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General / Your Thoughts On Hive 1 Onos
« on: March 09, 2004, 08:13:48 PM »
I find 3 reasons for the problems of NS:
1) The Economy. 4 RTs for marines means pretty good upgrades and money for guns, 4 RTs for aliens means you might get 3 DCs. Maybe, assuming someone's cooperative. (The economy difference from marines to aliens is what I'm saying, it's horrid)
2) The Types of Play. Marines seem to play the defensive role, where the aliens play the 'sneak-attack' type. While this may seem okay, it is only good for the aliens in the early game. After about, oh, 3 minutes, the aliens lose this advantage more or less as Motion comes into play (Either that or they've locked down the entire map with their excellent marine-eating skill). Generally, the marine defensive role becomes much more fortified, with hive-eating sieges doing all of the work, but for the alien, hiding on the ceiling stops working once they get electricity. Marines have tons of stuff that nullify the aliens, but what is there to at least help nullify the marines?
3) The Tech. Marine tech is easily accessable and pretty hard to lock down. Marine tech helps immensely. MT and Scan Sweep negate about 1/3rd of the entire alien arsenal. HMG and HA negate about another 1/3rd of the entire alien evolutions. The last third is usually stuff like 'parasite' and 'blink.' Alien tech is different. It's not easy to whore up the res to get better tech which is easily lockable by marines. (If you die, you lose the tech, as opposed to marines where if you die you get a fresh grenade) Alien tech doesn't negate anything generally. Maybe carapace negates weapon upgrades and focus negates armor upgrades... a bit... sorta. Otherwise, well, nope.
-- The solution --
Onos faceplate absorbs 100% damage of bullets (With appropriate onos tweaks). And cut back on jetpacks. Maybe have marine upkeep or something.
1) The Economy. 4 RTs for marines means pretty good upgrades and money for guns, 4 RTs for aliens means you might get 3 DCs. Maybe, assuming someone's cooperative. (The economy difference from marines to aliens is what I'm saying, it's horrid)
2) The Types of Play. Marines seem to play the defensive role, where the aliens play the 'sneak-attack' type. While this may seem okay, it is only good for the aliens in the early game. After about, oh, 3 minutes, the aliens lose this advantage more or less as Motion comes into play (Either that or they've locked down the entire map with their excellent marine-eating skill). Generally, the marine defensive role becomes much more fortified, with hive-eating sieges doing all of the work, but for the alien, hiding on the ceiling stops working once they get electricity. Marines have tons of stuff that nullify the aliens, but what is there to at least help nullify the marines?
3) The Tech. Marine tech is easily accessable and pretty hard to lock down. Marine tech helps immensely. MT and Scan Sweep negate about 1/3rd of the entire alien arsenal. HMG and HA negate about another 1/3rd of the entire alien evolutions. The last third is usually stuff like 'parasite' and 'blink.' Alien tech is different. It's not easy to whore up the res to get better tech which is easily lockable by marines. (If you die, you lose the tech, as opposed to marines where if you die you get a fresh grenade) Alien tech doesn't negate anything generally. Maybe carapace negates weapon upgrades and focus negates armor upgrades... a bit... sorta. Otherwise, well, nope.
-- The solution --
Onos faceplate absorbs 100% damage of bullets (With appropriate onos tweaks). And cut back on jetpacks. Maybe have marine upkeep or something.