Author Topic: Human stage kills  (Read 29178 times)

Henners

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Human stage kills
« Reply #30 on: June 26, 2006, 09:26:24 pm »
Thats debatable.

If you know where all the eggs are, and you can take them all out quickly, then in SD, kill the eggs then the OM

And if there are tyrants rampaging on your base, killing the OM wont do anything but bring them running to kill you before you can destroy the alien base. Eggs first again..
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Quaoar

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Human stage kills
« Reply #31 on: June 26, 2006, 11:51:15 pm »
Good point, I forgot about that. Though what I had in mind was more of a suicide attack scenario. If acid tubes are rapidly draining your health, all you may have time for is to toss a nade and get out, so putting a few rounds in the OM on your way out/before you melt might be useful.

But yeah, if the base is improperly defended and you can stand in it comfortably, it looks like you should take down the eggs.

Although, if you take down some eggs, critters can always come out of other eggs. Aliens generally have more eggs than they tend to really require, for survival purposes. Humans tend to have just enough so as not to cause a backup in the spawn queue. So killing a few eggs might be an inconvenience at best (if it's not SD).

Killing the OM, however, makes everyone coming out of the aformentioned eggs unable to evolve, so you won't get flash mobs of dragoons coming at you again and again in your assault because they evolve as fast as they can right out of the spawn.

|Nex|TrEmMa

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Human stage kills
« Reply #32 on: June 27, 2006, 12:55:37 am »
It all depends on the situation.  If you've got the alien team camping (wther it be s3 vs lower stage, or just being really skillful ;)) you're not going to have the luxury of going fo reggs, and to do so would be stupid as there's usually at least one granger around to rebuild in those situations.  That is when you need to take down the OM and open the floodgates for your team ;).

D.C.

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Human stage kills
« Reply #33 on: June 27, 2006, 01:01:21 pm »
Actually, while aliens can hold S3 humans for a while (mostly due to human extreme camping and fear of dieing when they lose some health, plus egg spamming), humans hardly can hold against S3 aliens (unless they manage to starve them). So there's no problem with aliens reaching S3 later than humans.

When humans are S3, it's just rush-rush-rush. If they are busy killing dretches they aren't killing your base, and also they waste their precious luci ammo.

Kattana

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Human stage kills
« Reply #34 on: June 28, 2006, 11:34:39 pm »
Humans can hardly hold against s3 aliens unless humans have moved their base to some rediculously tiny/easy to spam from spot, a few come to mind.

Perhaps it can be made so humans can only build on large flat surfaces, not pipes and ledges and things, at the very least for buildings with bigger bases than the surface they are on.

DarkRogue

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Human stage kills
« Reply #35 on: June 28, 2006, 11:55:24 pm »
and by the same logic all alien structures must similarly be flat against what they are built on. ie. no trappers hanging off the corner of a pipe/crate.

Simply put nothing needs changing. The game is fine the way it is except on certain notes:

1) luci rapid - primary fire needs to be full charge or not at all. You'd be amazed at how quickly luci issues would clear up if humans were not able to paint an entire hallway with massive damage primary fire luci balls (and this is a single person, add 2+ other luci whores and nothing can survive)

2) chaingun/plasma spam - have the gun jam/overheat if you're constantly firing this shit. Again make players aim instead of paint.

3) Improve alien S2 - give useful ranged attack to aliens and fix some of the broken features in the alien stage.

Now these three points are not game killers either:

1) those that luci rapid fire can't attack a base very effectively as they run out of ammo VERY quickly. (though the escorted ones who rapid fire your om are a pain in the arse)

2) Chaingun/plasma - dodgible

3) Despite all the complaints adv mars have ended more games on AKKA than anyone cares to admit, trappers are an amazing defense and boosters are great for EVERYONE. Alien S2 is hardly 'weak' in the hands of a SKILLED player.

Now it's amusing to watch KAttana bitch about how easy humans are: the other day she 'refreshed' herself on how 'easy' humans are to play....she lost two games straight. NEither side is easy, yes if one team fills with n00bs that think 'dretches should attack en masse and fling themselves down a long hallway to get one kill' or humans should 'charge into the level like rambo' yeah it does make the side opposite look easy.

When you have two teams of competent players....it's very rarely that aliens OR humans can so drastically 'pwn' each other. Such is the nature of SKILL.
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Norfenstein

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Human stage kills
« Reply #36 on: June 30, 2006, 12:33:06 am »
Quote from: "DarkRogue"
When you have two teams of competent players....it's very rarely that aliens OR humans can so drastically 'pwn' each other. Such is the nature of SKILL.

Which isn't the problem. When you have two evenly matched teams you get a battle of attrition, not a human victory*, because aliens simply are not equipped to take down defended human bases. They have one range weapon and no area effect weapons which means the best they can do is to kill one turret at a time fast enough to expose vital structures while the human team defends and rebuilds. Personally I think all that's needed to fix this is to make the marauder zap a real area effect weapon by not dividing its damage between targets, possibly also adding a fourth chain.

Feeding is a separate issue. The basilisk needs to be better than dretches (and not just for talented players) so people won't use dretches inappropriately as much. The advanced dragoon should be moved down to stage 2 to help aliens earn the same amount of kills humans get at that stage. Other small fixes may or may not be necessary to combat spam.

*Indicating humans actually have a deficiency in ending games. One major balance issue at a time though...