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General Natural-Selection Chat General Natural-Selection related chat

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  #1 (permalink)  
Old 08-06-06, 22:40
NetMaster
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Why is NS anti marine, Hate you fade that never dies! Options

If you want a taste of actually winning a game as marine... then i suggest you play on a marine trainer server with alien bots cause when you got human alien players... it's totally impossible in most maps.

Why... you know why... res for starters... Marines have to wait to long to get deadly (and it's short lived as soon as aliens attack your 3 res nodes).

TF's are innefective against aliens... and if a commander chooses to use them... then they just wasted alot of res on something thats only good against a skulk... and you got fades 5 mins into the game, with onos soon after.

The only time marines stand a chance is in a long hallway... and you can count the maps with situations like that on one hand. In a tight hall...you got marines going through single file with the ones in the back incable of killing the aliens eating the guy infront...and then 5 marines are dead...and you know what thats like.

I'm not saying i want the marines to have it easy... i like a challange... but when the game is impossible... then it blows.

Here's a familiar sight:That's you...and your teammates in your base shooting at the onos thats eating the cc. You all got hmgs and your shooting and shooting... problem is the onos isn't alone... Theirs a lurker gasing the room... and a fade thats periodically "blinking" in to kill someone...and "blinking" out to heal... Over and over... wtf are you supposed to do in this situation. The smg does the damage of a pellet gun against a lurker and above. Hmg is weak... cant kill a fade without 100+ rounds of very big bullets... Thats lame...no doubt about it... especially when it takes close to a 40 seconds to reload a hmg!

zzz i dont have time to write a coherent argument here... so i'll just post what i think could fix the game:

1. Shorten reload time of hmg, or increase its damage to point where 30 rounds is suffecient to kill a fade and 100 rounds can kill an onos. Compensate for aliens by makeing it easier to get to fade and onos status.

2. A lurker is just a flying skulk... why is it hard as a fade to kill. Suggest it be lowered to something like 2 x Skulk health.

3. Instead of having the comm pick the gun (marines always know what they need...), then maybe have it where the comm can charge an armory with "gun res" and each player can just goto a armory and request a gun they choose, or goto an armslab and pick the upgrade they want. Hey aliens can do it... Why can't marines choose how they want to own.

4. Give shotgun two differant types of ammo that player can choose from... buckshot is ok for tunnels... but i want some slugs so i can kill that skulk at 20 ft with ONE shot, that will actually hit.

5. Make welder standard issue...

6. Allow marines to get more greandes at armory.

7. Increase GL capacity to 6 grenades and shorten reload time.

if you don't like any of those, then i'd settle for the smg having tighter accuracy cause i hate shooting and shooting and not hitting anything right infront of me where i can spit on them with better accuracy. The pistol really is more deadly then smg, but i can only carry 30 rounds of those bullets
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  #2 (permalink)  
Old 08-06-06, 23:27
Kuri
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there is a mod for ns where the weapons the comm drops are stored in the armslab and jp/ha in the proto and the marines can get them from there by using it.
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  #3 (permalink)  
Old 09-06-06, 00:14
YerMum
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Err, right...

True, if an onos is in base hitting the CC and the IPs are surrounded by gas the game is over, however with a good comm and a good team you should never get to that stage.

Game is fine as it is really.
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  #4 (permalink)  
Old 09-06-06, 00:21
Jerimis
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There wasnt any upßdate for NS latly.
So i guess, there arent that many ppl who complain about it.

The most maps are balanced, some arent at all.
But hey, at some maps its the most importent thing, the timing!
without, you can loose as alien, even if you got 1000 res....

on the other side, its a Teamplay game.
lerk gas, fade get attention of marines, and onos kills cc...

The marines should do somethin the same, kill the lerk, pwn the fade, and smash the onos

easy isnt it?!

and for the turrents, well, yes, theyr quite useless because they need a TF at all. Alien chambers not...
But alien chambers got a limit, the turrents can be builded more (i think)
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  #5 (permalink)  
Old 09-06-06, 01:15
Riviera
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Crazy person

WHAT ARE YOU TALKING ABOUT.
100+ bullets to kill a fade is a load of rubbish it takes 28 and takes without any damage lvls, you must be aiming at the wall ... no wonder you cant kill and onos, they die from 1 full hmg so more than 1 on you is easy to kill them.
I agree that spore is stupid it should be a defending weapon, not for spamming the marine base because thats just lame, it never kills anyone who has played NS for more than a week. Yes the HMG does take a long time to reload but thats fair because it can deal at least 2500 points of damagein a pro's hands.
The hp of lerk is fine you need to learn to shot straight because they die in 2 seconds against hmg and this is NOT EXAGGERATING.
I agree with marines getting to choose which gun they want but there must be so kind of control on when they can take them because comms need the res and noobs would take all the guns they wanted as they die, also there should be a limit on gl's because spamming they is not fun for aliens OR rines.
Your idea of two shots for sg sound alright but it seems a bit pointless i have so much fun rapid firing pistols at pro's which forget the 1 most important rule of FPS's. NEVER STAND STILL.
I agree with standard issue welders.
I dont agree with increase capacity of gl clip because 1 can kill a skulk lerk and gorge and a whole barrel can kill a fade if it doesnt move.
I would love lots more clips in pistol its my favourite weapon and i own it . I love it so much that since im gud at dodging i use it close range the skulks are so embarressed that most the time they stop rushing the base lol.
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  #6 (permalink)  
Old 05-09-06, 20:15
Gir
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Still it is a team play game..strategy! the aliens may have the upperhand but there is always chance to win against them..Thats why marine bases are relocatable...And is heavy armor affected by spores?
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  #7 (permalink)  
Old 05-09-06, 21:17
Slim
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I'm sorry but fades are even'd out like this:

1 fade vs .. several marines? possibly with a combination of shotguns/gls/hmgs/ha/jp varying levels of upgrades to both armor and weps, catalysts, varying degrees of marine skill - unless they have trouble hitting a 7ft or so target at point blank range.

can you see how it evens out?

Basically your a fade, and you blink into a group of rines - it's 5 v 1, now the fade is fast - with mc - and a tank - regen/metab - but the odds are very much stacked against the fade as that 150 armor runs out a lot faster than you think - and unless the fade actually has reaction speed hes dead VERY fast against a bunch of rines with a combination of the above list.

Its incredibly easy to get kills as a fade - however the odds are its one fade vs a lot more rines - very much even.
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  #8 (permalink)  
Old 05-09-06, 21:18
Fus5000
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Quote:
Originally Posted by Riviera
WHAT ARE YOU TALKING ABOUT.
100+ bullets to kill a fade is a load of rubbish it takes 28 and takes without any damage lvls, you must be aiming at the wall ... no wonder you cant kill and onos, they die from 1 full hmg so more than 1 on you is easy to kill them.
You need 137 rounds from HMG to kill onos on max upgrade:
http://www.unknownworlds.com/ns/comm...Calculator.htm

I think the game is balanced now.
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  #9 (permalink)  
Old 05-09-06, 23:26
Jerimis
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Quote:
Originally Posted by Slim
Its incredibly easy to get kills as a fade - however the odds are its one fade vs a lot more rines - very much even.

do you wanna say that all top100 fade players arent that good as everyone think? ^^
bec. like you say its very easy to get kills as fade? *gg* (*me looks at comic*) ehehehehe ^^
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  #10 (permalink)  
Old 06-09-06, 01:10
Cosmic
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hi jerimis ^^

in fact the game at this point atm is absolutely balanced...i think netmaster played a lot of co/siege maps...its not difficult 2 kill a fade,u need 1 sg hitting 3 full hits and getting 1 med or 2 wu2 rines attacking a fade and 1 blocking him while blinking away.
A lerk is only good when he knows how 2 move or he is dead with 50 bullets or 30 bullets and 2 knife hits .... if u really want 2 say that one lifeform is overpowered then its the skulk, at the beginning of a normal ns map the skulk can mark,camp everywhere, use bh, wallbh....etc pp.... so i think there is no reason 2 say the game is unbalanced....with your ideas of changing the game u would unbalance it at all
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