Aliens get less res-per-tick as the team gets bigger, but they get more starting res, so i don't know if the whole "speed up the ticks per player" would work, but its an interesting idea.
As for marines, they only lose if their com is lazy and allows that second hive to go up. At 3-5 minutes he should constantly be checking for that lone gorge putting up hive2 and send a rush to take it down asap. As soon as leap, biobomb, and that second chamber come in, he's done for.
Basically the whole game rides on hive2 for both teams. Winning and losing isn't a problem with the res system or balance, its about what the team does with its res.
Its like playing a tower defence map in wc3. If you have 500 gold, you could build 50 towers randomly and it will kill a few enemies. You could also take that 50 gold and build 50 towers into a maze that holds the enemies back longers and kills off a lot more of them.
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good points, aliens *do* get a lot of starting res, i overlooked that. it is what basically allows for the 3 minute fade/hive, i'll think about that some more.
the wc3 reference is nice, yea its how the team uses the res. but compare it to marines, they have to build a few things to get started, left with about enough for 1-2 rts off of starting res. aliens can build 2 rts and still have 4 players with 25+ res, so perhaps that is the problem.
The problem as I see it is that the game is won or lost based on the aliens' second hive... primarily through Bile Bomb. Third hive nowadays (ever since lifeforms were unchained from hives) is just a benny... nobody really cares about it.
So basically, in order to win, rines have to hold base, get res, and lock down two hives within the first three minutes of the game in order to have a =chance= at winning (on average), and even then they have to contend with the Three Minute Wonder Fade.
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third hive allows for acid rocket, which is nice if marines get heavies, but basically as you said, rines have to do an idiotic amount of things in order to stand a chance =/
Perhaps. But in the current environment, it just seems wrong that all it takes is one uberfade to carry the whole team.
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yea, one fade can do a lot. two are near unstoppable, depending. but the only idea i can come up with to fix this would be the following:
add "lifeform expansions". these would be relative to chambers or hives or something, and cost res. they can add health/speed/adren/whatever. perhaps consider immunity to mt as one of them(sensory based). just a random idea. you can then weaken the fade/onos, so they aren't godmode at hive1, they need a second hive to start being effective solo.
also you can mix things, say you need mcs + dcs to get a lifeform expansion that gives you extra innate regen(nullified if you choose regen) and better adren regeneration(not actual amount)
billion ways to go with that, but its the best idea i can think up. you can nerf a lot of things with that considered, and no it won't be overpowered really. if the lifeform dies, the player has to repurchase the lifeform, and the expansion(s). onos would have to wait a while to get them, but it would be more effective for the onos. fades can get one or something after re-fading, maybe two if they had 100 res.
so yea, summary: lfieform expansions that increase lifeforms abilities to some extent, bought with res. allows nerfing to hive1 lifeforms slightly, so you have to spend more to obtain the now version of the fade.
There are less drastic ways of restoring balance to the forc.. erhm, game :cool:
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I'm sorry tanke, but the utter lack of info coming from the dev team has gone far past just pissing me off. As NS is the only game I play, the only reason I have ever thought of quitting (and currently) is the complete silence of the dev team as to what's being done. I understand how secrets are good for PR, but when there's NOTHING about what is being done, what trends the dev team is trying to fix, and any updates of what's happening, then it's just plain stupid. The consti's get nothing, and without being an absolute forumite there is no way of even hearing the smallest tidbit of info...
With that said, there is a problem. I cant' say what it is. I do know my killscore has gone to pot, and as far as I can tell, I AM shooting the other player. I cannot afford to make ANY mistakes as comm, and even when I don't, we still lose ALOT. The dev team AFAIK doesn't really care to tell us not only what the patch will have, but not even what problems they are trying to fix. They don't tell us if they think aliens are overpowered early game, or if marines aren't getting enough tech for the res and time involved, or ANYTHING. So, HD, great explanation, but as far as I am concerned, no one will actually read or respond to it on NS.com that will give you any information. The next release will once again come out and we'll feel like the development team was in a vacuum for the last few months.
Tanke, I'm sorry to vent this on you, but you're group really needs to let us know a little bit more about the current development. At the very least, what is being addressed.
It almost boils down to the fact that the marine team NEEDS to pg rush, and that aliens NEED to mc rush.
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I'd agree with the former part only - Aliens by no means are restricted to any strategy, while Marines are quickly becoming so.
There are less drastic ways of restoring balance to the forc.. erhm, game :cool:
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I'm sorry tanke, but the utter lack of info coming from the dev team has gone far past just pissing me off. As NS is the only game I play, the only reason I have ever thought of quitting (and currently) is the complete silence of the dev team as to what's being done. I understand how secrets are good for PR, but when there's NOTHING about what is being done, what trends the dev team is trying to fix, and any updates of what's happening, then it's just plain stupid. The consti's get nothing, and without being an absolute forumite there is no way of even hearing the smallest tidbit of info...
With that said, there is a problem. I cant' say what it is. I do know my killscore has gone to pot, and as far as I can tell, I AM shooting the other player. I cannot afford to make ANY mistakes as comm, and even when I don't, we still lose ALOT. The dev team AFAIK doesn't really care to tell us not only what the patch will have, but not even what problems they are trying to fix. They don't tell us if they think aliens are overpowered early game, or if marines aren't getting enough tech for the res and time involved, or ANYTHING. So, HD, great explanation, but as far as I am concerned, no one will actually read or respond to it on NS.com that will give you any information. The next release will once again come out and we'll feel like the development team was in a vacuum for the last few months.
Tanke, I'm sorry to vent this on you, but you're group really needs to let us know a little bit more about the current development. At the very least, what is being addressed.
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Don't you know rad, certain developers are the ****, and know exactly how to fix NS, they don't need puny mortals like us telling them something is wrong.
I pointed out the lack of listening and providing feedback to players (namely competitive, but I guess general public as well), and was promptly told I was off-base and using "rhetoric and destructive argumentation", and that I had to "prove my worth" before I would be listened to by a certain developer that is a LM community member. Needless to say certain developers do not give a flying **** what you think, and you waste your time trying to talk to them in any fashion.
If anything its the Aliens + the amazing skill power + missboxes.
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Bolded for effect. Skulks now have an invisible kevlar helmet.
If anything its the Aliens + the amazing skill power + missboxes.
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Bolded for effect. Skulks now have an invisible kevlar helmet.
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you're implying that the hits register then. which they don't. missboxes ftw!
[...]
The issue is present in other places other than LM, obviously, but here it's just exceptionally bad because of the above reasons. The thing is, you cannot balance for incompetance, if commanders were able to make huge mistakes like they are now and still win, then in a competitive enviroment marines will absolutely dominate.
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Not to be snide, but if LM sucks so much compared to other servers, why do you still play here? Please don't see this is an attack, it's an honest question. You gotta admit it doesn't seem logical to play on a sucky server when you know better places to go.
[...]
The issue is present in other places other than LM, obviously, but here it's just exceptionally bad because of the above reasons. The thing is, you cannot balance for incompetance, if commanders were able to make huge mistakes like they are now and still win, then in a competitive enviroment marines will absolutely dominate.
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Not to be snide, but if LM sucks so much compared to other servers, why do you still play here? Please don't see this is an attack, it's an honest question. You gotta admit it doesn't seem logical to play on a sucky server when you know better places to go.
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Because they don't ban people for rampant teamkilling on the vet server.
[edit] and maby I missed the point, but marines are NOT dominating in a compeditive environment. A/A ties are an 80% occurance these days.
I like the challenge.
EDIT: Yes marines aren't dominating, but is the ratio as bad as it is here? No. It's very map specific but there are ways of winning provided your commander is quick on the meds and your marines are able to hit a barn door with a GL. It's not easy, but you NEED a commander making the right decisions, a commander not getting A1 till 5 minutes is a guarenteed way to lose and that is happening 8/10 on LM.
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Well I've won my last 4 out of 6 games comming on hera... Last time I checked the marines W/L ratios for hera were 10/86 (as of april 4th) so evidently you aren't entirely wrong. Either that or I am a terrible comm and you are entirely wrong.
If you want to command and win there are a few ways of doing it:
1 - B5 style, generally best for a map like eclipse of marine where there is still some marine bias. Early a1, early PG, maybe throw some HMGs in and shotgun down/deny second hive with a PG in the middle.
2 - A JP rush, best suited for a map like tanith or hera where there are a lot of 'safe' RTs to cap regardless of hive. Do the AA first, arms lab, a1, w1. Spend the whole match holding your RTs though of course if you're dominating feel free to pressure theirs but at all costs keep yours up. As soon as JPs are done (5 minutes) drop 4, 3 jp shotguns, 1 jp HMG and take down the building hive. Use the HMG to cover vs the lifeforms.
3 - Do either of those strategies and have things go horribly wrong. Aliens get two hives but you place a PG in the hive they don't have. Use your JPs to hold your RTs and maybe JP shotgun down any of theirs. Keep holding RTs till you can afford a HA train and move out to a siege and get the hive down.
Proto tech is still superior to most, even two hive aliens. It's just a matter of getting it into the field. Provided you can keep the aliens on one hive then any proto tech marines can easily dominate. My clan reguraly uses the JP strategy on ns_tanith. Within a minute aliens can go from having the game in the bag to have 1 hive, 1 RT and 0 chambers, that is how effective jetpacks are and that is no exageration.
www.nude-soiree.net/frenchmixtanithmarine.zip This demo from our commanders point of view displays it in action quite nicely though olol he sucked on the meds during that base rush :S
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Hera has this funny architexture where it isn't really that huge a map, but it still takes forever to get anywhere. Being that it takes forever to get anywhere that should mean that every node is practically impossible to hold. Here is where our friend the electric strat comes in. Just get all your marines to head in the opposite direction of the hive and cap everything up as fast as possible. This usually means the aliens ignoring the far side hive, even if they went movement first. Phase 2 is to get phase and get all your marines in some location where they can start taking down alien nodes (which the aliens don't like much, but can't do alot about until you either get too close to thier hive or they get hive two up. After this the key locations to hold are processing and/or that little dinky node between archiving and data core that is like impossible to assult as aliens. PGs go in either of these locations, and you seige down data from processing, be it the original hive or the new fancy going up hive. After that all you have to do is hold your 2 hive lockdown and electrify any node on the map you missed before (I usually don't worry about cargo or hera and only electrify farther out nodes). Hold everything and HA or JP rush thier last hive to death. Beacons and PG are your best friends here.
rad4Christ,Apr 23 2005, 08:59 AM]I cannot afford to make ANY mistakes as comm, and even when I don't, we still lose ALOT.
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Quoted for Hoots! i mean, truth!
Meaning I feel the same way when I comm.
well i was thinking if the res was a sever side variable that could be server specific
then the lm could maybe try diff start res to give the rines a lil jumpstart
and not necciarily 150 maybe 120 just enough to give 1 more upgrade or something
with 8 vrs 8 aliens start with 200 ress and rines are 100
and aliens dont have to spend as much to upgrade
it was just a thought
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Comparing res costs for Aliens/Marines really doesn't work, as their economies work quite differently...
More people on aliens = less res per person (fades, lerks)
More people on marines = similar res per person (armour, weapon upgrades)
Who is this zunni guy!?!? Perhaps CAPTAIN CANADA CAN HELP!!!!
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You bastard.. That's it I'm taking away your mention in my new interview AND all the meeces!!!!
Who is this zunni guy!?!? Perhaps CAPTAIN CANADA CAN HELP!!!!
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You bastard.. That's it I'm taking away your mention in my new interview AND all the meeces!!!!
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This post was MUCH funnier when you had your Captain Canada avatar up!
And yes, what rad said! More info for the fanbois! If it's not too much hassle! Which it might be!
Yes, you would get some silly servers, like the AvP2 ones with lifecycle on, one kill = queen, 5 exosuits, and tracking weapons only...... but for each of those, there would be many more servers where admins had made only minor tweaks.
Hm, maybe I should have put that in I&S.
Anyhow, I agree with Nully, more tweak options would be fun.
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I did, go reply with what you did here.. http://www.unknownworlds.com/forums/index....=ST&f=5&t=92487 (http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=92487)
Strange would-get-me-shot-on-I&S-idea. Make meta give less/no energy, preferably no. Increases fade turnaround time (meaning more than 2 seconds to be at full energy/hp again), Makes them actually need energy management, like all other aliens (except pre-leap skulks), makes field mcs more needed, because they are sorely lacking a field use for non-gorges, which i believe they should have, cuz it may make them more prevalent.
My hopes: lets fades keep being a killing machine, but they dont have obscene turnaround times, hence, shooting a fade may actually DO something.
I was going to suggest modular GL reloading options, but i realized the coding issues and pre-emptively shot myself down.
That, or make rts(both sides) have 4000 hp, so its worth shooting them as opposed to a hive, because as of now 1 hive = 2.1 res nodes of killing required, and any marine would rather kill a hive than two res nodes. Marines really can't save their rts anyhow, so this WOULD nerf marines, just not as much. OR not, this change is basically impossible for me to imagine the implications, which is why i want it. Anything could happen!
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Meta is useless enough as it is. Without the adren boost it really doen't provide enough health to be worth it most of the time.
One explorable option is to make it require a larger mimimum adreniline. That way fades wanting to use meta will have to keep an eye on their energy moreso then normal.
Someone needs to code a new admin cvar: admin_hiveff 0|1
Turns off|on FF on hive. Aliens can't movement over to hive asap anymore and will have to lock them down. If aliens cant movement over anymore then they will need to drop OCs and WoLs this will deter most ninjas, hence lowering the always ninja aspect of the game. THE main thing is and will always be about skill balance. As right now the aliens need less skill then marines. As it has be said befor marines NEED a good comm (thats what this game was made around so thats a nobrainer) but also the marines HAVE TO HAVE A TEAM THAT DAMN FOLLOW ORDERS AND DAMN WELL SHOOT SOMETHING! aliens just need to camp somewhere and fall on a marine. But yes aliens also need the skill to push marines back its just this issue is that the skill balance leans more towards the aliens.
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That's acctually a pretty good idea... Not because it would make nubbing LM easier, but because several non FF servers wanted to have hive FF added to closer imitate compeditive gameplay...
Of course we could use it to ruin LM as well... <_<
Ya, lots of people have suggested making it so aliens can't attack their own hive and then MC there. Doing the opposite sounds pretty horrible to me. Then new hives are in no way vulnerable whatsoever at all in ANY way. :p
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Those people are all LMers. Normal people like hive warping as a feature.
Hive warping is countered by competance and forsight. You know that when the hive is attacked aliens WILL mc in. So you move into the hive, you secure it, if theres an alien on top its a bit more problematic but still not a big issue. If there's no alien in the hive you put a PG up in the hive, if there is just use one that is further back. Place mines, 2 or 3 packs on the floor, best used by people who have an idea of where the spawn spots are. You attack the hive with ONE bullet, aliens MC in, you kill the aliens, once their spawn queue is clogged up you kill the hive.
Can't place mines in building\active hive in LM unfortunately.
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Part of the reason I think its really stupid that building hives have been included in that. You don't like MC rushes and then you remove one of the only effective counters.
Again, much like the realworld legal profession, people always look for loopholes in rules, and a mines are ok in a building hive soon becomes "if you think a hive is about to drop, spam mines like mad, that way you're not breaking the rule for mines in active hive".
Its the difference between people who follow the spirit of the rules, and the letter of the rules. The spirit of the rules is NO SPAWNCAMPING.
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Have it fall under llamaish behaviour to try to curve around the letter of the law like that. In my opinion a few questionably placed temp bans is better then compleatly removing the only counter to a valid stratigey in the game.
They said the same thing about cc blocking.
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Zunni never said such a thing!
[edit] @nooblet: Sof stops working if the rine is in the same room as you (and not behind anything)
I know Mr.Pie. But I still think caek is better.
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Infidel.
I've played with Mr. Pie before, he's a good fade and a nice shot as well. Nice bloke, far as I can tell.
And, you raise a lot of good points, which I'm far too tired to respond to. Perhaps later I'll edit this post and make it less useless.
Two things, f
First can't you just put a plugin on that makes the aliens invulnerable for 2 seconds when they spawn. Then you could allow mines?
Two, Mr. Pie, marines with nades can get the aliens behind rt's easy.
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Meh, I don't really like solutions that involve invulnerability... aliens in their hive don't really need any more help, and being physically denied access to shoot them just feels cheap.
Better solutions would be (1) a built hive disables mines (either removes, or renders unable to act until it goes down -- does not blow them up, obviously, hehe) within spawn radius or (2) new skulks can't blow up mines for two seconds (different from invulnerability).
"the server blocks a valid strategy to counter a very powerful alien ability"
Yes, IIRC that was the same sort of discussion over the validity of CC blocking. I remember how that one ended too.
"but dying to a mine in an UNBUILT hive is just utter overkill."
If people could be trusted, you could consider rules like "mines are ok in an unbuilt hive" but the problem is people can't be trusted, they'll spam mines at the last possible minute, then whine about how their skills are being inhibited despite the fact they're trying to grasp an edge by unsporting means.
If I thought I could trust half the people who like spamming mines in a hive NOT to spam mines at the last minute, then I'd be more in favour of it. But the fact is they can't be trusted. It was the exact same thing with CC blocking, it was the exact same thing with ANY rule thats come into being. When we had a whole set of spawncamping rules, players still tried to wheedle their way into "legitimate" spawncamping. Forget the fact that the SPIRIT of the rules were "no spawncamping", noooo, the LETTER of the rules allowed spawncamping if you were very very dishonest and underhand.
I do not doubt for a second that if the mine rule was relaxed, we'd instantly see a slew of people spamming mines just before the hive pops, then saying "Oh I'm not spawncamping with mines, I dropped those a whole 2 seconds before the hive went up". If anyone tried to argue the point, they'd instantly complain about the rule and how unfair the admins are and etc etc all the usual rubbish we've come to expect.
Lot easier to just leave it as is, where there is no ambiguity, where people can make a quick call about whether or not a mine is in the hive, and where certain players will have no opportunity to throw a hissy fit because their attempt to sidestep the rules got caught.
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To be fair marines don't really know when a hive is being finished unless they see it go up. I think staying alive and countering a movement rush are about as good a reason as possible to drop as many mines on the floor as possible. Realisticly, after the hive goes up your spawnrate doubles, what's one or two spawndeaths do mines with a doubled spawn rate at hive two? As long as it's evident the marines wern't just dropping mines for kills and were acctually trying to kill the hive it should be considered valid under the rules.
There are tonnes of other possible exploits I can think of that are just as arguable in gray area. What if a com nodeblocks a egging gorge with the arguement "oh there are marines on the way!" Why not make a rule against dropping nodes?
The point being here, we don't make gameplay distroying rules that protect the "fun" we make fun protecting rules that still work with the gameplay, and no mines in a hive period compleatly distroys the ONLY valid counter to movement rushes.
Spawn camping is totally different from killing skulks that are chosing to movement in. Expecially since 9 times out of 10 the unactive hive is the marine's one and only target, so if it WAS spawning they were worried about it would be more then acceptable for them TO be spawncamping.
The gray area should not favor the aliens, who are already winning game after game after game. It should tip in the favor of marines, which means mines in an unbuilt hive as part of a hive assault should be allowed. But the suggestion topic I made about this got locked so I don't think that's up for argument. :)
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LB has discovered that he quite likes locking topics :p
Wasting 50 res on locking down 1 hive, or not presuring alien res, or trying to siege every hive they come to, and the usual 2 or 3 people that don't know what's going on usually lead to alien victories.
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This bugs me to no end.
mines< a good marine with a shotgun.
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I'd rather plop down an hmg or gl to kill the aliens that mc over.
I hate to break it to ya kids, but the grey area should ALWAYS favour the spirit of the rules.
The spirit of the rules are NO SPAWNCAMPING.
Therefore, any grey areas will ALWAYS favour NO SPAWNCAMPING.
Its rather unfortunate that IN THIS CASE it happens to favour aliens, but such is life.
Nodeblocks are a pain in the arse but are fairly infrequent, and certainly not as game damaging as spamming the spawn points with mines and shotgun wielding marines on spawncamp detail.
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No spawn camping IS the rule. The spirt of that rule is to protect the fun of the game. Fun > rules.
Granted things have to be conceded some times for a good rule to work. I'm arguing that the gains are not worth the costs. I think the countering of MC rushes is large enough a problem to consider the occational administrative trouble of dealing with a player who pushes the letter of the law just because they can. Dissagree with me fine, for all I know you have the greater experiance standpoint on the matter, as I have never been an admin and never had to deal with such problems. But I don't apreciate you attempting to end with circular logic stating that the rules justify themselfs simply by existing.
When Mhawk was node blocking we didn't lose a single game. This is definitely partially do to players who responded with innapropriate counters to the strat (running off elsewhere) but a good node block goes a LONG way, expecially against pub teams who don't know the counters. For future referance in case you encounter this anywhere, just have a skulk bite down the node. Unbuilt nodes take half as long to take down as built nodes, and can be bitten to death in less then one recycling cycle.
That would be something for the admin team to comment on.
However, from purely LM experience, when the rules had been clarified and defined, people used the definitions as excuse for llama behaviour. "The rules didnt say that" or "The rules said not in the hive, and I wasnt in the hive, I was just outside looking in" or any one of a hundred variations on the above.
Hence, I imagine, why we went back to the tried and tested NO SPAWNCAMPING method. That way noone can really fiddle the system, and people behave theirselves a bit more.
MC rapid response is a problem, but one I think that the changing of FF should help.
Ultimately tho you have to consider that, from the sounds of it, MC are going to eventually allow transport anywhere, so best to stick with the current method because ultimately its going to end up the official one. If MCs were NOT going to allow you to transport to the building hive, then I would support a FF switch. If spawn positions were really truly random I would also support a "mines are ok" campaign. But the game isnt going to be that way, so everyone is going to have to learn to take hives without clogging them with autospawncampers.
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As already noted, Building hives will be warpable too in 3.1 weather or not the server is running FF.
Where did that change come from? Changelog released or something?
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Zunni stated it on the LM forums somewhere...
I think marines starting with full ammo at start of round, would do just about the same thing as you want, but would work much better. Then as you spawn in, you start with barely any ammo. This would make marines dominate the early game, but back to topic of mines. Invuln Plugin.
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I thought about that idea too, but thats a fairly significant marine boost. Actually not a bad idea though, and probably easier to do/not get whined about. Anything that makes mines better, i want, cuz i love mines. Mines mines mines.
Oh, only legal invuln plugin value is .5 seconds. trust me, any more and you can kill a marine while invul, which pisses them off.
I hate to break it to ya kids, but the grey area should ALWAYS favour the spirit of the rules.
The spirit of the rules are NO SPAWNCAMPING.
Therefore, any grey areas will ALWAYS favour NO SPAWNCAMPING.
Its rather unfortunate that IN THIS CASE it happens to favour aliens, but such is life.
Nodeblocks are a pain in the arse but are fairly infrequent, and certainly not as game damaging as spamming the spawn points with mines and shotgun wielding marines on spawncamp detail.
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This rule actualy makes the game a bit unbalenced. What if I am in an alien hive wating for a phase gate? Should I just let the aliens spawn and eat me?
I don't agree with the "I'll go into the hive and rack up kills" spawn camping on public servers, though. I do think that in situations like the one I stated above should be treated differently than normal spawncamping.