Should Aliens Get Auto Res Defence?

DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
the marines can elec their res nodes, and what i heard its pretty deadly to anything untill higher creatures, should the khraraa get something for their res defence?

when the marines apply pressure onto aliens they always knife the nodes and well the average responce time usually doesn`t get em, plus if its 2 or more marines knifing them it can be killed in 25 secs.

Comments

  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    Its not auto it must be purchased as an upgrade.

    Also, Aliens do have a bit of an auto defense as it is.
    Hive sight.


    It literally points you to the exact location the node is at too.
    As a marine you have to be careful when you try to take down a res tower as the entire alien team is notified. All the alien team has to do is send a skulk (which is a pretty damned fast unit last time I checked) and the skulk can take out the marine (or heavily wound him).

    Marines on the other hand have no idea what is going on outside their LOS. The comm has to inform them of what is going on where.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    As in "GO TO THAT DAMN RT FFS!!!" And before you find out what rt he's thinking about, it's down.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    well i was just mentioning.
    the hive sight may tell u that its under attack, but the elect doesn`t even need to tell you and well i hate the idea that skulks can`t even take down elec rt`s.

    i personally havn`t actually played 1.1 but what i see at 1.04 can be.
    2 marines, 1 can knife and use as bait the hive sight while the skulks run down a long corriodor and get nailed easilly, and in 1.1 the marines will be praised for that by recieving res because a skulk reacted to a hive sight request. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Aliens don't need electric nodes or something like that, they have hive sight.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    so, don't charge down open hall ways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    skulks have also been beefed up in 1.1

    increased FoV and faster


    again, if the game aint balanced, they will balance it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Considerin an electrified node is a +25 res investment, it SHOULD be hard for skulks to take down without a team effort. Alien nodes are cheap, so easily replaceable.
  • CacoColaCacoCola Join Date: 2003-06-03 Member: 16978Members
    know what makes me angry?

    In umm...shoot dunno the map name

    ns_nancy I believe

    the one with subspace? Yah ok well when the Kharaa start in subspace all the marines have to do is rush to mother interface, and build a TF there, and then siege, and it's game over and aliens can't do a thing about it cause the hallway is soooo long that marines waste u before u even get there

    and the vent that goes into mother is usually blocked off so u can forget about that
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited June 2003
    <!--QuoteBegin--Forlorn+Jun 8 2003, 07:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 8 2003, 07:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aliens don't need electric nodes or something like that, they have hive sight. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    By that logic marines don't need electric nodes either, they have a commander who can see exactly where and what is under attack.
  • Marine0IMarine0I Join Date: 2002-11-14 Member: 8639Members, Constellation
    A commander is a human being who has whose time is very precious. Every second he spends notifying his teammates to aliens chomping res nodes, he wastes when he could be doing something else. Not only that, it takes him time to find the closest marine, then give him the waypoint, and then it takes ages for the marine to walk to the res node.

    Skulks are light, fast, and instantly see when res nodes are under attack. When they do come for the marine, he will most likely be hacking at it with his melee.

    You try commanding and responding everytime some skulk takes a chomp out of ur 4 res nodes.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited June 2003
    If I get the "your base is under attack" warning I can just press space, note the location, and tell my team about it over voice comm as I go back to what I was doing before, "wasting" about 2 actual seconds, and the marines should have no trouble getting to it in time considering how long it takes for a skulk to kill a res node, and if there are more than one, well, there is no way an alien team can get to a node before 2 marines are done knifing it, so why should it be different for marines? And don't give me any of that "Balanced does not mean identical" crap, some things can be different while other things can be the same.
  • CarlingCarling Join Date: 2003-05-21 Member: 16571Members
    I read that in 1.1 commander can assign marines to groups. so he can just way point a pre-made group. maby have on group for defending other structres.

    I havnt played 1.1 yet so i dont no exactly how these res nodes work now. but wouldnt it just be as easy for aliens to send 2+ skulls against the res node ? That way they could take its hp down faster and should live to tell ?
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    edited June 2003
    <!--QuoteBegin--Caco-Cola+Jun 8 2003, 07:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caco-Cola @ Jun 8 2003, 07:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> know what makes me angry?

    In umm...shoot dunno the map name

    ns_nancy I believe

    the one with subspace? Yah ok well when the Kharaa start in subspace all the marines have to do is rush to mother interface, and build a TF there, and then siege, and it's game over and aliens can't do a thing about it cause the hallway is soooo long that marines waste u before u even get there

    and the vent that goes into mother is usually blocked off so u can forget about that <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    way off topic, but hey, if you REALLY knew the vents in nancy, you'd know that there's more than just Mother Interface way to get out......



    Also, back on-topic, I'm a primarily kharaa player, and I think it's perfectly fine for marines to electrify the RTs. That's 25 res they don't have for researching something else right away, and it gives us a chance to take it down before it's made it's investment back (even if you have to suicide a few times). Gorge's can just "hat" the RTs (I understand O chambers are pretty cheap as weel now), and maybe stick a d chamber there to heal damage. There are counters to any strat guys, expand your mind
  • ZeldaZelda Join Date: 2003-05-31 Member: 16893Members
    you're evidently and biasly pro-alien so your views are too radical to be considered. aliens dont need anything hive sight does it. marines dont even know where the res is and the marine res goes down a hell of a lot faster than the alien ones. by the time 2 marines knife it, a decent team of skulks would take them out.
  • snake_docsnake_doc Join Date: 2003-04-18 Member: 15610Members
    Well I feel that Marine team will most of the time always have the advantage with there machine guns.
    The ole Spray and pray addage.

    And why shouldent the alien res towers be capable of defending them selves ?
    Maybe even self healing res towers if there not defending them selves.

    This would seem to be the way to even out the res problems which seems to be jumping up here.
    Also from what I have data on (server stats) Players Tend to go marines more because its an EASIER team to play (kill to death ratio)
    Give a marine a JP and a hmg and its hive over.
    They will land on top of the hive and chew it to shreds.
    Why not a lerk with 100 health 100 armor such as a marine ? (even this out a bit) lol

    My 2 cents now flame on
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Does the Gorge count as a "higher creature"? Once two hives are up (and apparently, it's a hell of a lot easier to get up a hive than it is in 1.04) the gorge can take out any unmanned marine outposts.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    i can see the problem the marines have at keeping res nodes unless they constantly defend or turret farm up, both not very practicall cos u got other things to do.

    but 30 damage and 3 targets at the same time, skulks can`t even take 1 bar out on it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    i`am just stateing, please disscuss.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    The alien team already has a cheap, semi-effective defence suitable for covering resource nodes - It's called the offense chamber.

    Electric res nodes fill the large gap in the marine defence arsenal between mines and a turret farm. Marines cannot drop individual turrets, so any turret based defence first requires a TF. Anyone who's ever attacked a mini-turret base will know, a TF typically requires at least 3 turrets before it can accomplish anything.

    This minimum outlay of TF and multiple turrets make the TF/turret combo unsuitable for covering res nodes. Actually in 1.04 their cost made them unsuitable for covering anything at all, but i digress. The marines have no cheapish, semi-effective defence for resource nodes in 1.04 because they cannot drop individual turrets. The Electric res node sounds like it fills this gap nicely.

    The Aliens on the other hand have no prerequisit for their towers, so there is no problem dropping 1/2 OCs on a res node for basic protection. Unlike the marine's tech, the alien defences actually scale properly. You can drop as many OCs as you wish and will get your moneys worth in terms of defence, 1/2 OCs will actually do something unlike a TF with 1 turret next to it.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    well depending on what hive and map then marines can control lots of res easilly.

    usually the. take res thats over HERE and apply pressure to aliens and distract them in hope they don`t see all the nodes they have, works pretty well already.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    <!--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-->Zelda Posted on Jun 8 2003, 01:33 PM
    --------------------------------------------------------------------------------
    you're evidently and biasly pro-alien so your views are too radical to be considered.  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    First off, everyone is biased towards either aliens or marines, there are only different levels of bias towards a side. Second, everyone's views are acceptable, no matter how radical or not they are. A great game cannot be made based on the ideas of a few conservative individuals.

    Anyway, on to my views. There have been some good points brought up in this thread; Marines have an easy time of taking out alien res towers, aliens have a knowledge advantage with the hivesight, marines have a defense advantage with the electrified res towers, and skulks are hard to kill unless they're in a long, inescapable hallway or are newbies. Something I'm not clear on exactly though: Is the electrified res tower an upgrade then its done kinda thing (like armor or weapon upgrades), or does the upgrade need to be applied to each individual res tower (like advanced armory, etc)? Depending on which one it is, I will have something to say about it later on. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    You must research electricity (yea that sounds funny) at a TF. That's why commanders usually drop a TF after the armory and IP are complete. Once its researched, you can upgrade individual res towers to become electrified.

    An electrified res tower with an electrified turret factory right next to it is impossible to take as skulks, you need a second hive so a gorge can bilebomb it =\
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    Some Qs...

    How much do RCs cost a gorge in 1.1 anyway? I know it's pretty cheap, less than rine RTs anyway.

    Isn't there a limit to how many OCs a gorge can spit up per hive? That would make OCing every RC impractical.

    It would appear the aliens are losing when it comes to the res wars. It's kinda unfair that rines can mostly ignore RTs early game while Kharaa have to constantly respond to every "Resource Chamber under attack," message. Rines could harass RCs to distract aliens, and then gain map control. We'll just have to wait and see. If it does become apparent that RCs are too open, then they will get some upgrade. Maybe a super fast healing rate (they are directly linked to res) or an occasional spore cloud when under attack.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    <!--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-->Rennex Posted on Jun 8 2003, 07:52 PM
    --------------------------------------------------------------------------------
    You must research electricity (yea that sounds funny) at a TF. That's why commanders usually drop a TF after the armory and IP are complete. Once its researched, you can upgrade individual res towers to become electrified. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ok, that makes it more balanced. If the marines have to upgrade the individual res towers after building a TF, that seems pretty fair. I play aliens more often than marines, so I was worried that it would be too easy if the marines only had to upgrade the electric feild once, then all of their towers are electrified. So thats cool with me.<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
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