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If a team gets 10 Arcs, they had at least 175 resources to spend on them. At some point one team will win and if they manage to get so much more resources than the other team, that's just the better team and they deserve it.
The unit itself is fairly balanced as you can easily counter it with Gorge Bile Bomb if there's a lot of Arcs. It's also a very slow moving unit so should the marines defending them die, they are pretty much lost. That's resources down the drain.
The only problems remaining are Map design flaws, which are almost all gone now. Arcing Locker from bar is gone, Deposit from Central, etc. Recieving to Hydro is still pretty bad, but with all the cover and the double level nature of Recieving, it's not too hard to attack. And they might be working on it.
The game is assymetrical, Aliens don't have an Arc unit. Marines don't have a Fade unit. Marines don't have Onos, Lerk, or anything that Aliens have, same goes the other way around. That's the design of the game.
Having an army of Arcs means exactly what Cim said, the marines had the res to sink on Arcs to take out your bunkered hive. Now if the marines were able to sneak all 10 of those arcs right into your hive without you knowing, there's something even more wrong.
If Aliens let marines get 20+ arcs, they've already lost well before that.
An ARC attack is actually safer than an Exo attack. It's slower, but you don't have to risk Marines and Exos as much. A slow steady ARC push is really hard to counter if Marines stay put and guard the ARCs. Requires a coordinated attack by Aliens. Generally have to resort to Spore + Bile + Onos to be able to take out a strongly defended ARC position. And if they have two Duals guarding the ARCs, that gets really hard to stop.
Also, Marines getting Exos doesn't mean they win 4 out of 5 times. It's when Marines get 5+ Exos at once that Aliens have real problems. On teams of 12, 5 exos supported by Macs and marines hitting a Hive is hard to stop. As Aliens you have to seperate Exos from each other, seperate them from Marines and gang up on Exos. An Exo showing up doesn't mean you lose any more than getting an Onos means you win.
If marines get 5+ exos, just base rush. I don't frequent the larger servers (there are a few problems with alien spawn system that disrupt the overall way things work with that many players), but on a more managable size server, this is a death warrant for marines. Exos can't be beaconed, and they can't phase. If your whole team (minus two to dealy the exos) rushes a base, the beacon will be no more than 3-4 guys that you can mop up easily and continue taking down the base. From there, run to the next base. gg.
But yeah, I agree that multiple exo pushes are quite tough to take out, even with onos support.
Well, you may not be able to stop the push, but you can win the base killing game. I do think that Marines should keep their Exo ratios below 50%. I've seen games where Marines all went Exo, lost their MACs to bile bomb and then couldn't build replacement IPs after their Com and IPs went down. That game went badly after that for the humans.
On an 8 player team, 5 exos is a bad, bad, bad idea. On a 12 player team, it's pushing the limits of safety, but not too dangerous. On a 16 player team, 5 exos is kind of low. I tend to play on the 12 player teams (partially out habit from TF2, I'd go 16, but those are always full).
But if the Marines have most of the map and pushing with Exos, Aliens are going to have a problem. It's worse when Marines leave 2 jetpackers to hold down the rest of the map. I played this one game where we had 4 exos and ARCs pushing and me with a JP/SG and another guy with a JP/FT were constantly doing base security. Between us, 3~4 skulks were never really a problem. And because it was late game, I was mine spamming. When you're down to skulks and gorges, taking down a combined ARC/exo push is fricken' hard. You can't even compete in the base rush game either.
Especially if the Marines wait for Duals.
I have YET to see a railgun exo win in a 1 on 1 onos. I've yet to see a rain gun exo win on a 1 marine welder + rain gun aganist a lone onos.Every time a railgun without regular exo support goes up against an onos, it always ends badly for the railgunl
You won't be able to get 20 arcs in the future, in BT there is a building limit on spammable items (however this may or may not make it into the game, my guesses are that it will though).
That said, I do think Marines have a certain advantage in some aspects; I feel like if the marines get to that point of critical damage, it's nearly impossible for aliens to ward them off efficiently (and counter-attacks aren't viable in many scenarios), especially if the position favors them in either large open areas or a long choke point. That range attack helps a lot for seiging away at a hive in a bunkered position.
Doesn't matter though. 20+ ARC is just a manifestation (literally) of how Marines have dominated the economic aspect. If they can't build 20 ARCs, they'll do something else, like go dropping exos like crazy, building sentries all over the place, blocking off rooms with mass construction, so on and so forth. If Aliens let Marines have enough Res to build that many ARCs, they've lost well before the ARCs start firing.