Should Aliens Get Auto Res Defence?
DoADrunkMonkey
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.
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
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.
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-->
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-->
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
By that logic marines don't need electric nodes either, they have a commander who can see exactly where and what is under attack.
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.
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 ?
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
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
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.
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.
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.
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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-->
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 =\
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.
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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-->