Marine Vs Aliens Gameplay
NeoGregorian
Join Date: 2003-02-04 Member: 13093Members, Constellation
<div class="IPBDescription">my opinion</div> First of all id like to clarify that this is just my opinion. I totaly understand if anyone thinks otherwise, although that may or may not be lame.
Marines: Tactical and long-range makes the marines ideal to defend open areas, while weaker on closed ones. They all operate under the force of the commander, who should always have som clue bout whats going on, sending orders to GROUPS of marines, to do the bidding. The ONLY reason for going alone marine is for scouting, since teamwork is the essence of the Frontiermen. They are somewhat weak to hit n run, but compensate that for heavy defences, with or without marines.
Aliens: They spread out quick and take ground, like a plague. They are harassaers due to their nature (Hives/Gorges/DCs heal for free), and can easily scout. Their weakness is (read: should be) that they have problems defending areas, they simply put up roadblocks until reinforcement arrives. The hivesight is, and should be, the greatest perk of the Kharaa race. They are the masters of tight terrain and closed spaces.
The Issue: LALMG (Light Armoured - Light Machine Gun aka Regular Marine) Vs Skulk (with or without upgrades)... When the Skulk reaches almost point blank of the Marine, something wierd happens. Even though they are fighting on the Skulks ground (point blank) it seems like a skilled Marine can evade a lesser skilled Skulk for quite some time, using whats called "Bunny Jumping". Some think thats fair because the Skulk easier can ambush... thus getting into Point Blank at once. Some else argue that if you had a nice skulk up close and personal they wouldnt just stand there, they would jump like crazy.
At that point i must disagree. If you had an alien species that was BREEDED for melee, and he was right in you face, you would neither stand nor jump around... You would be DEAD!!!
Why this issue even exists is because it is (in this game) much harder to hit a moving target with melee than with ranged. I am the only one that see the obvious solution for this "problem"?
If you increase the AoE (Area of Effect) of the attacks, then it become much more simplier to hit melee, and thus radically harder to bunnyjump away from danger...
The type of bunnyjumping that takes you away from battle (like backwards BJing while shooting, removing the skulks ability to close the distane is a wierd bug and should be removed. Anyone that does not agree on this last part:
Well, I hope you dont play anywhere near me!
Marines: Tactical and long-range makes the marines ideal to defend open areas, while weaker on closed ones. They all operate under the force of the commander, who should always have som clue bout whats going on, sending orders to GROUPS of marines, to do the bidding. The ONLY reason for going alone marine is for scouting, since teamwork is the essence of the Frontiermen. They are somewhat weak to hit n run, but compensate that for heavy defences, with or without marines.
Aliens: They spread out quick and take ground, like a plague. They are harassaers due to their nature (Hives/Gorges/DCs heal for free), and can easily scout. Their weakness is (read: should be) that they have problems defending areas, they simply put up roadblocks until reinforcement arrives. The hivesight is, and should be, the greatest perk of the Kharaa race. They are the masters of tight terrain and closed spaces.
The Issue: LALMG (Light Armoured - Light Machine Gun aka Regular Marine) Vs Skulk (with or without upgrades)... When the Skulk reaches almost point blank of the Marine, something wierd happens. Even though they are fighting on the Skulks ground (point blank) it seems like a skilled Marine can evade a lesser skilled Skulk for quite some time, using whats called "Bunny Jumping". Some think thats fair because the Skulk easier can ambush... thus getting into Point Blank at once. Some else argue that if you had a nice skulk up close and personal they wouldnt just stand there, they would jump like crazy.
At that point i must disagree. If you had an alien species that was BREEDED for melee, and he was right in you face, you would neither stand nor jump around... You would be DEAD!!!
Why this issue even exists is because it is (in this game) much harder to hit a moving target with melee than with ranged. I am the only one that see the obvious solution for this "problem"?
If you increase the AoE (Area of Effect) of the attacks, then it become much more simplier to hit melee, and thus radically harder to bunnyjump away from danger...
The type of bunnyjumping that takes you away from battle (like backwards BJing while shooting, removing the skulks ability to close the distane is a wierd bug and should be removed. Anyone that does not agree on this last part:
Well, I hope you dont play anywhere near me!
Comments
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I'm not gonna get drawn into this, theres a thread about jumping already, go post in that one.
However, including sentences like the ones i've quoted isn't doing your stance any good.
Its 'bout (what i think) is (read: should be) the general level of play and the current hotlighted complication. And "that may or may not be lame" statement is a boolean expression... Choose whichever you would like, i left both options open; But anyone can think either way!
And a little side note: Groups of Marines working in the "Search and Destroy", "Enter and Secure" and "Spread Out Focus Fire" are 0wning Even greater Alien players, due to: (drumroll...) TeamWork!
atm OC's have a HP of around 4000 iirc
therefore not making them roadblocks but very powerful....
and i do agree whoelheartedly with you about the jumping but if you check teh 1.1 changelog it clearly states that this will be addressed by slowing you down after each jump for a second or so...
so thats both solved for me lol cos they are reducing the hp of OC's aswell...
In any case, this should be a non-issue in v1.1. The anti-bunnyhopping code slows a marine down if he jumps twice in quick succession. The result is that sporatic jumps are still fine, but hopping becomes extinct.
but that just means you need to practice your movements a little more <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
i think you're right bout the Bhopping and exploit, the 'rines sometimes start hopping 'round like they're in a a mario game(hmmm... mario sunshine). it's not right, that 'rines can move faster than a skulk and besides, if you let a skulk come in melee you deserve to die, you have MT and with that you can evade most aliens(that's the way you can survive long without any alien noticing you) well it gts fixed in 1.1