Marine Wins

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">due to no onos?</div> I've been playing quite a few games where marines are winning. These are on Roobs NTFM server and this is still 2.0.

Bizarrely by analysing these wins I can see what I orginally saw and still see as an unbalancing factor - Early Onos. The problem is Roob's server doesn't have any lamers that 'just save for onos' so while a certain amount of good skulking and lerking keeps marines controlled for a while (the general rule is keep marines on less than 4 RT's on this server and this is usually done), however, once they get upgrades and Adv arm only Onos will do. This is fine however from these games it seems to take marines about 10mins to build up to be able to expand and hold effectively, by which time on most other servers there would be 1-2 onos already that can complete and utterly halt the expansion, on Roob's the onos (in these particular games) aren't there and don't appear until ~15mins.

My point is aliens need early onos to win, yet in games where they get them a win is almost guaranteed. Surely this means onos are overpowered?

p.s I don't want to detract from the marine sides which win who are often very organized.

Comments

  • EZeroEZero Join Date: 2003-08-12 Member: 19572Members
    i think the problem there is everybody used their resource
    making lerk harassments semi useless because u get them like ~10min and by then the marine guns are strong and can kill lerks easily....
    that or the aliens doesnt have any fades so when the weak marines expands, nobody is holding them back (minus the few skulk rushes)

    sooooooooo
    what im saying is
    everybody spends their resources so theres no early game suppressive "fire" from the aliens so marines expand and expand with no aliens taking down electrified node = marine tech frenzy = ownage
  • davidsansomedavidsansome Join Date: 2003-02-07 Member: 13228Members, Constellation
    I agree - I've commanded many games on Roob's where even one onos on his own could have completly devistated my base/outpost.

    Just as one alien saves for a hive, maybe one (but only one) should save for onos as well?
  • Brass_PigeonBrass_Pigeon Join Date: 2002-11-08 Member: 7756Members
    I find lerks being more difficult to deal with than onos. Onos require a bit of teamwork (3/4 marines will do) but then an onos (aka 100 res) will be history. Early onos = 2nd objective. Sporing lerks can halt marine progress on the map quite good (I can't but I've seen it happen quite a lot)
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--davidsansome+Sep 3 2003, 04:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (davidsansome @ Sep 3 2003, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree - I've commanded many games on Roob's where even one onos on his own could have completly devistated my base/outpost.

    Just as one alien saves for a hive, maybe one (but only one) should save for onos as well? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Most of your commanding games are games of res-denial and crippling. That explains the no onos part. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    But it's true -- the Kharaa actually need onos to win, but that onos also need that second hive. (Or dcs at the first hive) to be effective. I've seen the 2 hive lockdown been used successfully in many games, and without those dcs, people don't dare to go onos.
  • DramaKingDramaKing Join Date: 2003-06-21 Member: 17582Banned
    edited September 2003
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=45839' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=45839</a>

    Edit: Also note, that from my experience, Onos is rarely used in matches. Fade's are generally the game enders.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Jeez.
    Its not lame to save for onos from start, its just stupid when the half team or nobody does that.
    In endgame against fully upgraded marines you need each alien class in same quantity.

    Fade is better for attacking, onos is better for expanding, lerk is better for defending.

    Movement first best for early Fades, worst for early Onos.
    Sensory first is best for early Onos, worst for early Lerks.
    Defense first is best for early Lerks, worst for early Fades.

    When you have NO DC, more fades are usefull, they dont need DC due their speed and metabolize.
    When you have NO SC, you need more Lerks, they are perfect scouts and profit most from DC and Adren.
    When you have NO MC, you need more Onos, it pfofits the least from extra speed and most from defense and sensory.

    When you see aliens loosing, remember thoose lines and you most times find the reason, apart from missing teamwork and ignorant players.
  • DramaKingDramaKing Join Date: 2003-06-21 Member: 17582Banned
    <!--QuoteBegin--Ollj+Sep 3 2003, 05:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 3 2003, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Jeez.
    Its not lame to save for onos from start, its just stupid when the half team or nobody does that.
    In endgame against fully upgraded marines you need each alien class in same quantity.

    Fade is better for attacking, onos is better for expanding, lerk is better for defending.

    Movement first best for early Fades, worst for early Onos.
    Sensory first is best for early Onos, worst for early Lerks.
    Defense first is best for early Lerks, worst for early Fades.

    When you have NO DC, more fades are usefull, they dont need DC due their speed and metabolize.
    When you have NO SC, you need more Lerks, they are perfect scouts and profit most from DC and Adren.
    When you have NO MC, you need more Onos, it pfofits the least from extra speed and most from defense and sensory.

    When you see aliens loosing, remember thoose lines and you most times find the reason, apart from missing teamwork and ignorant players. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    On the contrary:

    Jeez.
    It's definately lame to save for onos from the start if your team is losing, its even more lame when the half team does it.
    In endgame against fully upgraded marines, judge which alien class you feel would be the most effective in that situation, and use it.

    Fade is better for containing, onos is the best of everything, lerk is better for supporting.

    Defense first best for early Fades, Best for early Onos.
    Defense first is best for early Onos, worst for nothing.
    Defense first is good for early Lerks, best for early Fades.

    When you have DC, more fades are usefull, they need DC due awesome ability to contain marines.
    When you have SC, you lose.
    When you have NO MC, you don't have a second hive.
    When you see aliens loosing, remember thoose lines and you most times find the reason, apart from missing teamwork and <b>ignorant players</b>
  • ynnaDynnaD Join Date: 2002-11-25 Member: 9897Members, Constellation
    I find that usually whenever I play I plonk down one res node and save for onos. The trick in saving is not waiting in base, but always being out there racking up skulk kills, and thus res.

    As for upgrades, I find that the most important upgrades for an onos are movements, followed defence and finally sensory. Celerity helps a lot when charging the group of marines down the corridor because you spend a lot less time in their crosshairs, and can escape more effectively. Defence then adds regen, meaning that you can sustain long attacks on the rines without having to rely on hives / gorges for healing. Finally, SoF merely provides you with information on enemy placement.

    The thing about having DCs first, is that onos are painstakingly slow in moving, so using regen is out of the question because you cannot effectively escape a firefight and heal up. The only viable upgrade becomes redemption (lame imo), and early fades are disadvantaged.
  • DramaKingDramaKing Join Date: 2003-06-21 Member: 17582Banned
    <!--QuoteBegin--ynnaD+Sep 3 2003, 06:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ynnaD @ Sep 3 2003, 06:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I find that usually whenever I play I plonk down one res node and save for onos. The trick in saving is not waiting in base, but always being out there racking up skulk kills, and thus res.

    As for upgrades, I find that the most important upgrades for an onos are movements, followed defence and finally sensory. Celerity helps a lot when charging the group of marines down the corridor because you spend a lot less time in their crosshairs, and can escape more effectively. Defence then adds regen, meaning that you can sustain long attacks on the rines without having to rely on hives / gorges for healing. Finally, SoF merely provides you with information on enemy placement.

    The thing about having DCs first, is that onos are painstakingly slow in moving, so using regen is out of the question because you cannot effectively escape a firefight and heal up. The only viable upgrade becomes redemption (lame imo), and early fades are disadvantaged. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I disagree completely; without DC the onos is a waste of res.
    And fades are the strongest possible upgrade early game : ) - Infact, the entire game besides onos fades own
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Compare onos to the top tier marines. 2 HA, one with shotgun and one with HMG should be able to hold off or kill any single alien period, including an onos. An onos is 100 res and yet it has a huge disadvantage which is range. If you see an onos all you have to do is position yourself at the end of a hallway. Fades are just 50 res and yet they dont have this disadvantage. The biggest threat that onos pose is as an outpost-killer. All that it takes to resolve that is diligence and teamwork. Of course, the place you see the best teamwork, in competitive play, you also rarely see any marine outposts.

    Of course, I've never seen an instance where we needed an onos over just a fade and gorge combo.
  • ynnaDynnaD Join Date: 2002-11-25 Member: 9897Members, Constellation
    <!--QuoteBegin--DramaKing+Sep 3 2003, 06:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DramaKing @ Sep 3 2003, 06:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ynnaD+Sep 3 2003, 06:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ynnaD @ Sep 3 2003, 06:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I find that usually whenever I play I plonk down one res node and save for onos. The trick in saving is not waiting in base, but always being out there racking up skulk kills, and thus res.

    As for upgrades, I find that the most important upgrades for an onos are movements, followed defence and finally sensory. Celerity helps a lot when charging the group of marines down the corridor because you spend a lot less time in their crosshairs, and can escape more effectively. Defence then adds regen, meaning that you can sustain long attacks on the rines without having to rely on hives / gorges for healing. Finally, SoF merely provides you with information on enemy placement.

    The thing about having DCs first, is that onos are painstakingly slow in moving, so using regen is out of the question because you cannot effectively escape a firefight and heal up. The only viable upgrade becomes redemption (lame imo), and early fades are disadvantaged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I disagree completely; without DC the onos is a waste of res.
    And fades are the strongest possible upgrade early game : ) - Infact, the entire game besides onos fades own <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The point I'm trying to make is that using DC first pretty much forces you to use redemption. With celerity first you are more flexible in both your later upgrades, and your methods of attack.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    While it's lame to "save" for onos, if your team is big enough, and everyone else gets nozzles, while you skulk around and attack them, onos is good to have early in case they try to attack a hive with HA, or do something unexpected.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    In the kind of situation where you get stuck with having one hive onos you're probally screwed anyway, but if you end up in that situation d would be best for onos.

    You can blink around permanently without having adrenaline and with regeneration you can blink around in circles in the air while marines try and shoot you all the while healing.

    Regen is good for sporing from a vent and since spores don't stack adren isn't all that needed to keep energy up.
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