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as for the mid game yes it is quite short but the main draw is RTS/FPS combo if one team fails to have the res required to sustain the mid game they will lose.
it is very unforgiving and there are no handicaps for a bad team unfortunately.
You could also try competitive games or atleast gathers on www.ensl.org - a whole another new dimension of this game.
you can feel it by getting shot and not being able to escape
to answer some of the previous questions.
I usually play on 18 or 24 player servers.
I dont bother with less because marines tend to lose quick if they dont have atleast 7 players on each team.
Someone mentioned i should play gather matches.
Could try, but ive seen what some veterans in this game are capable of, and im nowhere near that sort of skill in this game and i dont plan to invest that much time playing it to get good at it. Id say im pretty average in NS2 and i might be wrong but my guess is that average is not good enough for competitive play :)
i would recomend playing on 6v6 servers, even though the games may end quick you will play more and gradually learn when to expect the lifeform explosion.
But look at it closer and you can see, that every figures action does has its individual impact on the gameplay, considering the way you use it. In detail it suddendly becomes much more varied. Same goes for NS2. Sure, there are basic build orders and only a limited number of maps (chess on the other side only has ONE "map"), but even though every game plays out slightly different.
Okay, you could ignore that fact, fine. Keep saying it is repetitive, but please show me any online multiplayer - or any other computer game - which isn't basically the same thing every time you play it, if you cut out the corners! Sure, it's another thing, if you don't like the basic concept of the game. But why would you then spend almost 300 hours on it in the first place. Hell, most games don't even get me to play it more then 30ish hours, so basically this is a big pro for NS2 game design. Sure, everything gets boring after a specific amount of time. Either move along or try to make the best out of it and keep on playing.
And yeah, I would suggest, too, that you look for smaller servers. Everything above 18 players runs the risk to become a simple zerg rush. This game was clearly designed for 8vs8. That's the amount of players, where the tactical versatility of NS2 shines. Bigger games would need bigger maps for not ending in a big clusterf***. Look at the Battlefield series with its 32 or even 64 player amount. It doesn't play as well when there is a smaller population. So it's the same problem vice versa. Or the other way around, the 4 player coop games, which have mods to push the playerlimit up. Games will become much too easy this way.
Sure, the hitreg can be a pain in the *** sometimes. But it's not only an engine problem. In most cases the own internet connection does play a major role. A bad ping can mess you up good in every other online game as well. Perfect hitreg you will only get in singleplayer games.
As for the feeling underpowered part. Well, the discussion goes on since this game is being played. It basically comes down to the assymmetrical design. Both sides are meant to have some major drawbacks compared to the other one. Get used to them and act accordingly. It is much easier to get used to a team vs. team game, where both sides have the same kits, even though the names most of the time will differ or they have slight tweaks in DPS, accuracy and so on, so you don't see the commonness at first glance. NS2 will never be balanced to the point, where everthing will be fine for everybody. I admit that. But that's what makes this game so challenging and fun to play.
I once more refer to chess. Imagine, when both sides could only beat the opponent on squares of their own colour. Does that make chess less appealing? I don't think so. It will be more of a challenge and therefore not as repetitive as it is now.
As for the stacking problem. Yeah, this is a major flaw in this game. Mostly it's due to two facts: The assymetrical gameplay itself AND the small playerbases with a relativly high amount of competitive players. Pubstomping and stacking winning games is around as long as there are online multiplayers. People are douches, when it comes to being the winner. It's more of problem with the human mankind, not a partcular game. In NS2, there is just a slightly higher chance, you will end in a stacked server, then in other games, cause its population is considerably low.
I like your suggestion about ramping up the costs for endgame units though. That way, there won't be as many early onos rushes, which end many promising games much too fast. I like balanced midgames myself. But there aren't as many players out there, who appreciate a 60 to 90 minute game. Or they simple ain't have the time for it. It would scare away the casual players, who just want to play a short round or two before they go off to dinner/work/whatever.
Well, long post here. Read it or not...
Only takes a $700 computer to run this game well. With that said, they are still working on increasing performance.
As far as catering to their professional comp scene.... I don't get that either. It makes no sense since their playerbase is so small they need to cater to the larger playerbase, everyone else.
The balanced had been handed off to one dev and a balance team that consists of comp players and very old players who want to make the game tailored for them and refuse to accept outside opinion unless it aligns with what they want. It seems fun and enjoyable game play is not a factor they consider. In the end it is UWE's choice so it is all on them. When people like this handle the balance for the game what else can you expect other than odd changes that caters to the comp scene? Part of it is because UWE really wanted to make NS2 a popular e sport game that they kept taking opinions from comp players even though it is not working out. Can't have it both ways I guess. Time and example has shown UWE does not care about the majority so why should you care?
seems that is exactly what is happening, which is pretty disappointing.