Why Ns2.0 Is Unbalanced
th0r0n
Born again n00b Join Date: 2003-06-12 Member: 17313Members
<div class="IPBDescription">It's simple</div> In 2.0 getting 3 hives as alien is very possible, this triples what the marine team has to do in order to end the game, whereas usually the aliens only have to destroy one.
I mean in most pubs, what marine team could pull off the destruction of THREE hives?
I mean in most pubs, what marine team could pull off the destruction of THREE hives?
Comments
Esp. true on lost. I repeatedly just threw my fade into the CC pit and eventually destroyed it. We had 1 hive... they had HA HMG. I told them the CC was down and our morale soared and whenever we wasted one HA, that was one HA that was never coming back...
I've seen lots of successful hive lockdowns.
I've seen Marines comming back after 3 hives.
Just don't play sitting duck in the Marine Base...
There are things that have to be balanced more, noone questiones that, but 3 Hive Aliens ARE beatable unless you are too far behind with your tech or are simply outskilled most of the round.
In both cases it's only correct the Aliens win.
3 Hive also do not automatically tripple the work you have to do to win the round.
It makes it harder, but defending three hives requires a lot more resources and manpower... so if you simply ask "what's harder to destroy: One base or three?" the answer is: One. Because the whole enemy defence capacities are combined there.
Also noone hinders the Marines to build a second base anywhere on the map (ok, the Aliens hinder them, but I mean technically.. like game restrictions).
What does a hive have now? 5000HP as opposed to 6000?
hives drop like flies to the might of teh almight bewmstick.Also qualified to castrate any nubcaek you see fit.
It's just the aliens individual res comes in quickly with....but we know that aiens will have to fight as they have individual res pools....and RFK is needed for aliens,or they'll be severely crippled
Personally, I find it a disadvantage aliens need to have three bases while marines only need to have one. It forces aliens to secure key locations that marines can defend to cut out tech of the opposing team. Aliens have no way to cut out tech of the marine team because they only need one location to tech fully. There are disadvantages to your so called three base advantage.
Ps: VERY RARELY to marine teams only have one base. I mean, are you trying to tell me the marines will never expand and defend another rsr node/base?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Your telling me you have never seen turret farms in an opposing alien hive?!?
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1tf
3 sentries
and 1 marine with a LMG can hold off any fade. the sentries are not very dangerous for fades but that marine will scare them off because fades are very scared of getting shot and wasting 50 res.
thats actually not a bad reason <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Although I wouldnt say its the root of most unbalances *cough cough rfk cough hive cost cough cough*
The reason 2.0 is imbalanced is because the aliens have to defend THREE bases, but the marines only have to defend one!
Spin is everything. It's very easy to destroy an alien hive with a competent attack, and attacks are easier to orchestrate when you have a commander giving instructions. Marines can get phase gate tech if they have the RPs, while aliens must get Movement Chambers instead of another if they wish to move quickly between bases, and even then can *only* move between hives while the marines can go anywhere the commander drops a phase gate.
Another counter-argument: Hives take a while to go up and cannot be hurried, while a marine base goes up as fast as the marines can build it. A CC and IP (the marine Hive-equivalent) can be built for 45 RPs (the cost of a Gorge and Hive). Combine that with a smaller to-hit area, the ability to place it ANYWHERE (including "hidden" areas), and twice as much health. Now combine that with the fact that marines have a centralized resource system, so acquiring 45 RPs is much easier for a commander than for a single alien. Defending the investment only costs the marines 20RPs more than it would cost aliens (turrets = OCs, but a turret factory is required), and turrets are more effective because they are shooting at primarily melee enemies, while marines can attack OCs from afar.
So the marines can move between areas more easily, set up a Hive-equivalent ANYWHERE for the same cost, and set up more effective defenses for slightly more RPs. Their centralized resource system makes this much easier to do, and yet it is not even a required activity, while aliens are much less combat-effective if they do not expend the RPs and time to build and hold multiple bases.
Now who's getting the short end of the stick?
NS2.0 Comes down to THIS and ONLY THIS, Which TEAM has the better PLAN, Organization and Execution.
Dont <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> *** on something untill you see what it is.
209.19.57.56:27017 <<< play here we recently went to a public server, PLay 2 days here and tell me what you think about 2.0
Oh! I know the answer to this one!
"The turret-farming turtling paranoid and scared marines."
Seems like they just fail to realize that hives -are- paper-thin. 3 marines took down one hive in 2-3 seconds yesterday. Now, imagine two attacks at two hives at the same time. One of them is bound to succeed.
Aha, the marines can hold off attack after attack? Then why can't they defend a forward position instead of that last hive or marine start? Why, yes they can!
The reason 2.0 is imbalanced is because the aliens have to defend THREE bases, but the marines only have to defend one!
Spin is everything. It's very easy to destroy an alien hive with a competent attack, and attacks are easier to orchestrate when you have a commander giving instructions. Marines can get phase gate tech if they have the RPs, while aliens must get Movement Chambers instead of another if they wish to move quickly between bases, and even then can *only* move between hives while the marines can go anywhere the commander drops a phase gate.
Another counter-argument: Hives take a while to go up and cannot be hurried, while a marine base goes up as fast as the marines can build it. A CC and IP (the marine Hive-equivalent) can be built for 45 RPs (the cost of a Gorge and Hive). Combine that with a smaller to-hit area, the ability to place it ANYWHERE (including "hidden" areas), and twice as much health. Now combine that with the fact that marines have a centralized resource system, so acquiring 45 RPs is much easier for a commander than for a single alien. Defending the investment only costs the marines 20RPs more than it would cost aliens (turrets = OCs, but a turret factory is required), and turrets are more effective because they are shooting at primarily melee enemies, while marines can attack OCs from afar.
So the marines can move between areas more easily, set up a Hive-equivalent ANYWHERE for the same cost, and set up more effective defenses for slightly more RPs. Their centralized resource system makes this much easier to do, and yet it is not even a required activity, while aliens are much less combat-effective if they do not expend the RPs and time to build and hold multiple bases.
Now who's getting the short end of the stick? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Counter point: One skulk can take down the IP in about 10 seconds flat, by himself, with no upgrades. The marines that pop out usually need a second to orient themselves and in that second a skulk can position himself behind the marine and get the bites needed to take down the marine and get back to chomping away at the IP. Once it's gone then the comm usually has to recycle the chair or risk loosing all the res put into the mini base. Trust me, I've taken down multiple IP by myself and the marines that spawned with them. No upgrades or anything. And the marines were actually half decent, they aimed, just that they sprayed their bullets a lot. The comm popped out and I even got him.
By the time thier friend came back, all thier IPs were down. One skulk. They managed to rebuild after what was said and down, but it took time, resources, and it pulled marines away from what they could've been doing.
SHUTUP AND JUST PLAY! IF YOUR A CRAP MARINE THEN YOU WILL LSOE AS MARINE! IF YOUR A CRAP ALIEN THEN YOU WILL LOSE AS ALIEN.
cant the admins stop these bloody unbalanced threads or something! its stupid!..
the bloody ns team put heeps of work into this mod. so how bout make a post saying *ns2.0 and why its gooD!* ...
words of wisdom from Arnald Swartsneger : STOP WHINING!
Totally pwned aliens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Totally pwned aliens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Fantastic. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I believe that skill is just as important as teamwork. NS 2.01b is as balanced as I could have ever imagined.