuff moving quickly, turrets track better, you cant even get by unscathed with a celerity leaping skulk, placing an obs allows seiges to shoot all objects within range of the observatory (just put 1 at a seige base and it works like a 1.00 seige), GL clip was increased to 6 grens again, gren damage increased, electric stuff pwns, ok thats all i can think of off the top of my head for marines right now, oh yeah and the comm interface is much nicer now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    /falls over dead
    can't leap past a turret farm? What a shame XD

    Do all the cost reductions make marine tech up just as fast as they used to?
  • 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
    <!--QuoteBegin--Uproar_+May 14 2003, 06:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uproar_ @ May 14 2003, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I could be wrong, but it sounds like alot of what the marines got going for them is being nerfed with little improvement (electric tf) and the aliens are getting alot of improvements with little no or nerfs.

    -Things like it takes longer for marines to get stronger (only being best at max level)
    -Cost more for marines to do the things they used to be able to do
    -Sieges being much less viable. (only 4 pings per obs) - which means it is more cost effective to just upgrade then to siege
    -Better guns makes you even heavier

    -Aliens get all evolutions
    -Structures upgrade things in the area
    -structures heal themselves
    -multigorg now viable.
    -gorg can now suck res out of res towers

    etc

    I am sure this was done to balance clan games. but will pubs go straight to hell? When beta testing, did they get noobs to test it? It is great if it is fun with advanced players, but is it fun with new players? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Couple of things the aliens loose as well:

    - no more overflow. This is huge, as it means you MUST use resource sucking to tech up quickly as an alien - you
    can't just wait for the skulks to fill up to get loads and loads of res anymore.
    - a resource sucking gorge is a net loss for the alien resource flow compared to a RT tower.
    - Gorges costs 20 res (OTOH, starting at 25 res more than offsets this).
    - Web is now a hive 3 ability (aka not in the game anymore)
    - Bilebomb (which replaces the webs) no longer does any damage to marines. This means that hive 2 gorges is exactly as easy to kill for a knifing marine as a hive 1 gorge. In turn, this means that gorges are going to be extremly dependent on escorts or OC/DC the whole game. In 1.04, a hive 2 gorge is a very hard kill thanks to webbing/adrenaline.

    Also, the shotgun, GL and HMG have all been upgraded (ROF, clipsize and accuracy, respectivly). Shotgun rushing would seem to be easier now (though having to buy an upgrade to start dropping medpacks will perhaps offset this a bit).

    Mines seems to be completly overpowered, now that nothing apart from an alien touching them will set them off.

    All in all, the changes are too big to make any predictions about balance.

    It will be interesting to follow the changelogs though.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin--Wheeee+May 14 2003, 08:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wheeee @ May 14 2003, 08:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Uproar_+May 14 2003, 07:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uproar_ @ May 14 2003, 07:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> kenichi you need to remeber that not every player out there is a hardcore player. And a game that is notfun intill you become elite at it is normally a turn off to most players. Hardcore gamers like this, but the avg player is not hardcore. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Umm. His comment applies to all people, not just newbies or 1-3-3-7 d00dz. It's a fact of life. You improve, or you lose. You find a flaw in a tactic, and you exploit it, or you lose. You fix a hole in your plan, or you lose. It's not about the level of skill - it's about constantly trying to improve the skills you already have. If you were to try the all-powerful "2 hive lockdown" now in 1.04, the aliens will laugh at you and kick your butt back to the dropship. "But it worked in 1.03! OMG this game is so unbalanced!!11 waaaa!!!1" is not going to get you anywhere in any game. The whole point of NS is to evolve new ways to try to win - I get my fun from trying new strats and such every game.

    <b>It's not about balancing the game - It's about finding the balance in the game</b> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    much love to Wheeee


    but yeah like khaim said, the marines wernt purely nerfed as everyone seems to think. They had some upgrades as well.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Matso.. just because web is a 3rd hive ability in no way makes it "not in the game" its MUCH easier to get a hive now that they cost 45 rsr's and build faster.
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    Well if the marines rely on a mine defense to keep the onos out of their base, whats going to stop a couple of skulks from running in first to clear a path in the mines?
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--lagger+May 14 2003, 08:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ May 14 2003, 08:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Matso.. just because web is a 3rd hive ability in no way makes it "not in the game" its MUCH easier to get a hive now that they cost 45 rsr's and build faster. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    lagger hive build time is still 3mins
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--GoldenShadow+May 14 2003, 08:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoldenShadow @ May 14 2003, 08:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well if the marines rely on a mine defense to keep the onos out of their base, whats going to stop a couple of skulks from running in first to clear a path in the mines? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nothing... That is the kind of teamwork that is encouraged.

    Another note: You guys seem to be worried that the marines have trouble upgrading & teching. I don't have figures for you, but let me say that the resources come in a lot faster than 1.04. I commed last night and I had more money that I could handle with just 3 nodes.
  • 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
    Well, it's like this... IF hive 3 abilities would be necessary for the aliens to win, then marines relocating to a hive would be a simple winning strat. So far, I've heard nothing that says the marines will have any more trouble relocating than in 1.04. So, from that I draw the conclusion that in most games, any hive 3 abilities will only be used for cleaning up duty and so are usable only once the game is already decided.

    Ergo, web is now no longer part of the (deciding part of the) game. *sniff*

    Granted, hive 2 aliens were too powerful in 1.04, but being a battle gorge will no longer be possible in 1.1. The gorge is firmly relegated to support/victim in 1.1.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    yeah man, you can have 3 hives in about 6 minutes if you play it right.
  • 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
    <!--QuoteBegin--cri.tical+May 14 2003, 09:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cri.tical @ May 14 2003, 09:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Another note: You guys seem to be worried that the marines have trouble upgrading & teching. I don't have figures for you, but let me say that the resources come in a lot faster than 1.04. I commed last night and I had more money that I could handle with just 3 nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's doesn't sound good .. that would mean that the marines would have a fixed tech-rate, only determined by how long time it takes to build the buildings and doing the research. Ergo, the aliens would have no way of choking marine teching up by fighting for the res...

    Could be that this is intentional, that the commander NEEDS to drop early shotguns to keep back the aliens... hard to say without testing.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    You never NEED shotguns, but of course if you have the resources they are a help. LMGs do you just fine for the majority of the game.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--matso42+May 14 2003, 10:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ May 14 2003, 10:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So far, I've heard nothing that says the marines will have any more trouble relocating than in 1.04. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, we've relocated in plenty of games that I've played in.
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    Siege - Once the obs/siege combo is fixed, you could easily build them both together to get a 1.03 siege.

    I heard the techtree of the marines is changing to give the marines a LOT of diversity. This might make decisions harder for an average comm, but by taking away the possibilities of cheese-pub-strats (lockdown), they'll have more chances to experiment and thus learn other methods of playing.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Frogg2+May 14 2003, 09:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ May 14 2003, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lagger hive build time is still 3mins <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    neg, lagger and I just timed it and it took 3:45 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • J2pcJ2pc Join Date: 2002-12-05 Member: 10485Members
    gorg a victim?? I would say it got a major defence-boost, THA UB4 SC

    gorg: hmm I'm gonna be here for a while
    *schlomp* (cloaks from upgrade while building)
    gorg happily starts building, drop's some oc's, reschambs and stuff
    marine peeks around the corner
    marine:nothing here boss
    gorg uncloaks by a bile bomb
    marine: ha easy target *jumps in the room
    oc's uncloak, marine dies

    I guess btw that the aliens get a new strat to, don't kill the tf first, KILL THE OBS
  • 5c0ut-WHoR35c0ut-WHoR3 Join Date: 2003-05-14 Member: 16288Members
    Wait if gorge is getting fades bile bomb do fades get a new ability or still bile bomb.

    sorry but i havnt seen anything new ability's caue i dont go on these forems much <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    prices of stuff and that have changed as well as the resource model so stuff will probably be easyer to get ur hands on and the hmg is made more lethal.
  • 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
    <!--QuoteBegin--J2pc+May 15 2003, 02:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J2pc @ May 15 2003, 02:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gorg a victim?? I would say it got a major defence-boost, THA UB4 SC
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    Granted, compared to the SC in 1.04, the SC in 1.1 sounds much more powerful. A pity it still seems to lack any
    kind of upgrade that would help in attacking fortified marine positions, as well as anything that would help against MT - the major reasons why it's always chosen last in 1.04.

    SC still sounds like it's something choosen for fun or a change of pace, not as a really viable winning strat. As such, I don't expect gorges building sensories to be very popular.

    What I'd like to see is MT not showing anything moving inside a range[1] from a sensory chamber, as well as a Blur upgrade - 10/20/30% of all shots[2] fired miss. That should make sensory a good contender for the whole game, as Blur would allow you to attack and MT negation would allow you to hide strategic and tactical movements from the marines.

    [1] exact range to be determined - start with siege range and adjust downwards if necessary. Minimum range would be the cloaking range.
    [2] note weakness against grenades and mines
  • SpuraSpura Join Date: 2002-11-17 Member: 9083Members
    I see I am switching to marines in 1.1 even though my aim sucks.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin--matso42+May 15 2003, 10:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ May 15 2003, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--J2pc+May 15 2003, 02:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J2pc @ May 15 2003, 02:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gorg a victim?? I would say it got a major defence-boost, THA UB4 SC
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Granted, compared to the SC in 1.04, the SC in 1.1 sounds much more powerful. A pity it still seems to lack any
    kind of upgrade that would help in attacking fortified marine positions, as well as anything that would help against MT - the major reasons why it's always chosen last in 1.04.

    SC still sounds like it's something choosen for fun or a change of pace, not as a really viable winning strat. As such, I don't expect gorges building sensories to be very popular.

    What I'd like to see is MT not showing anything moving inside a range[1] from a sensory chamber, as well as a Blur upgrade - 10/20/30% of all shots[2] fired miss. That should make sensory a good contender for the whole game, as Blur would allow you to attack and MT negation would allow you to hide strategic and tactical movements from the marines.

    [1] exact range to be determined - start with siege range and adjust downwards if necessary. Minimum range would be the cloaking range.
    [2] note weakness against grenades and mines<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Blur? Heck no. Can we say "Carapace in disguise except healing back to full is faster?"

    MY not showing anything in side a range from a sensory? Yeah right...makes MT obsolete. The fact that you can do anything and still be perma-cloaked 100% while within the range of a sensory chamber (which is itself cloaked I think) is already ridiculously good (uber hive defense). If the aliens have movements also then aliens with silence and is near a sensory will be completely GOD-LIKE.
Sign In or Register to comment.