One-sided In Small Games

Dralafi_XIIIDralafi_XIII Join Date: 2003-04-30 Member: 15971Members
Games with at least an 8:8 player ratio on NS 2.0 are pretty good, but I've run into a problem. I downloaded NS 2.0 and have found that if the teams are small, we're talking 5:5 or less, the game becomes very one sided with the aliens winning damn near %80 of the time. The best thing I could think of was sending Marines out to do a rush strategy and keeping the aliens off the RNs. Unfortunately, I find that Marines, on a 4:4 player ratio, just lack the raw manpower to keep the aliens in check. Every game I played on LAN seems to end the same; the kharaa win. By the end of the game the aliens have at least a 7:1 RT advantage and all except 1 alien player have become onos.

I'm not a newb, so, after my first match on NS 2.0 as commander, I realized RTs meant more now than ever. I told my soldiers to go on search and destroy since it would be nearly impossible to defend the RTs anyways with only 3 men. Eventually, however, the aliens usually find a way to get the RTs up and go ONOS it seems like 30 minutes into the game (a fellow marine told me later that, in reality, we lasted longer than that).

I haven't read the full changes on 2.0, but I think that alien res is distributed in such a way that the res (+1.0) goes to each alien individually one at a time. In big games, this means aliens have to get as much res as they can get, but in small games, they get res by the motherload!

In a game of 4 on 4, what should marine commander do?

note- we played six games, swapping teams each game, and marines lost every time getting totally annihilated by the aliens

Comments

  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    edited August 2003
    Marines always won more often on the biggest servers... that's not new.
    They have a greater advantage when moving in groups , and it is hard to ambush vanilla marines groups since most skulks don't have carapace.
    It is a better idea to just lerk and spores from a vent (easier with scent of fear or regen) when the marine squad passes by , damaging everyone. I guess spores is the counter to mass marine attack , but it's not easy when you have 3+ lmgs waiting for you.

    While the more HAs in a train the better , more than 2 onos block each other , that makes hit and run tactics impossible (resulting in a great res loss) and HAs + siege is almost invincible (support aliens get grenade spammed , onos get shredded by HMGs and turrets)

    Stomp and Xenocide tend to counter large groups to a degree , but it's generally used against overconfident marines who don't keep their distances.
    Since acid rocket is a hive 3 ability , it is more of an endgame spam tool as vanilla marine groups and jetpackers are very rare in the late game.
  • pEnGuiN_gabpEnGuiN_gab Join Date: 2003-06-18 Member: 17471Members
    <!--QuoteBegin--Stakhanov+Aug 2 2003, 06:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Aug 2 2003, 06:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Marines always won more often on the biggest servers... that's not new.
    They have a greater advantage when moving in groups , and it is hard to ambush vanilla marines groups since most skulks don't have carapace.
    It is a better idea to just lerk and spores from a vent (easier with scent of fear or regen) when the marine squad passes by , damaging everyone. I guess spores is the counter to mass marine attack , but it's not easy when you have 3+ lmgs waiting for you.

    While the more HAs in a train the better , more than 2 onos block each other , that makes hit and run tactics impossible (resulting in a great res loss) and HAs + siege is almost invincible (support aliens get grenade spammed , onos get shredded by HMGs and turrets)

    Stomp and Xenocide tend to counter large groups to a degree , but it's generally used against overconfident marines who don't keep their distances.
    Since acid rocket is a hive 3 ability , it is more of an endgame spam tool as vanilla marine groups and jetpackers are very rare in the late game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    very true.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    woops , I've been kind of off topic...

    The solution might be to give shotguns to your men and hunt the gorges , who are vulnerable alone. This means you have to build several observatories to ping the map (or search motion tracking if they don't have sensories) and use all your avaible troops in one squad busting alien structures around the map.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    5/5 I'm fine with, it's below that that I've seen the real problems so far. When it's, say, 3/3, aliens expand quickly while it's nearly impossible to do anything except cap res nodes like mad for marines... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    However, it's nice that the game's more or less even for 5/5-8/8, though it's hard to clear out marines at the end of an 8/8.
  • Dralafi_XIIIDralafi_XIII Join Date: 2003-04-30 Member: 15971Members
    edited August 2003
    Thanx for your input. I agree that maybe 5:5 or more the game is fine, very well-made actually. But I believe balance becomes an issue with small-time LANs of 4:4 or lower, which I just experienced. Actually, today I played with some buddies of mine with the smallest it could ever be and still <u>should</u> be somewhat fair; 2:1 with marines:aliens. Now you're probably thinking, 'WHY WOULD YOU EVER PLAY THAT SMALL OF A GAME?!'. Well, I was hoping I could find a good strategy for small LANs of 5:5 or less. I tried to find one, but I didn't. I was told that I should sit on it for up to a month to find a strategy marines could use. But, if you ask me, I would say that, in small games, if marines need some fancy, complicated strategy to beat aliens while all the aliens have to do is the obvious (i.e. murder the marines wherever found), than balance becomes an issue.

    But, this thread is here for strategies I could use, not for me arguing about balance in small LANs. So please, PLEASE, if anyone has a good strat for small 4:4 games, let me know.

    THE WAY IT IS IN BIG GAMES
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> >< <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->

    THE WAY IT IS IN SMALL GAMES
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> >< <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->

    P.S. I should state that I do play on pub servers for 2.0 and actually find NS to be the next best thing to CS. Keep up the good work!
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited August 2003
    You're focusing too much on kills. While kills are helpful in 2.0 because they mean more resources, try focusting on res towers. Aliens have already learned the value of splitting up to cap as many res nodes as possible as quickly as possible. But marines can only build one node at a time. So what's the solution?


    Why not try having your team load up completely with ammo, then sending them out as a group and telling them to stay together. Send them to one node at a time, and cap them one by one. Tell them if they encounter an enemy node, to all stand with their backs against a wall and concentrate their LMG fire on that one node. (Alien Res Towers seem to have more hit points now, or maybe LMG is weaker, but LMGs are still a quicker kill than knives.) Then plunk down a res. Aliens will generally be too busy gorging early game to come to the node's rescue.

    And while a gorge can technically spit a lone marine to death now, it is still possible for an LMGer to pop the fatty. A squad of LMGs should be able to handle an encounter with a gorge. Electrify the nodes as soon as you've built them. This will keep away anything other than a lerk or a gorge, until they get more hives and res, anyway, and even a lerk or gorge will only be able to damage it very slowly with their one-hive projectiles. A trio of OCs will work, but that costs res. You won't encounter fades or onos until the player gets a lot of res, and you won't encounter Bile Bombs or acid rockets until they get multiple hives up and running.

    The first time someone dies, or the first time a new marine joins the server, or especially if your ENTIRE team dies, now that you have a few res to spare, have them build a Tfactory and 2 turrets in the base, and make them guard it until you can electrify the tfactory.Put this stuff in the center of the room, and your IPs and CC should be safe from newly-spawned skulks. Or if the marine spawn layout permits it, line the stuff up along a wall far away from the only entrances.

    That's my idea for a strategy. try it. See if it works. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Oh, and in a 1 vs 2 LAN game, try building an observetory, pinging for the hive, and then rushing there and building a tfactory and 3 turrets placed as far away from each other as possible. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Now have your guy use his LMG to pop the fatty when he tries to defend his hive.
  • Dralafi_XIIIDralafi_XIII Join Date: 2003-04-30 Member: 15971Members
    Although I appreciate your input, I've pretty much tried everything you said. What they seem to do best, especially when it's 4:4, is they have 3 skulks running offense the entire time while they have one gorge running for the nodes. I've tried putting a turret factory w/ electrified defense up and placing the turrets in strategic positions, but not only do the incoming skulks slow me down, but they always manage to find a way around the turrets (i.e. they run behind a nearby structure and begin chomping away). With only 3 marines at my disposal, I can either have 1 stay back to help defend and build main base, or I myself can momentarily step out of the CC to build something fast than jump back in. The closest I've managed to get is to have my 3 marines attack their main hive while they gang up on my base. From there, we played 'chicken'. I watched both bases trying to see who was ahead of the other in destruction until I noticed that all of our turrets were destroyed, at which point I did not call back my forces but tried to handle the fades myself. I failed (they loved to use blink A LOT!). After destroying our base, I watched in horror to find that just as my team destroyed their hive, their second one just went up! The one gorge the aliens had built several res towers but than bided his time and built the hive. My team was destroyed by 2 fades and a lerk. I believe that if I can get my defenses up at my main base and manage to send the 3 marines I have out to capture res or seek out the hive, we may stand a chance. But I don't do a good job of both being the commander, defending our base, and building structures (leaving CC and building) at our base AT THE SAME TIME! In 30 minutes tops, all of them go onos and, as far as I can tell, by than we don't have anything to stop 4 oni as I am desperately trying to maintain defenses while everyone else is trying go at their hives. The aliens just seem to progress so much faster and easier than the marines do in the games I played.

    One of my friends thinks that 2.0 has really newbified NS (his opinion, not mine) because out of the 8 games we played up to date, most of which 4:4, aliens won all of them. As he said, "You'd think we would have won one of them just by chance."

    The 3 aliens attack our main base on a constant basis while their 4th member becomes a gorge and builds everything. As marines, we can't use the same tactics because the commander would have too much distance to cover. And, adding in the factor that skulks are fast, this means that the aliens can set up their RTs much quicker than marines ever could (I do realize that marines don't need as many RTs, but still...).

    Maybe I'm not a good commander, I don't know. But I'm the best the other 3 marines have, and I'm thinking we're SOL.

    As you can tell, I'm very frustrated. Thanx anyways though.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited August 2003
    Okay, here's my new strategy for winning games with your team. It's called the "invite people over" gambit. Basically what you do is, as soon as your team spawns, you go "Wait a minute, time out, guys, I just remembered, I have to make a few phone calls before we play." Then you call a bunch of people from your school or office, and tell them to bring their computers over for a lan party. They don't even need to be good players, you just pretty much need more people on the lan network. Presto. You are now playing an 8 vs 8 game, and your awesome team of "elite" marines (Read: 8 marines. 1+3+3+7=8) will be ableto harrass and distract the kharra until you can afford HA. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Seriously, though. Sounds like the kharra figured out a more effective way of playing 4 vs 4 was to let one guy build and harass with the rest as skulks. I am guessing they chose to do this after winning a different game against you and deciding to try to limit your expansion this time. Now you need to counter THAT manuver... maybe plant 2 res and then research HMG as Fast as possible, followed by MT and then just telling your crew to keep their eyes peeled and their wits about them so they can HMG the skulks when they find them.

    Okay, best case scenario: You build 2 res outside your base. That's 3 total RTs. Next you rush HMG tech and spam 3 of them in your base. One HMG guards each RT and one guards your base. They stay in the corner of the room away from the sturcture they're guarding and DON'T leave unless the comm tells them to.

    When they see a skulk try to slip in between structures for a metal feats, the marine on duty holds down the trigger and advances. IF that marine dies, the commander IMMEDIATELY orders the 2 remaining HMG soldiers to the scene of the crime. They shoot the skulk in the back.

    You know what, you don't even need the HMGs. Try it with semi-auto-shotguns. Yeah. <b>4 vs 4 Shotgun Defense Counter.</b> Try that to save up some res.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Marines clearly has an advantage in bigger game, in more than 8 vs 8 aliens will get res so slow, that if you want fade or onos you'll have to be a pretty good skulker
  • Dralafi_XIIIDralafi_XIII Join Date: 2003-04-30 Member: 15971Members
    Yeah, you got a point about that first thing you said. We simply need more people to play. Otherwise marine strategy is pretty much down to a pulp. The only problem is how quickly the aliens can get res in small games. Other than that it's an awesome game.

    Maybe when our dedicated goes back on the internet, we can host NS instead of CS (No, seriously, we considered it).

    I guess, unofficially, closed LANs of less than 10 people total should not play NS.

    THNX A BUNCH!

    note- You'll probably see me on the internet. A lot.

    -- -[guNg-ho]-Dralafi_XIII
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    edited August 2003
    Just from a balance stand point, I think this was the reasoning:

    In smaller games, each alien will get res faster because there are less aliens to distribute the res too. This allows them to evolve to higher alien life forms faster. On the other hand, a small marine team has to spend far less res since it will cost much less to outfit the entire team with HA/heavy weapons. They will be able to hold onto fewer resource nodes, but they won't need them.

    Also in smaller games, aliens will most likely place far less structures as they will all need to be on the attack/recon. Any more than two gorges on a small alien team can easily result in a slaughter. Also, Marines will most likely have less resource nodes and will therefore be unable to place lots of turrets and the like. Balanced.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->Marines clearly has an advantage in bigger game<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes, however, I would assert that, short of humongous games like 15 on 15, the marine advantage is manageable. It becomes VERY hard for marines in small games, much worse than the inverse situation in large games.

    I do, however, now have a solution for small game woes. It's a little lame, though. It's a... shotgun rush. Except, don't rush to kill the alien hive unless it's undefended (clearly undefended, I should say). Rush to kill their res. Commander can turretfarm base himself while his 2 or 3 marines are off smacking aliens around. Res flow is based entirely on marine kills since you'll be medspamming like mad. Worked okay. Could be better. But at least we pulled off a 3v3 (I was able to tech off those 2 guys' incessant killing sprees, no res nodes required besides base res).
  • Dralafi_XIIIDralafi_XIII Join Date: 2003-04-30 Member: 15971Members
    First of all, I can understand your reasoning MasterShake. But let's say a scenario comes up where a marine with HA, an HMG, full armor and weapon upgrades goes against an Onos with either Carapace or Redemption, Cloaking, Adrenaline, and with all hives aquired. Whose going to win? In most scenarios on 2.0, the Onos would. Now, let's say instead of 1 marine, there's 3, and instead of 1 Onos, there's 3. That's like saying 6:9 instead of 2:3. Marines still lose. This is probably right unless I missed something. But, basically, 'nuff said.

    And as for the shotgun rush, I tried it. But when defense of your main base becomes a problem (see earlier message dictating what the aliens do), protection of the base becomes a priorty. I did try just ignoring the aliens and what I expected to happen did happen; we lost the CC and IPs and eventually lost the game. If defenses can go up, than it might work, but there's just not enough time or res to do so in small games.

    Although I am glad someone else realizes the severity of this problem.

    Keep it up.
  • CherryCherry Join Date: 2003-02-26 Member: 14043Members
    We also have seen the imbalanace in small (4v4 or fewer) games. One way we nomrally try to mitigate the problem is to put the more skilled players together on the marine team, and usually give the marines the "extra" man if there is an odd number playing. It's only a stop-gap measure though. The main issue is the res inequity between the alien and marine. Can the resource allocation be put on sliding scale? For small games, the marines should be given additional res.

    This should be something that could be tweaked (though not totally changeable) by the server admins. Doing this would allow those that have smaller games 4v4 or 5v5 to manage a more reasonable balance.

    I don't know enough about the internals of NS to know whether this has already been done or not. If it has, it needs to be modified some more.

    We really like to play NS, but with small games, it's almost too frustrating to play. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    If its a 3v3 a win is pretty easy as marine, secure the RT's outside your base (all maps have one or 2), then just get a proto lab ASAP, get JPs and do a JP shotty rush, with EVERYONE, no exceptions, commander hops out and joins them. With 3 JP/shotties you are able to take down a hive in seconds and because its still pretty early game, the hives wouldnt have much defence up. If they arent losing when you kill the hive, fly as a group to the next hive, then the last hive. However this tactic is risky at best, so its advised to mine up your base before your leave as otherwise 1 skulk could walk right through your whole base, if you got 4 people however, leave 1 JP shotty at base for defence (give him a JP incase aliens get an early onos, HA wont save you against an onos, infact it makes you an easier kill than if you had LA if your alone, and early game aliens find it VERY hard to pick off JPs.

    btw: to advance to the hive, use as many vents as possable, keep off choke points as their commonly defended, keep a low profile until you deliver the killer blow, take the aliens by surprise, its the only advantage you have as they wouldnt expect such an early rush.
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    Hmm i have opposite experiences, 5v5 game won ostly marines :-))
    I guess we all need to learn game more, before making balance judgements
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    edited August 2003
    I remember reading about handicaps on the last changelog...

    EDIT: Nevermind, only in tournie.
  • Dralafi_XIIIDralafi_XIII Join Date: 2003-04-30 Member: 15971Members
    I've been told the shotty strategy before, but the whole jp thing was left out. I was told that the creators of NS weakened the jp, making it no where near as useful as it was in 1.4. Ehh, I guess I'll try it at my next LAN. It's worth a shot.
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