Combat Should Be Fast, But Give Me A Break!

EagaliousEagalious Join Date: 2004-02-15 Member: 26567Members
<div class="IPBDescription">New Respawn System Ruins Combat</div> I thought Combat was perfect in Beta 2 (except for the hive healing glitch) but now, thanks to this respawn system, the Marines get owned early on.

I've been playing Combat a lot since it was introduced and in too many Beta 3 games the aliens, because of their access to vents and faster speeds, can rush in and kill us all very quickly.

In Beta 2, CO games were longer but they were much more exiting. Now it sucks to be a marine because one alien with focus can take out two marines and the rest is dominos from there.

I've still had the fortune to play some longer games where both teams are able to get upgrades and have so actual exiting battles.

I know some people will blame strategy and not a game flaw, and I have to agree with you to a certain extent. A lot of CO players are not the same hardcore teamwork people that I find in regular NS and the Marines dont have a Commander to lead them.

After dozens and dozens of games, I can say that this respawn system is the worst of the three.

Comments

  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Yes the new spawn system needs a rethink.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    How is the new spawn system divided, I have a fuzzy idea of it, but I'm still not certain...
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    <!--QuoteBegin-Cold-NiTe+Feb 15 2004, 03:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cold-NiTe @ Feb 15 2004, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How is the new spawn system divided, I have a fuzzy idea of it, but I'm still not certain... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think you respawn in 10-15 second waves of 2 players each. Atleast thats what I have gathered from the last couple of hours of playing. Kind of sucks for marines to only get 2 people in at once while the cc is being destroyed.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I think it's like 33% of the team can only spawn at once, something like that.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <span style='color:white'>***Moved.***</span>
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin-coris+Feb 15 2004, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Feb 15 2004, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it's like 33% of the team can only spawn at once, something like that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's 1/4 last I checked, generally rounded down.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-Eagalious+Feb 15 2004, 01:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eagalious @ Feb 15 2004, 01:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought Combat was perfect in Beta 2 (except for the hive healing glitch) but now, thanks to this respawn system, the Marines get owned early on.

    I've been playing Combat a lot since it was introduced and in too many Beta 3 games the aliens, because of their access to vents and faster speeds, can rush in and kill us all very quickly.

    In Beta 2, CO games were longer but they were much more exiting. Now it sucks to be a marine because one alien with focus can take out two marines and the rest is dominos from there.

    I've still had the fortune to play some longer games where both teams are able to get upgrades and have so actual exiting battles.

    I know some people will blame strategy and not a game flaw, and I have to agree with you to a certain extent. A lot of CO players are not the same hardcore teamwork people that I find in regular NS and the Marines dont have a Commander to lead them.

    After dozens and dozens of games, I can say that this respawn system is the worst of the three. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Combat isn't supposed to be long, and that's exactly what the beta 2 system did - make games <b>way</b> too long. It's supposed to be a fast and action packed experience. If you don't wanna get owned by early focus, get armor 1 upgrade, it'll make a big difference.

    This is the <b>best</b> of the 3 spawn systems, IMO.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Long? We are talking about an initial skulk rush while sending you into 2 minutes waiting in que seeing your CC gets destroyed.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    Last few co. Maps I've played lasted for 40 minutes.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-Epidemic+Feb 15 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Feb 15 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Long? We are talking about an initial skulk rush while sending you into 2 minutes waiting in que seeing your CC gets destroyed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If your whole team gets slaughtered in the initial skulk rush, it means they don't have focus, and your team just got owned. Marines could do the exact same thing - rush, kill all the aliens, camp spawn, game over.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-saberx+Feb 15 2004, 10:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (saberx @ Feb 15 2004, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Epidemic+Feb 15 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Feb 15 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Long? We are talking about an initial skulk rush while sending you into 2 minutes waiting in que seeing your CC gets destroyed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If your whole team gets slaughtered in the initial skulk rush, it means they don't have focus, and your team just got owned. Marines could do the exact same thing - rush, kill all the aliens, camp spawn, game over. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats so true <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Malakai1Malakai1 Join Date: 2003-09-14 Member: 20845Members
    <!--QuoteBegin-Edgecrusher+Feb 15 2004, 02:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Feb 15 2004, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes the new spawn system needs a rethink. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree, especially in smaller games.


    In a 5v5 game, only 1 person spawns every 7-10 seconds. The aliens can do it first, but it's the same outcome if most of the aliens die. THe marines attack the hive and kill the measly amount of aliens that spawn. Same effect, just happens slightly longer into the game.
  • Marine0IMarine0I Join Date: 2002-11-14 Member: 8639Members, Constellation
    Its no where near as easy for the marines as they have to walk a long distance, they walk far slower, they cant sneak around in vents and they aint that fast.

    And then once they get to the hive, they have ammo concerns. They can either empty their lmgs into the hive, or wait for aliens to respawn, they cant do both. Thats a lot different to racing quickly to the marine base, chomp the CC till someone respawns, gang rap3 him, then go back to chomping.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Only until the marines reach level 2 and take Resupply.

    About 2/3 of the CO games I've played in the last few days, theres a massive battle in the middle of the map, one team gets 2x as many kills as the other then proceeds to spawncamp them into a quick death, game length less than 5 minutes. This happened for both Marines and Aliens.

    The other 1/3 were very interesting strategic struggles that still managed to end eventually rather than being drawn out into a long stalemate. In these, the respawn system did exactly what it was supposed to just fine.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Games under 5 minutes shouldn't be completely looked down upon. If the other team completely schools you in the beginning of the game, it should end right then. It's stupid to just draw it out with one team so much stronger than the other. <u>Combat games are not supposed to last longer than 10 minutes on a regular basis</u>. It's right there on the front page.

    The new spawn system is flawed in small games, which is what Combat is designed for. However, excessive though it is, it still doesn't fix the stalemate problem. I was in a 6v6 Combat game the other day which went on for over an hour, and ended with an admin changing the map because no progress was being made. If we make the spawn system more lenient, long games will be the norm again. Please consider this and offer some other options if you complain about the spawn system. It's only there to shorten the games.

    Hive healing and CC welding are the only true causes of long Combat games. Pull Gorges, give the hive some of its regen back and make the CC unweldable, and we'll see how it goes from there.
  • Monk_ZeroMonk_Zero Join Date: 2003-05-31 Member: 16889Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And then once they get to the hive, they have ammo concerns. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Absolutely untrue. As soon as they choose SGs, they get a fresh 24 ammo upgraded weapon. As soon as they go to HMG, they have a full load of HMG ammo to work with. A hive rush is self upgrading, and in essence, self reloading. And many marines will choose resupply as well, removing any health or ammo concerns.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    edited February 2004
    I think zek is right, the only sure solution to long games is to make the cc and hive unhealable.

    How about if everybody spawned in waves according to level.

    So like, level 1 wave would spawn every 5 seconds, level 2 wave would go every 10 seconds, level 3 15 seconds.... etc. (tweak the times to make it fun)

    spawn killing at the beginning would be much harder with everyone spawning together, but slowing down the more powerful spawns makes the end game less of a meat grinder and more strategic.
  • badboybadboy Join Date: 2004-01-30 Member: 25732Members
    edited February 2004
    <!--QuoteBegin-saberx+Feb 15 2004, 04:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (saberx @ Feb 15 2004, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Epidemic+Feb 15 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Feb 15 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Long? We are talking about an initial skulk rush while sending you into 2 minutes waiting in que seeing your CC gets destroyed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If your whole team gets slaughtered in the initial skulk rush, it means they don't have focus, and your team just got owned. Marines could do the exact same thing - rush, kill all the aliens, camp spawn, game over. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I like how noobs who dont know **** start talking..
    HAVE YOU EVEN TRIED TO DO THAT YOU JUST SAID?
    Have you EVER seen it done in a co game? that marine win by a rush in the beginning? if so PLZZZ show me a video or something
    NO marines CANT win by a rush in the beginning thats almost impossible if there arent double the marines as aliens or the whole alien team are 6 year olds who just started to play...
    Aliens get to respawn about 2-4 times each (depends how large the map is) before the marines even get to the hive and they will NEVER get there the whole group half of them if not more will get killed and if 3-5 marines somehow magically got to the hive with all the aliens waiting to respawn then they still will get killed BEACUSE:
    1. skulks are fast and can start running away when they spawn
    2. it takes the marines MUCH longer to kill a skulk than for a skulk to kill a marines
    3. skulks by the hive heals all the time while attacking
    4. marines need to have an aimbot to get hit every shot while the skulks are moving around
    5. Marines have AMMO to think about, thats not a concern for aliens
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Basically they need to round up form the 25% margin, so atleast 2 ppl can spawn at the same time no matter how many people <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Sign In or Register to comment.