Combat Should Be Fast, But Give Me A Break!
Eagalious
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.
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
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.
It's 1/4 last I checked, generally rounded down.
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.
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.
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-->
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.
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.
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.
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.
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.
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.
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