Jetpacks And Lockdowns

RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
<div class="IPBDescription">What shall become of marines?</div> It's an undeniable fact right now in 1.04 that the marines have the upper hand. However, I believe that is due to 2 factors: jetpack/hmg and the 2 hive lockdown. These are what gives the marine team such an advantage, to the point that the aliens really can't counter it. Take these tactics away, and marines will almost always lose in 1.04. The only games I've seen the marines succeed on when not using these tactics is on ns_nothing when they relocate to cargo bay hive, thus securing enough res points to quickly tech to ha (or far more commenly, jps). Wanna fortify your spawn in 1.04? Kiss the game goodbye. Wanna fortify those res points? Not a chance of success. Marines currently HAVE to lock down hives or gamble on a quick jp/hmg rush. Otherwise, the cold reality is they will lose.

What exactly is 1.1 going to do to address this, now that both these tactics are going to become extinct. Don't get me wrong; I loath both jp rushes and 2 hive lockdowns, but I still want to be able to win the occassional game as a marine. Right now in 1.04 aliens will win most pub games. Will 1.1 see this change to 100% wins for aliens, simply because there will be very few, if any, public server commanders and marine teams skilled enough to secure res points AND hives to prevent higher alien abilities and evolutions.

1.1 could well see the death of public NS playing if this isn't addressed. Because frankly, what I see in the beta discussion forum is the veterans not really caring one bit about public server players. Neither side should require clan-match levels of communication and co-ordination to win.

I have faith in the developers and pts though. My hope is that 1.1 will be equally good for public and clan games.

Comments

  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Well, I think in 1.1 you can secure the spawn pretty easily with mines and electrified res-towers take care of fortifying res-nodes at least partially.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    But how will marines actually win Dread? That is the question. If it requires a clan-match level of co-operation and communication then it will simply be impossible for public marine teams to win.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    If youre looking for ways to win in 1.1 as marine why dont you try the Frontiersmen Strategy forum?
  • NegaBenjiNegaBenji Join Date: 2003-01-09 Member: 12058Members
    They're not going to make the current endgame strategies ineffective, they're going to try and balance them so they're not massively unfair. Remember when HMG/JP rushes were rare? Were the aliens unstoppable then? No, because other factors came into play. I'm personally sick of the same game happening over and over again - marines tech up for the JP rush, and aliens desperately try to kill them before they acquire them. The game is supposed to play like an RTS, meaning that multiple strategies are meant to be viable. I played a HORRIBLE game yesterday which went on for about an hour - this same guy kept flying into cargo with a HMG and landing in the top corner near the hive. He'd then proceed to blast the hive while the comm spammed him with health and ammo. The only way a skulk could get near was to run into a firing HMG. Whenever he was killed, he'd be back within a minute.

    Plus don't forget, tweaks are being made - in particular to the infinite thrust/super speed annoyance of the jetpack. People will no longer be able to fly around the hive indefinitely, out of range of jumping skulks, and therefore a JP rush will not be like giving your team magic shields. It means that a rush will probably take more skill, and it won't be a certainty - I don't see how this is a bad thing
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    From what I've read about 1.1, it sounds like I'm gonna hate it. I'll probably stop playing once 1.1 comes out.

    Let's see:
    Nerfed Jet pack
    Nerfed HMG (has smaller spread so it'll suck at shooting skulks at your feet)
    Can't drop health without research (or so I've heard)
    Can't drop phase gates without research
    Aliens can evolve to onos with only one hive
    Alien structures can be cloaked
    Skulk's bite doesn't obscure screen as much

    Those are ALL things that will help out aliens. The only things I've read that will help out Marines are:

    Electrified TF
    and Electrified RT

    Do you devs really think that's going to balance out? No way in hell! You don't take something that plays as well as NS 1.04 and then completely change all of the gameplay and strategys. It's just too much change. None of the marines strategies will work anymore.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    uh, i guess that just means marines will have to find new strategies...
    anyways, would you want to do endless jp/hmg rushes for the rest of the days you play NS? Personally I was sick of them after the first 5.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--RPGreg2600+May 24 2003, 07:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ May 24 2003, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Those are ALL things that will help out aliens. The only things I've read that will help out Marines are:

    Electrified TF
    and Electrified RT <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Try reading the changelogs, since you've ignored virtually all of the marine boosts. The fact that you believe that a smaller HMG spread is a nerf shows how much thought you've put into your opinions.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Then I suggest you join a community of gamers who like to play honourably, and get of the Public servers where the cheap strats are very common. In the games I play I almost never see 2 hive lockdowns, or JP/HMG rushes. Instead we play for fun, pitting organized teched marines against organized, teched aliens. Its a hell of a lot more fun, and makes a victory that much more satifying, or a loss a lot more fun to take.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    woohoo! Rambos leaving the game!

    Back to the design goals - marines use teamwork or LOSE!

    Yeeessssss!
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--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-->With the intense discussion on various heated topics recently I thought I'd make a post for the community about some games we had tonight, which I just got out of now (the rest of the PTs and vets are still playing, but it's bed time for this aussie).

    We played six games in a row on ReD's Skulk Pit server, and all I can say is: JUST AWESOME. By far some of the best games in 1.1 yet.

    And interestingly, despite the marines getting the short end of the stick in 1.1i, they won 3 out of the 6 games.

    Without a doubt the mine change Flayra has already made is needed, as will be changes like the regen fix, but overall I think the marines started to adapt to the playing field and we had some of the most awe inspiring battles I've seen in NS -- HMGs and GLs singing in unison as Onos and Fades charged our siege fortifcations. Mines and nades exploding all around, tracers flying in all directions, and aliens and marines dying in equal numbers. At one stage myself and another marine slaughted an Onos in a corridor, one of us perched at each end, laying into him as he charged. He fell just in time, but while reloading we were cleaned up by a Fade who zipped in from nowhere. The floors were a mixture of black scorch marks and splattered green blood. But with the technology, we came back quicker than they could replace their Fades and Onos. In areas where we had mined to defend our positions, skulks were leaping down off the rafters to clear a path for the heavier classes (and sometimes taking marines with them). Every single hive the marines took was an inch-by-inch battle, and with almost constant action I didn't notice at all that the games went on long (in fact they were better for it). Not until I saw the sun well and truly rise did I stop. Yessir! These were the battles I signed up for when I joined the TSA!

    Some games were incredibly close. Even as the aliens munched on our IPs in one game, we advanced on their hive as a team of mixed HVY HMG/GLs and LMG marines, launching nades into Fusion like there was no tomorrow (and trying desperately not to hit our teammates -- tourney was on). The aliens won that one though, the marines dying in a flurry of Fade slashes, skulk bites, and the odd self-inflicted nade.

    As for the games with my team as aliens, one match on Mineshaft saw us reduced from 3 hives to 1. The whole time the marine base remained lightly defended, but we were always pushed back. Once we lost bilebomb it became harder to take down their siege fortifications. Eventually we managed to reclaim half the nodes on the map (which they, previously, had taken from us) with Fade, Gorge and Skulk combos attacking and healing, and even reclaim a second hive, but we couldn't save the last hive from obliteration in time. We lost and it was a total blast to play.

    It's interesting to contrast the feel of the games. Compared to 1.04, the game flow is more liquid. With the hallmark stages that the hives provided for both sides in 1.04 gone, the game can swing either way pretty much at any time. This liquidity and flexibility means you sometimes never know the outcome until the end. Mostly, the battles over nodes and territory in the games tonight were just more intense in a way that wasn't present in 1.04.

    Thanks to Drac, Froggeh, DXO, mcclane, immacolata, khaim, Firewater, the [ReD] guys and the rest for some great games.

    I was going to do some work today. I blame you all!

    Signing off at 8am.

    M <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32931' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=30&t=32931</a>

    I'm not worried whatsoever. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited May 2003
    Lets not forget the smaller LMG model and muzzle flash sprite, which helps a hell of a lot more than the easier-to-see skulkbite, imo this shouldn't have been changed, instead they should have added "Fire in bursts" to the LMG tooltip, although 99% of the community will ignore it, at least you couldn't say there isn't anything (short of r_drawviewmodel) that you can do about it.
  • Duck_KingDuck_King Join Date: 2002-07-09 Member: 904Members
    <!--QuoteBegin--Ahnteis+May 24 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ May 24 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> woohoo! Rambos leaving the game!

    Back to the design goals - marines use teamwork or LOSE!

    Yeeessssss! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    My thoughts exactly man. "Oh nos! Teh rambos r leaving teh gaem! Whatever shall we do?? i haevtns plaid teh gaem yet but im not gonna cuz its gonna be dum!!!1"

    I have no respect for cowards who do nothing but jetpack rush every single round. All it does it show me that the marine team has no real grasp of tactics or actual planning skill, and would rather go for a cheap victory. When I com as a marine, I refuse to research jetpacks until near the end of the game. If my team, doesn't like it, they can find another server, because I won't cater to those lame people who want to take the easy way out.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    What do you do about the cries of "3j3Ct n00B C0mM!!!!!!!!1111111"?
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    If thats the case, we ignore them. If you actually do get booted for not taking the easy way out, well I usually go for a stroll. More often than not, they lose <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Duck_KingDuck_King Join Date: 2002-07-09 Member: 904Members
    I simply reply with "Yes, eject the admin. Thats a great idea..."
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    <!--QuoteBegin--Ahnteis+May 24 2003, 03:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ May 24 2003, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> woohoo! Rambos leaving the game!

    Back to the design goals - marines use teamwork or LOSE!

    Yeeessssss! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    **** you. I'm not a rambo. I always stick together with team mates and work together. And I comm a lot too. So **** you.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, 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--> **** you. I'm not a rambo. I always stick together with team mates and work together. And I comm a lot too. So **** you.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The way your last post went everyone assumed that you were a rambo, as you obviously want marines to win every game, it makes sense.
  • Duck_KingDuck_King Join Date: 2002-07-09 Member: 904Members
    edited May 2003
    What better way to reinforce an argument than to tell someone "**** you".

    If you want to leave the game because it has become more balanced now and requires critical thinking, please do. I do not think the rambos and swear monkeys will be missed.

    [edited for teh speeling]
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    In the change log it also states that almost all rine tech times and build times are shorter and also cost less. this will help out the rine to no end.

    btw have more faith on the PTers please, they're bread and butter is NS public play, I very much doubt that they dont give a **** about pub. Flayra and co will do everything in their powers to release a balanced mod. but just wait until 1.1 is out and see if any new strats develope (which i am sure there will be).

    But i am all for, getting rid of the boring few strats rines employ. YAY for 1.1
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    I think a lot of people lost respect for them when 1.0 was released and the dreadful res bug somehow got through the cracks, I for one still think they will help Flayra in his goal to make NS as good as it can be.
  • Duck_KingDuck_King Join Date: 2002-07-09 Member: 904Members
    It wasnt so much a bug as it was an abused feature. Originally admins could tweak the amount of res gathered from nozzles to vary the gameplay, but virtually every server out there maxed it out so everyone could get the "kewl gear" right away, and it made the game horribly un-fun to play
  • Mad_CowMad_Cow Join Date: 2003-05-21 Member: 16564Members
    Saw this and wanted to reply. I agree with alotta folks in that I'm glad to see lockdowns and jetpack rushes go. It wasn't alot of fun for me even as a marine not to mention it ends up dragging games out. I dunno bout some people but my idea of fun doesn't involve a round being stretched out to 2 and a half hours because marines locked down 2 hives and are unable to finish off the aliens with their last hive. I've seen some really creative comms come up with some cool non-lockdown/rush strat's lately and win with everybody even the aliens who lost having a fun time. I can only look forward to 1.1 and the next series of tactic's that the NS marine comms come up with
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    <!--QuoteBegin--Duck_King+May 24 2003, 10:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Duck_King @ May 24 2003, 10:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It wasnt so much a bug as it was an abused feature. Originally admins could tweak the amount of res gathered from nozzles to vary the gameplay, but virtually every server out there maxed it out so everyone could get the "kewl gear" right away, and it made the game horribly un-fun to play <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, that was annoying, but there actually was a bug that was seperate from that which gave the marines an insane amount of res per tick, even if you didn't touch skills.cfg.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    I want to address some of the disturbing posts I see here:
    <!--QuoteBegin--Ryo-Ohki+ May 24 2003, 07:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ May 24 2003, 07:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    1.1 could well see the death of public NS playing if this isn't addressed. Because frankly, what I see in the beta discussion forum is the veterans not really caring one bit about public server players. Neither side should require clan-match levels of communication and co-ordination to win.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thanks for the vote of confidence. If we didn't care about you why would countless Veterans be answering/asking questions of EVERYBODY in the community on these forums. Some of have been living on these boards, mostly to answer questions (sometimes the same questions many times in the same day). Flayra just doubled the size of the Veteran's group this weekend, meaning that we are going into much more intensive testing than ever before. I have full confidence that the game is going to be balanced.. frankly Flayra doesn't really need our help that much. He's a genuis, he just has to observe patterns of our games for a little bit so that he can work out the problems in his mind.

    <!--QuoteBegin--RPGreg2600+ May 24 2003, 02:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ May 24 2003, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Nerfed Jet pack
    Nerfed HMG (has smaller spread so it'll suck at shooting skulks at your feet)
    Can't drop health without research (or so I've heard)
    Can't drop phase gates without research
    Aliens can evolve to onos with only one hive
    Alien structures can be cloaked
    Skulk's bite doesn't obscure screen as much

    Those are ALL things that will help out aliens. The only things I've read that will help out Marines are:

    Electrified TF
    and Electrified RT

    Do you devs really think that's going to balance out? No way in hell! You don't take something that plays as well as NS 1.04 and then completely change all of the gameplay and strategys. It's just too much change. None of the marines strategies will work anymore.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    -Jetpack isn't nerfed (its fixed), its perfectly effective in most* situations.
    -HMG definetly isn't nerfed. That gun is the death of aliens if they make too many mistakes. You can shoot skulks at your feet perfectly fine.
    -Healthpacks were over-rated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    -Phase Gates were over-rated, but they are still quite useful in 1.1. I've seen them used with varying degrees of success.
    -1 hive onos rule... IF they have the right chamber. 2 hive onos rule period. By the 2 hive stage, onos should have at least 1 good upgrade option (celerity, regen, or carapace). Onos with sensory first isn't too great. It is slow!!!! and it has no healing or extra-armor. Doing a fast onos rush therefore "locks" the alien's tactics to certain chambers, etc. An onos also needs some skulk support to really dominate.
    -Alien Structures can be cloaked... sure.. but I don't see how this is a nerf at all. You might get fooled once when you first walk into an area, but after that mistake, you know for sure all the information you need... afterall.. structures aren't gonna get up and walk somewhere else...
    -Skulk bite doesn't obscure screen as much... Its still there.. and r_drawviewmodel can't be toggled to 0. So everybody will have skulk bite and has to deal with it. Its really not to terribly much of a difference. The only advantage I've noticed is the teeth look a bit cooler <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    <!--QuoteBegin--MagiTek+ May 24 2003, 02:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 24 2003, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Try reading the changelogs, since you've ignored virtually all of the marine boosts. The fact that you believe that a smaller HMG spread is a nerf shows how much thought you've put into your opinions.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, HMG definetly isn't nerfed. The fact that you can run nearly as fast with an HMG as LMG speed is WOW awesome cool.
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    Don't know if this is the popular sentiment...But I'd rather see a game geared torwards professional play, that is beautiful in its execution (when executed properly) than a game that caters to the mindless mass of deathmatch twits such as joe-rambo who believes running around randomly and killing the most skulks wins the game. Just my 2 cents.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, 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-->Do you devs really think that's going to balance out? No way in hell! You don't take something that plays as well as NS 1.04 and then completely change all of the gameplay and strategys. It's just too much change. None of the marines strategies will work anymore.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Might as well give my answer to this, Do I think that Flayra and co. are going to balance it out? Hell yes, if it doesn't work, they will scrap it and try again, also, lets not forget that it <i>doesn't</i> work in 1.04, why do you think marines win all the time? And your comment about how "none of the marines strategies will work anymore" ...So? Maybe they won't, which means that we might have to *gasp* think of new strategies! In case you don't get it yet, this is a <b>good</b> thing.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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-->Maybe they won't, which means that we might have to *gasp* think of new strategies! In case you don't get it yet, this is a good thing.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I've got no problem with new stratagies, the 1.04 ones are old and stale, not to mention unbalanced. However, I'm very concerned that as the game is being currently tested by the "best of the best clans" we'll end up with a game which results in horrible imbalances on the public servers, purely because there will be very few marine teams co-ordinated enough to undertake the nessassary tactics for victory.

    <!--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-->Thanks for the vote of confidence.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, why should we public server players feel that our concerns will be addressed? All the veterans are exactly that: veterans, and you're all used to playing with excellent communication and teams that follow orders to the smallest detail. The same goes for the playtesters. But the simple fact remains that the vast majority of public server players <b>are neither as skilled or as co-ordinated you</b>. By leaving the testing up to a small group of high level players there's a big risk that the less experiance players will get an unbalanced product.
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    You use good players to test games, not bad ones. That's just the way it is. If a game works at the highest skill level, it works on all levels. If the marines are uncoordinated on public servers, so are the aliens.

    And what would the alternative be? Would you rather have random newbies looking for flaws? They won't find any, I can assure you.
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