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Disagree with your post. Aliens got more advantages. Especially on small map. i wons when i was a single alien vs 5-6 human players. i wons when i was a single human vs 8 alienplayers.
I saw aliens wins more often then humans when i was in fps mode as a human.
Played I wanna say 9? Games roughly 50/50, 3 as commander (2 human, 1 alien)
99% of inter-unit complaints are literally just skill diffs.
Comparing unit costs when economy output isn't similar is also odd.
As rude as it sounds to say, every commander seems to suck at RTS's and most players suck at shooters.
I've won all but 1 game, and the one game was a 1v1v1 where I ended up targeted because I was too aggressive.
This counts games where my host quit because I was winning against them.
Like others said, a huge part of the issue is skill levels. Another big part is AI problems. Alien AI isn't smart enough to really exploit the aliens' strengths, but a couple of players in alien units can be devastating. Human AI can get away with being a lot more simplistic: just aim and shoot, but then the AI hamstrings them with god-awful harvester pathfinding that can completely freeze the human economy even without enemy interference.
IMO there isn't really a lot of point in discussing balancing until some of the fundamental issues like AI and pathfinding get stabilized. Once things are working consistently, then the balance passes can start.
For context: played a string of games the past couple of evenings with relatively balanced teams numbers-wise and mostly skilled commanders. Alien team won about 75% of those games, so they definitely aren't weak when played right.
I agree with your points. But in most replies here take in account where Alien units are played by human players. I agree that Alien units can get really powerfull when played by a player. my main point is that a player in human faction can be wayyy more effecient all by himself than an Alien player. No matter the Alien unit you play if you don't pull a sneaky you ain't winning. For exemple a Scorpion can zap a armored car easy but is frankly useless against any other higher tank tier in ranged damage so the only way to take down thoose is melee. so in endgame you are outgunned
Other argument is Harvester bug, and well if the game is currently balanced because Havester pathfinding sucks and human can get starved for a few minutes ( wich i've had happen to me as well ) then what will it be like next update when this is fixed ?
Due to the game being EA it's obvious that more units type are coming i'm just discussing the current state of the game balance. Tho i believe it's worth discussing since the dev would obv want their game balanced in some way so feedbacks and opinions are worth sharing.
It would be nice to have features such as spotting a target area to automatically Build a nodes road to so Alien commander can get more time to babysit their units.
Players are also powerful in human units, sure, but depends on the unit. Quads and Armored Cars are frail enough that they can be dealt with pretty easily from what I've seen in-game (as long as aliens aren't forced to charge them across open ground). Hover Tanks and Railgun Tanks do big damage, but they're slow enough that alien players can use cover to completely avoid their lines of fire.
Siege Tanks and Rocket Arty, yeah, those can be a problem, but my opinion on them is that I'd like to see an alien class added that more directly rivals them. Goliath kind of matches up against the siege tank I guess, since they're both slow and super sturdy, though the goliath only has melee against the siege tank's range. But a new alien class that answers the rocket arty would be a good addition IMO.
On the subject of a fix for the harvester AI breaking game balance, that's why there would need to be follow-up balance passes. Any effort spent balancing things in a broken state is just wasted time since it'll have to be re-balanced when things are fixed anyway.
i hugely disagree with what you said.
First lets talk about Balterium "Human Resource"
There is Multiple Sizes of Deposit of Balterium, at 8400->30000, While Bugs do have a single type and its at 22000.
So in matter of fact if your resources near your base at 8500 , and other at 10k you are going to lose in the long run, because you cant expand your base around, and so humans resrouces are much of RNG and may deplete much faster, so lets talk about ratio, humans may get resources that is 36% of your resource depot, or 136%. much of the map is between 10000-18500.
second, a harvester and a balterium field is much much more visible than shrimps going to biotics (the equailivant of balterium), and with current AI and torque and speed of harvester. good luck.
Early game single hunter that you get by default is of strength of 3 light quads, hunter do have a health pool of 4500 and 2 points of armor with a health regen of 30 per 5 seconds.
Light quad have a HP of 3000, with no armor, and no health regen full 0 and no repairing.
Light quad full burst from AI to hunter, with OP accuracy does about 1.3K damage, Hunter does 800 damage per right click and 400 per left click, thats 1.2K damage in 1 second, also many shots are deflected by the hunter`s armor.
Hunter also is immune to fall damage, I mean it immune , on other hand light quad from base to front line thats nearly 120 HP gone due to terrain.
As in speed, yes Light quad only! are faster than hunter, in flat even terrain, due to jumps, turns loses alot of speed,and high speed turns usually ends with a flip, and in some maps the sand dunes are sharp, its risky to engage a hunter, you can harrass hunter with light quad, but never kill in 1v1, in 2v1 yes but thats 600 Points to 500 Points.
lets talk about the scorpion, costs cheaper than any tank/Long Range Vehicle. at 1600, while cheapest of heavy units is 2200 and its hover tank.
as scorpion kills everything below hovertank easily , and also everything below hovertank cant penetrate scorpion`s armor, including heavy armored vehicle at point blank range, thats why i would start with hover tank.
Hover Tank have HP of 13K | Costs 2200
Scorpion have HP of 12K | costs 1600 | 30HP regen per 5 seconds
Scorpion Full Burst to Front Armor of hover tank from the front does about 850 damage, with 39-71 damage per projectile, depending to armor value, Scorpion side armor shots to hover tank does 79-241 damage, thats nearly 1.6K per burst, and from back is nearly 2.5K per burst with 79-241, but the 241 (or penetration is more common)
Hovertank to Scorpion does 4K damage if Penetrated ,sometimes it does not. with a 5 seconds reload time in "Rapid Shooting" , which means after 5 rounds, you would need to sit for 10 seconds not firing to reload the autoloader.
Scorpion have instant turret rotation, try holding ALT and move the screen around instant. unlike tanks, while also Scorpion top head is impossible to shot when its hunker down in high terrain and only exposing his tail.
as hover tank camera angle, you may be able to see the TAIL of the scorpion, but the tank itself cannot, and your shots are hitting terrain.
This was today
https://imgur.com/a/kAxJlC6
single Scorpion, killed Harvester,Research,HQ.
was not counterable.
Same goes for humans ,once your base discovered get ready for 1 single crab standing in middle top of harvester alone killing it, or a hunter, with no counter to it, and the issue players not joining your team , is not a balancing issue, but that the game needs an auto balancer.
This i agree with you, but its not just aliens, both even humans the AI is kinda weird right now, sometimes melee alien AI would just stand there.