DYMAXION Mar 14, 2013 @ 1:23pm
Build 241: Marine/Alien win ratio
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Oh Noes Mar 14, 2013 @ 1:45pm 
In other words, if aliens don't skulk rush they are screwed :p
100% Recycled Awesome Mar 14, 2013 @ 4:09pm 
Originally posted by Oh Noes:
In other words, if aliens don't skulk rush they are screwed :p

Or drag the game out to an onos/gorge finish.

Seems that they enlarged the hitboxes for skulks. Killing a lot more these days. Going 3:1 or 4:! isn't abnormal.

I've noticed Marine wins are going up. Played a server where Marines won 4 games in a row. Despite players swapping sides between rounds.
Last edited by 100% Recycled Awesome; Mar 14, 2013 @ 4:10pm
Metu_el Mar 14, 2013 @ 11:35pm 
So no more "Aliens are so f*ing overpowered!" screamers? Awwww... :(

100% Recycled Awesome Mar 14, 2013 @ 11:54pm 
Originally posted by Metu_el:
So no more "Aliens are so f*ing overpowered!" screamers? Awwww... :(

It will start being "Marines are so f*ing overpowered!"
Haust Mar 15, 2013 @ 3:39am 
Originally posted by 100% Recycled Awesome:
Originally posted by Oh Noes:
In other words, if aliens don't skulk rush they are screwed :p

Or drag the game out to an onos/gorge finish.

Seems that they enlarged the hitboxes for skulks. Killing a lot more these days. Going 3:1 or 4:! isn't abnormal.

I've noticed Marine wins are going up. Played a server where Marines won 4 games in a row. Despite players swapping sides between rounds.
I've noticed that, too. I remember a 1:1 ratio being a fairly decent score for a marine. Today, it's hard to fall below a 2:1 ratio until the end-game rolls around (or a good fade/lerk combo). It's boring now as a marine.

The Aliens have always depended on containing the marines to, at the very most, 3 RTs. If they get more than that in the first 4-5 minutes, then it means certain death. But now that skulks are so easy to kill now, I'm finding Marines taking most of the map in the early game.
Last edited by Haust; Mar 15, 2013 @ 3:41am
DYMAXION Mar 15, 2013 @ 2:11pm 
Originally posted by Haust:
Originally posted by 100% Recycled Awesome:

Or drag the game out to an onos/gorge finish.

Seems that they enlarged the hitboxes for skulks. Killing a lot more these days. Going 3:1 or 4:! isn't abnormal.

I've noticed Marine wins are going up. Played a server where Marines won 4 games in a row. Despite players swapping sides between rounds.
I've noticed that, too. I remember a 1:1 ratio being a fairly decent score for a marine. Today, it's hard to fall below a 2:1 ratio until the end-game rolls around (or a good fade/lerk combo). It's boring now as a marine.

The Aliens have always depended on containing the marines to, at the very most, 3 RTs. If they get more than that in the first 4-5 minutes, then it means certain death. But now that skulks are so easy to kill now, I'm finding Marines taking most of the map in the early game.
Depends who you play with.
100% Recycled Awesome Mar 15, 2013 @ 2:28pm 
Originally posted by Haust:
Originally posted by 100% Recycled Awesome:

Or drag the game out to an onos/gorge finish.

Seems that they enlarged the hitboxes for skulks. Killing a lot more these days. Going 3:1 or 4:! isn't abnormal.

I've noticed Marine wins are going up. Played a server where Marines won 4 games in a row. Despite players swapping sides between rounds.
I've noticed that, too. I remember a 1:1 ratio being a fairly decent score for a marine. Today, it's hard to fall below a 2:1 ratio until the end-game rolls around (or a good fade/lerk combo). It's boring now as a marine.

The Aliens have always depended on containing the marines to, at the very most, 3 RTs. If they get more than that in the first 4-5 minutes, then it means certain death. But now that skulks are so easy to kill now, I'm finding Marines taking most of the map in the early game.

Indeed. I switched to Aliens the last round on the server I played and between a combo of 2 fades and me as a gorge, we got the marines to surrender. Basically between the crags and me, the Fades only had to stop attacking to regenerate energy. Essentially there was always a fade in Terminal killing marines. Didn't even give them time to buy shotguns.
Haust Mar 16, 2013 @ 10:13pm 
Originally posted by DYMAXION:
Originally posted by Haust:
I've noticed that, too. I remember a 1:1 ratio being a fairly decent score for a marine. Today, it's hard to fall below a 2:1 ratio until the end-game rolls around (or a good fade/lerk combo). It's boring now as a marine.

The Aliens have always depended on containing the marines to, at the very most, 3 RTs. If they get more than that in the first 4-5 minutes, then it means certain death. But now that skulks are so easy to kill now, I'm finding Marines taking most of the map in the early game.
Depends who you play with.
Maybe I've had a long string of bad playing aliens. But at this point, I'm benching the game. I'm just not having fun. I'm either bored as a marine or I'm annoyed as an alien.
Oh Noes Mar 17, 2013 @ 8:55am 
Originally posted by Haust:
Maybe I've had a long string of bad playing aliens. But at this point, I'm benching the game. I'm just not having fun. I'm either bored as a marine or I'm annoyed as an alien.

I feel the exact same way.

Hopefully a balance patch comes soon or people will realize the imbalance and stack marines more often and lead to even more lopsided victories.
Marq Mar 17, 2013 @ 9:43am 
Originally posted by Haust:
Originally posted by DYMAXION:
Depends who you play with.
Maybe I've had a long string of bad playing aliens. But at this point, I'm benching the game. I'm just not having fun. I'm either bored as a marine or I'm annoyed as an alien.

Fun what a key aspect to a successful game. I already feel like benching this when I figured out the devs were balancing for 6v6 and not taking into account the higher player servers such as the ones with 20p-24p. Along with how skulks that no longer feel like skulks compared to release and the fact that marines is being stacked all day Idk what they devs can do to make the game more fun especially on aliens. And nerfing marines will not fix the fun factor either. Part of it is the fact that the community is not perfect and it is hard to find good games. The other part is the fact that so many parts of this game feel stripped down as more patches come. I.e lerks with the huge I am here indicator, skulks moving like rocks, camo becoming useless and I am sure there are tons more from other people like the concede option.


On marines you got one dev testing out a balance mod that increases marine spawn time to 10 seconds, jetpacks to 15 pres and removes armory healing making welders mandatory as a pres sink. Yea that sure sounds like a ton of fun and totally not frustrating. Power nodes are still annoying as an entire base destroyer button and flamethrowers/grenade launchers are still laughable compared to sg. No nerfing the sg will not make the other weapons any more enjoyable. Exos still feel out of place with the pace of the game. Not to mention most of these patches with “optimizations” actually make performance worse from the posts I have read. I will still keep checking to see if anything changes though. Maybe it will. Oh and this is all my opinion from an average players no need to pop a vein from my subjective opinion.
DYMAXION Mar 17, 2013 @ 6:57pm 
Originally posted by Marq:
Originally posted by Haust:
Maybe I've had a long string of bad playing aliens. But at this point, I'm benching the game. I'm just not having fun. I'm either bored as a marine or I'm annoyed as an alien.

Fun what a key aspect to a successful game. I already feel like benching this when I figured out the devs were balancing for 6v6 and not taking into account the higher player servers such as the ones with 20p-24p. Along with how skulks that no longer feel like skulks compared to release and the fact that marines is being stacked all day Idk what they devs can do to make the game more fun especially on aliens. And nerfing marines will not fix the fun factor either. Part of it is the fact that the community is not perfect and it is hard to find good games. The other part is the fact that so many parts of this game feel stripped down as more patches come. I.e lerks with the huge I am here indicator, skulks moving like rocks, camo becoming useless and I am sure there are tons more from other people like the concede option.


On marines you got one dev testing out a balance mod that increases marine spawn time to 10 seconds, jetpacks to 15 pres and removes armory healing making welders mandatory as a pres sink. Yea that sure sounds like a ton of fun and totally not frustrating. Power nodes are still annoying as an entire base destroyer button and flamethrowers/grenade launchers are still laughable compared to sg. No nerfing the sg will not make the other weapons any more enjoyable. Exos still feel out of place with the pace of the game. Not to mention most of these patches with “optimizations” actually make performance worse from the posts I have read. I will still keep checking to see if anything changes though. Maybe it will. Oh and this is all my opinion from an average players no need to pop a vein from my subjective opinion.
The game is balanced even in 18 player servers.
Krimsonk Mar 18, 2013 @ 12:31am 
Originally posted by Marq:
Originally posted by Haust:
Maybe I've had a long string of bad playing aliens. But at this point, I'm benching the game. I'm just not having fun. I'm either bored as a marine or I'm annoyed as an alien.

Fun what a key aspect to a successful game. I already feel like benching this when I figured out the devs were balancing for 6v6 and not taking into account the higher player servers such as the ones with 20p-24p. Along with how skulks that no longer feel like skulks compared to release and the fact that marines is being stacked all day Idk what they devs can do to make the game more fun especially on aliens. And nerfing marines will not fix the fun factor either. Part of it is the fact that the community is not perfect and it is hard to find good games. The other part is the fact that so many parts of this game feel stripped down as more patches come. I.e lerks with the huge I am here indicator, skulks moving like rocks, camo becoming useless and I am sure there are tons more from other people like the concede option.


On marines you got one dev testing out a balance mod that increases marine spawn time to 10 seconds, jetpacks to 15 pres and removes armory healing making welders mandatory as a pres sink. Yea that sure sounds like a ton of fun and totally not frustrating. Power nodes are still annoying as an entire base destroyer button and flamethrowers/grenade launchers are still laughable compared to sg. No nerfing the sg will not make the other weapons any more enjoyable. Exos still feel out of place with the pace of the game. Not to mention most of these patches with “optimizations” actually make performance worse from the posts I have read. I will still keep checking to see if anything changes though. Maybe it will. Oh and this is all my opinion from an average players no need to pop a vein from my subjective opinion.

Thank god theres always call of duty...

Also, the game was made for 8v8, any server you play with more than that is modded. Not the fault of the devs, they made it easy for people to mod to customize their experience.

This is not an easy game, but not all people enjoy a challenge I suppose, right?
Apheirox Mar 18, 2013 @ 2:05am 
@ Marq (not going to quote his long post for the third time in a row here): I think your criticism is overly negative and unfair.

- Skulks are still deadly against marines. You may be required to ambush a bit better now rather than just racing at them like the rabid dog you are, but hey... perhaps the ambush requirement is why they're called skulks!

-Lerks: Don't know what indicator you're speaking of. I find the Lerk fairly stealthy. Regardless, shouldn't marines be able to tell where they're being shot from? This is a strategy/FPS hybrid, not a stealth game.

- Camo: It was ridiculous before. You could stand in front of, even run up to, a guy who would be completely oblivious to your presence despite looking right at you. I've seen posts from people calling it 'useless' now... It's not, you can setup ambushes with it perfectly even on-the-fly because the time to cloak is so short.

- Concede: Sorry, but complaining about a such feature is just dumb. It doesn't improve the game that people are unable to end the match if they aren't enjoying it. If you feel people are conceding too much, the problem lies with the players, not the concede option.

Also, regarding the supposed dev test version:
-15pres jetpacks sound much better to me, I thought of this exact thing as I played today. 10 res is extremely low for such a powerful tool (jetpack costing half of shotgun, while being much better). Jetpack is currently OP, really.
-Power nodes: I think it's a great and interesting feature of the balance that the marines have the weakness of being able to lose a whole base through a single building. I disagree it unbalances the game, as well - it's made up for by distress beacon ability and more.
- Flame thrower and grenade launcher both need a large buff. They're way too costly for what they provide. Neither weapon is worth half an exo (which is also why you almost never see anybody use these weapons - a shame).
- I haven't seen performance move in the wrong direction with the patches, but also not the opposite.
Mikoshi Mar 18, 2013 @ 11:27am 
Wait... did you really just suggest that flamethrower needs a buff? Grenade launcher is a siege weapon, and appropriate. Flamethrower disintigrates skulks, and requires almost no effort to hit with it. Hell, if you keep the flamethrower on an onos (with a jetpack), it will die just fine.

Marines in general have the advantage right now. They nerfed skulks a bit too much, so there is no longer the same amount of risk for marines to just spread out across the map like a plague. Only counter is to hit their base, but the window of opportunity is extremely small, given how fast they get an obs up.

Get rid of bunny hopping for marines, halve their backpedal speed. Game fixed.
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Date Posted: Mar 14, 2013 @ 1:23pm
Posts: 20