Current Alien/Marine victory ratio over ~1 week

Generic, on-topic discussion about Colonial Marines.
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Current Alien/Marine victory ratio over ~1 week

Post by Rahlzel » 26 Aug 2015, 15:28

Thought this would be interesting to have as a dedicated post, and especially because I see people saying that "Aliens win a lot", "I haven't seen a Marine victory in X time", etc.

As of 2015-08-20 (~6 days):

Alien Major: 11
Alien Minor: 6 (Evac)

Marine Major: 30
Marine Minor: 0 (Both sides die - rare)

Draw: 0 (Nuke)

While the sample size is small, at the moment Marines are winning twice as many rounds as Aliens. Needless to say, we'll be working on balancing this out a bit.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Jeser » 26 Aug 2015, 15:43

Any opinions why so? From my experience, I saw far more marine's fuck ups, than aliens'.
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Re: Current Alien/Marine victory ratio over ~1 week

Post by Rahlzel » 26 Aug 2015, 15:50

It seems to be largely because of the Marines pulling back and turtling in the Sulaco - laying mines, defenses, etc. We're trying to get the Marines to stay on the planet by making things more defensible, hence the automated turrets. Perhaps we need to move the shuttle LZ farther away to make it more difficult to retreat, or have the shuttle "break" randomly when it reaches the planet. I'm not sure yet. We're open to suggestions.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Gentlefood » 26 Aug 2015, 16:02

Rahlzel wrote:It seems to be largely because of the Marines pulling back and turtling in the Sulaco - laying mines, defenses, etc. We're trying to get the Marines to stay on the planet by making things more defensible, hence the automated turrets. Perhaps we need to move the shuttle LZ farther away to make it more difficult to retreat, or have the shuttle "break" randomly when it reaches the planet. I'm not sure yet. We're open to suggestions.
Introduce a Pilot role that can fly the Rasputin at the current delay (or even quicker). Then make it so remote flying takes longer, both in warmup time and flight time. Makes it harder for Marines to retreat if the pilot dies/captured/etc. But I would likely recommend an overhaul of Rasputin mechanics in general. (Spots for aliens to hide inside etc).

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Jeser » 26 Aug 2015, 16:02

Well, improvements of shuttle is definitely needed. I like those suggestions about shuttle crew, pilot and gunman, maybe add some fuel system? This will force humans to use shuttle more carefully, efficient and less times.
Off Topic
BTW, I think, Sentries lack a bit of firing speed. M41A shoots faster.
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Re: Current Alien/Marine victory ratio over ~1 week

Post by Jack McIntyre » 26 Aug 2015, 16:12

I play marine all the time and I am sure others know my characters know him already :p. But just playing a lot of games on the server I can tell you once marines lose the LZ a lot of them don't want to go back planet side. Granted you can almost bet the LZ is crawling with all the aliens or so we think, and thus they don't want to go back down to a slaughter fest. Very rarely do I see marines instead go to the drop pod to actually continue the fight once they are treated and regeared because it would be like what happens to the xenos when they ride the shuttle up. Just one pick massacre waiting to happen. Just something both sides have learned. I will say I am not sure marines are winning more, maybe we are learning!? But I know my first week on the server which was last week all it was when I played was xeno victory after xeno victory. Kinda of wears on you, but I can say that I am usually the guy saying things are balanced between teams. I have seen dumb mistakes on both sides lose it for their team. I tried xeno last night when I got grabbed when I was scouting the entrance to north of the fob as soon as we landed. The marines had abandoned the fob and were up on the ship for some reason so we took it over and captured the few men they had left guarding it. Then my combat wanting team saw the shuttle come down and attacked. We were outnumbered and in the open, wasn't a good place since they had just rearmed. Needless to say we got wiped out because the queen listened to the aliens who just wanted to attack when we could have fell back to the hive. Idiots on both sides can flip the coin to the other side.

I will say shuttle update would be cool, I like the fuel system idea, but I think it is tactically as well the marines still will need to get it in their heads that they have to down to the planet. Then just a few who knows that it is better to keep them off the sulaco which pretty much screws you if they take the hanger to fighting them at least on the planet to make them play defense.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Jeser » 26 Aug 2015, 16:32

Actually, one way that will definitely make almost impossible situation, when marines fell back and don't want to go down, cause they know aliens infested LZ pretty hard, is making three LZes for drop ship, which can be choosed as destination points. Aliens won't be able to cover solid all three LZes, that means no insta-board and slaughter, when shuttle arrives.
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Re: Current Alien/Marine victory ratio over ~1 week

Post by Adjective » 26 Aug 2015, 16:36

I would enjoy the idea of the shuttle randomly "breaking" it would be extremely entertaining hearing marines screaming in comm's about it. It would also probably give squad engineers another task that they would be dependent on watching. I don't know how it would work if Xeno's were attempting to fly the shuttle back to the Sulaco and it broke however. I don't see an alien grabbing a welder to repair an engine any time soon.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by TopHatPenguin » 26 Aug 2015, 16:56

Vrai wrote:I would enjoy the idea of the shuttle randomly "breaking" it would be extremely entertaining hearing marines screaming in comm's about it. It would also probably give squad engineers another task that they would be dependent on watching. I don't know how it would work if Xeno's were attempting to fly the shuttle back to the Sulaco and it broke however. I don't see an alien grabbing a welder to repair an engine any time soon.
I would enjoy the fact that if the shuttle engines weren't maintained by the engineers it could have a chance to crash on it's way back.

But you know Vrai's thing also works :)
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Re: Current Alien/Marine victory ratio over ~1 week

Post by Adjective » 26 Aug 2015, 16:58

Mr. Penguin wrote: I would enjoy the fact that if the shuttle engines weren't maintained by the engineers it could have a chance to crash on it's way back.

But you know Vrai's thing also works :)
Yes, but they can also break.. horribly.. resulting in dozens of deaths, lawsuits against a company, and world-wide new media coverage.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by apophis775 » 26 Aug 2015, 17:11

I had a thought, of a "pilot" role, that would require the pilot to "fuel" the shuttle occasionally, and reduced the launch delay and travel delay.

However, if the ship wasn't fueled, the delays would be elongated but it could still be used (running on fumes).

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Jeser » 26 Aug 2015, 17:31

Vrai wrote: Yes, but they can also break.. horribly.. resulting in dozens of deaths, lawsuits against a company, and world-wide new media coverage.
"We are reporting from LV-624, where tragedy took place. According to preliminary information, engines of military drop ship "Rasputin" exploded due to failure to comply with regulations while maintaining. 17 marines died in explosion, 5 more marines, 2 MPs, Executive Officer and Sulaco Maintenance Technician were injured. Drop ship "Rasputin" was based on USS "Sulaco", military vessel, that carries USCM Corps troopers. Who is responsible for this terrible tragedy? Will be punished those, who guilty of this? We will find out later. Juana Jerins and Mirak Fundler, specially for UCC."
As we have learned, marines are carrying out a secret operation on planet which aims on genocide of sentient alien race. What is that? Defence of humanity from evil aliens or the beginning of the era of inhuman violent space wars of conquest? Don't switch the channel and we will find this out together! Further in the program: interview with Xenomorph, "Xenophobia and prejudices".
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Re: Current Alien/Marine victory ratio over ~1 week

Post by Edgelord » 26 Aug 2015, 20:17

Rahlzel wrote:It seems to be largely because of the Marines pulling back and turtling in the Sulaco - laying mines, defenses, etc. We're trying to get the Marines to stay on the planet by making things more defensible, hence the automated turrets. Perhaps we need to move the shuttle LZ farther away to make it more difficult to retreat, or have the shuttle "break" randomly when it reaches the planet. I'm not sure yet. We're open to suggestions.
I've always been a fan of using the XO as the guy who stops the marines from evacuating. I've always found that morale plays a big part in terms of standing your ground. Most good RP players will not disobey their XO.
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Re: Current Alien/Marine victory ratio over ~1 week

Post by Dyne » 26 Aug 2015, 21:48

Most alien losses come not from marines pulling back, but from aliens pushing on in disorganized attacks, losing too many trying to bruteforce.
Organize hunting packs, manage hosts, give the marines space to breathe and wander and get lost, and be caught in unsupported attacks- aliens win for sure.

This is not a mechanical balance issue, its a player and tactics issue.

P.S. Queen having more control, and maybe higher castes talking in bigger text will help, see the suggestion on Castes limits.

P.P.S. Its not about the victories that much for me, personally.
I had more fun losing as marine in a hard fight then winning in battles Aliens lost- by inept Queen or bloodthirsty players.
Its about the stories weaved.
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Re: Current Alien/Marine victory ratio over ~1 week

Post by AncientV25 » 26 Aug 2015, 22:15

Rahlzel wrote:It seems to be largely because of the Marines pulling back and turtling in the Sulaco - laying mines, defenses, etc. We're trying to get the Marines to stay on the planet by making things more defensible, hence the automated turrets. Perhaps we need to move the shuttle LZ farther away to make it more difficult to retreat, or have the shuttle "break" randomly when it reaches the planet. I'm not sure yet. We're open to suggestions.
It's not just that.
The problem lies in the aliens wanting to swarm-attack and brute-force their way into marine defenses when they're set up, and the fact that marines genuinely can't return planetside after they've been pushed off. If they -do- return planetside, let's say with the dropship, they get slaughtered near-instantly upon landing. It's not about nerfing marines, or making it harder to stay, it's about giving us more of a reason to stay and more places to touch down.

EDIT:
I wanted to expand this a bit, more clearly. Original post above.

Marines win a lot. This is because, every round, they build an equivalent to fort knox on the planet, as soon as they land. This isn't because of purely metagame reasons, this is because there is nothing else they -can- do. They simply don't have the ability to assault hives successfully, unless they vastly outnumber the enemy. If we're going by stats, a large amount of marine victories have marines with 30+ people surviving, after the last xeno is dead.

Let me repeat that. Marines have no capability to advance, and they are -very- expendable.They have no real -reason- to advance, either, once they've discovered the cause of the colony's distress beacon. As stated above, they also have no reason or ability to return to the planet safely after being pushed off, purely because they'll be slaughtered by the more numerous and tanky aliens.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by UNDUS » 26 Aug 2015, 23:26

Dyne wrote:Most alien losses come not from marines pulling back, but from aliens pushing on in disorganized attacks, losing too many trying to bruteforce.
Organize hunting packs, manage hosts, give the marines space to breathe and wander and get lost, and be caught in unsupported attacks- aliens win for sure.

This is not a mechanical balance issue, its a player and tactics issue.
Sorry, this is broken/favoritist logic. Marines do all of those things too, but their balance state is generous enough to grant them wins anyway.

If a team requires more skilled players than the average to win, that's OBVIOUSLY a balance problem. How can you think otherwise?

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Dyne » 26 Aug 2015, 23:59

UNDUS wrote: Sorry, this is broken/favoritist logic. Marines do all of those things too, but their balance state is generous enough to grant them wins anyway.

If a team requires more skilled players than the average to win, that's OBVIOUSLY a balance problem. How can you think otherwise?
Interesting point. Lets walk through the logic, in short, so others can judge if anything is broken, Greek style.

1. Statement: in most cases 1 vs 1 of alien vs marine ends in marine being hugged/injured.
2. Statement: Aliens have a strong simple rules- supported control system, aka the Queen->daughters.
Note: Aliens get banned for disobeying direct commands.
3. Statement: Marines have a complex control system, CO/XO->BO+RO->SL->Squaddies
Note: Marines regularly disobey orders and can start an admin-sanctioned mutiny.

4. Statement, in continuation of 1- two marines or a heavily armed marine can overcome one alien, if she is reckless (slow sentinel, runner not knowing about the after-leap delay etc).
5. Statement- a pack of at least two aliens with huggers in most cases will take out two marines in an unfortified position (no well hidden mines/electrified grilles/ sentry gun(s))
6. Statement- marines going rambo/just being alone- give new aliens.

7. Statement- aliens get stronger as the round progresses, UNLESS they die as early castes. Its a bit like marines ramboing, only worse in the long run.
8. Statement- marines often lose cohesion and heavy weapons, which, along with potentially losing SL's to aliens and CO/XO+BO's to SSD/idiocity, cripples the control system, see point 3. Despite new marines "de-freezing" if command structure is broken marines get weaker with time.
9. Statement- endgame for aliens is often storming the Sulako with high-tier daughters, close combat and multiple attack vectors breaking marines defences and morale.
Addition- aliens win on evacuation, often the evacuation is coming from marine "team" own failings- mutinies, SM explosions, loss of morale.

10. Question- what team needs more qualified players to win?
My answer- marines, as their command and control system is much more complex, they have logistics needs- ammo, food , medical supplies, building materials.
Reminder- aliens just need eggs(Queen), jelly(Queen), weeds(time of drone castes). (+some tunnels for added FUN)


Now the REAL question we should be asking ourselves- do we need a 50/50 win ration, really?
My answer is no.
We need good stories.
Its not a sim. Its not a realtime strategy(though it does take strategizing to win, especially as Queen- a LOT depends on you).
It is a roleplaying game.

I hate to win as marine when marine players did not weave a good story, and were generally weak.
Because they win on alien players being much weaker.


ALL alien rounds (that I seen so far, as alien player or ghost) where Queen was competent and hunting packs were formed were an alien win, or very close marine win, and they made good, scary, heroic stories happen. Even a serious Predator assault- all this didn't stop the stories from flowing, apart from some exceptions with Predators intervening on both sides too hard, and hijacking the story.

One bad queen. Two of the starting five aliens dying to survivors. Aliens ignoring Queens direct orders NOT to assault, and Queen learning about it as they die storming the FOB. Again and again. Aliens not working coherently, with antagonism rising and drones teaching hunters to hunt and not supporting the effort with weeds or nests.
The list goes on.


KEY POINT:
Alien players need to understand their characters are not invincible, and that bruteforce may bring ground, but not many alive hosts.
Queen needs more control, but also understand her responsibility not only to victory, or her hive, but to the whole round.
Victory ratio doesn't matter much. Teamwork and good stories matter.

TOTAL KEY POINT:
Teamwork brings victories for both teams. Marines need more teamwork to have a chance, BUT aliens need teamwork and constant communication too.
If aliens have no teamwork- they WILL lose.
If aliens are inexperienced and marines are- it makes for poor stories.
(It doesnt help that rambo marines become rambo aliens. They die once as marines, they can die plenty as aliums)


P.S. I love both "teams", alien gameplay is much more relaxing, love the family aspect. Currently play roughly 1/3 alium and 2/3 marine, because mah Snowflake.
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Re: Current Alien/Marine victory ratio over ~1 week

Post by UNDUS » 27 Aug 2015, 00:51

Dyne wrote:Now the REAL question we should be asking ourselves- do we need a 50/50 win ration, really?
My answer is no.
We need good stories.
Its not a sim. Its not a realtime strategy(though it does take strategizing to win, especially as Queen- a LOT depends on you).
It is a roleplaying game.
Sorry, you're alone in thinking this. People do not come here to roleplay, they go to bay for that. Essentially no roleplay occurs here. This is a game server and the balance of the game is extremely important. As an example: if aliens are nerfed or marines are buffed further and the winrate drops even lower, how many people do you think are going to play with the be xenomorph option toggled on, just so they can enjoy the deep 'stories' and 'roleplay' of Colonial Marines? Do you think the server is going to function well and be fun to play on, even as a marine, if the already-small population of people who play as the xenos dies out?

I know you from other SS13 communities and Lifeweb too, and here's how your stay at those places went: you came, demanded that more roleplay-centric features be added even as the entire rest of the community protested that they did not want them, then left in a huff and tried this at a new community. Apparently you've found your way to Colonial Marines. I can't wait to see how long you last here. Please come to terms with the fact that no one else wants what you want out of the game, and just play on baystation or whatever place caters to your unique desires.
Dyne wrote:Interesting point. Lets walk through the logic, in short, so others can judge if anything is broken, Greek style.

1. Statement: in most cases 1 vs 1 of alien vs marine ends in marine being hugged/injured.
There are 2x-3x the number of marines as there are aliens on any given round. If you expect normal marines to be able to go mano-e-mano with xenos in all scenarios, this game is going to be shit.

Also be aware that marines losing to aliens 1-v-1 does not mean that marines always have a 1:1 kill/death ratio versus aliens. When marines are in groups and working together, an equal group of aliens, even with a healthy amount of T3s, has extreme difficulty accomplishing a 1:1 k/d with said marines. This is balanced out by the fact that some of those 'kills' will be infections, adding a +1 to the alien numbers.
10. Question- what team needs more qualified players to win?
My answer- marines, as their command and control system is much more complex,
So you think marines are winning so much because better players pick marine? If so, why? Is this a problem that will fix itself, or is a re-balancing required to account for it? Should it just be allowed to stay this way forever?

Also, why are you getting the impression that the 'command and control' system is remotely important for marines? On 90% of rounds, marines do the initial objectives of setting up the power and a FOB then fuck off and do what they want. Some who enjoy teamwork stick with their squad. The required level of teamwork goes as far as 'stay in view of another marine sometimes.'

This thread is the hard evidence all of you have been asking for that Marines are winning overwhelmingly often, and now you've switched from denying it to saying that it should stay this way because ???

What is it about a balanced game, in which the xenos and marines both have a fair chance to win, that bothers you? Do you emotionally sympathize with the 'human' side more, so it hurts your feelings when they lose? Can anyone explain this?

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Dyne » 27 Aug 2015, 01:09

SO many questions. SO many assumptions.
I given most of my answers. Yet you pose more questions. Ease up on the rhetoric, just a bit.
We can speak tactics and initiative and cohesion, but not here. Still, if you don't think CIC is important to marines your vision inherently differs from mine.
And we continue the discussion only when you give your side of the story and statements, as I have given mine, with real counter-arguments, if you have them.
I'll stick to the end and the key.

Two key concepts.
0.I am not complaining about anything, yet you keep challenging it. Nor do I deny that marines win more. I already gave my view on why it happens.
It was the wall of text you might have noticed.

1.There is no "win" in (tabletop) role-playing games. They are about stories and experience. "Aliens" have pretty mature themes, as movies, books, and games.

2. Both teams have a chance to "win". And they do. 30:17 is not 30:0.
Is it fair? Or aliums just need to git gut and make it fair, by organizing packs and planning?
I saw aliens win, I led aliens to victory as Queen.
I saw marines win, I led marines to glorious (and amazingly intense) defeat as CO and took part in some victories as BO/RO.


More statistics on what rounds were those- what time, how many players, how many experienced players, etc, might answer the question of "why aliens lose" in more detail. So far I assume it was mostly due to bad/inexperienced/aggressive Queen in a large part, as a lot is on her shoulders, and an early Queen death may cripple the effort.

Should marines win? Yes, if they can.
They managed it in all the movies I remember. Though it times it was pyrrhic, with pain, and loss, and sacrifice.
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Re: Current Alien/Marine victory ratio over ~1 week

Post by UNDUS » 27 Aug 2015, 01:16

>Should marines win? Yes, if they can.
>They managed it in all the movies I remember. Though it times it was pyrrhic, with pain, and loss, and sacrifice.

That's a movie. This is a video game. The 'enemies' in this case are not narrative devices, they're game-pieces played by real people. Plot armor should not ever be introduced into the game.

The xenomorphs in Aliens happily kept coming to be slaughtered by the heroic strong humans. Unlike them, people will eventually stop playing as xenomorphs if this trend continues, and marines will have nothing to do but sit on the Sulaco. If you're a marine player, you have a vested interest in the game being balanced.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Dyne » 27 Aug 2015, 01:21

Or maybe alien players need to actually coordinate and play better as aliens?
Seems a simple concept.

Anyway, I had my say three times already, so sorry for being vocal.
Going to play as xenomorph to be slaughtered. ;)
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Re: Current Alien/Marine victory ratio over ~1 week

Post by Dreviore » 27 Aug 2015, 01:35

UNDUS wrote: Sorry, you're alone in thinking this. People do not come here to roleplay, they go to bay for that. Essentially no roleplay occurs here. This is a game server and the balance of the game is extremely important. As an example: if aliens are nerfed or marines are buffed further and the winrate drops even lower, how many people do you think are going to play with the be xenomorph option toggled on, just so they can enjoy the deep 'stories' and 'roleplay' of Colonial Marines? Do you think the server is going to function well and be fun to play on, even as a marine, if the already-small population of people who play as the xenos dies out?

I know you from other SS13 communities and Lifeweb too, and here's how your stay at those places went: you came, demanded that more roleplay-centric features be added even as the entire rest of the community protested that they did not want them, then left in a huff and tried this at a new community. Apparently you've found your way to Colonial Marines. I can't wait to see how long you last here. Please come to terms with the fact that no one else wants what you want out of the game, and just play on baystation or whatever place caters to your unique desires.
There are 2x-3x the number of marines as there are aliens on any given round. If you expect normal marines to be able to go mano-e-mano with xenos in all scenarios, this game is going to be shit.

Also be aware that marines losing to aliens 1-v-1 does not mean that marines always have a 1:1 kill/death ratio versus aliens. When marines are in groups and working together, an equal group of aliens, even with a healthy amount of T3s, has extreme difficulty accomplishing a 1:1 k/d with said marines. This is balanced out by the fact that some of those 'kills' will be infections, adding a +1 to the alien numbers.
So you think marines are winning so much because better players pick marine? If so, why? Is this a problem that will fix itself, or is a re-balancing required to account for it? Should it just be allowed to stay this way forever?

Also, why are you getting the impression that the 'command and control' system is remotely important for marines? On 90% of rounds, marines do the initial objectives of setting up the power and a FOB then fuck off and do what they want. Some who enjoy teamwork stick with their squad. The required level of teamwork goes as far as 'stay in view of another marine sometimes.'

This thread is the hard evidence all of you have been asking for that Marines are winning overwhelmingly often, and now you've switched from denying it to saying that it should stay this way because ???

What is it about a balanced game, in which the xenos and marines both have a fair chance to win, that bothers you? Do you emotionally sympathize with the 'human' side more, so it hurts your feelings when they lose? Can anyone explain this?

At the end of the day this is a Roleplaying server.

If you aren't willing to roleplay, don't ruin other players roleplay. Plain and simple. It's infuriating when you have marines equipped with incendiary ammunition on their first time on the planet, and just free shooting (non confirmed hostile) aliens, all while I'm trying to harmlessly tense up the marines through hissing every once in awhile, or just watching.


I'm not saying everyone should roleplay a combat scene, that's not viable for SS13 in the least, what I'm saying is building a story for your character DOES matter. Even though rounds don't carry on, it enables you to make friendly with specific marines, and earn yourself that coveted nickname, to carry on from round to round.

I'm a heavy xenomorph player, and xenomorphs losing tends to be due to incompetence from the queen, or 4/5 of the starter xenos turning into runners. Not to mention marines hunkering down on Sulaco, and the commander isn't ordering people to get the hell back down there, and seems to forget what their new objective is. Recapture the colony (There's two LZ's for a reason, they should really make a third one though)

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Re: Current Alien/Marine victory ratio over ~1 week

Post by Jeser » 27 Aug 2015, 02:39

Dyne, actually, right. The MAIN problem of the server is incompetence. Aliens lose, because they were ignoring half of Queen's orders and all went runners, because "I'm good only as hunter"? Welp, it's your fault. Marines lose due to stupid orders they followed? Welp, marines' fault. Squad of experienced, competent marines, who trust each other can rekt at least twice bigger amount of aliens. But, you won't get all squads, command and Sulaco personnel competent at the same time. All Squads are pretty competent? (Nonsense) Well, than Command staff is so dumb, they don't know about Overwatch function and don't even switched ON squads' channel. Command and squads are pretty competent? (Miracle) Well, goodbye, peaceful SM, hello, baldness! Competent Sulaco would garantee marine victory, but you'll never find enough experienced players. And competent aliens are scary as fuck. Often wins more competent side, with less number of baldies. Though, if all marines and aliens were competent enough (just my dreams, nevermind), I think, marines would win. But these kind of rounds would be amazing.

Concept that many people here forget (dunno, why). Average marine far more intelligent than average alien. (Yeah-yeah, even standards.) Aliens without Queen are pretty useless. They are still effective death machines, but no tactics, minimum communication. (I still want not working hivemind, when Queen is dead). And while Queen is alive, they should obey her. And ASK what to do, not decide on themselves. Marines, on other hand, have their brains and should use them. If you have stupid order, that you can't execute, argue, then. If there is only three of you left and Command says, that you have to capture some dome without other squads help, well, I assume that Command are retards and you are on your own. Aliens should do what Queen says. Marines should think if they CAN do this, before following order. Though, as I saw often happens vice versa.

First contact rule. Welp, I'm saying that since Nostromo. If I just landed, went out of shuttle and I see fucking scary alien with big sharp claws, that runs to me, I WILL shoot it untill it: 1) Runs away; 2) Dies..
Also, why are you getting the impression that the 'command and control' system is remotely important for marines? On 90% of rounds, marines do the initial objectives of setting up the power and a FOB then fuck off and do what they want. Some who enjoy teamwork stick with their squad. The required level of teamwork goes as far as 'stay in view of another marine sometimes.'
You were kidding or serious??

Try to call the shuttle, when your SL is captured and NO ONE responding, because those idiots didn't switch ON squads' channels again. And that's mean, that those two and a half marines left from squad will be hugged when aliens come to LZ. Try to order ammo/Specialist's ammo/metal/grenades and mines/helmets/etc. without normal-working chain of command. And without metal and mines you can't make "initial objectives of setting up the power and a FOB".
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

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chimp
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Re: Current Alien/Marine victory ratio over ~1 week

Post by chimp » 27 Aug 2015, 08:04

Id be a fan of making it harder for the marines to retreat back to the Sulaco, at the moment its too easy to get everyone back and turtle like hell.

Also the map itself could do with some work, because at the moment there is very little for the marines to actually do. One squad will go to engineering, one squad might clear the few buildings that are around, but that takes all of 2 minutes. The rest are usually ordered to turtle in the FOB.

The aliens also need more start areas, having random z levels on the edges would really help with this. At the moment everyone knows full well exactly where the nest will be, and any squad being ordered to patrol NW is basically being served on a platter and they know it.

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Re: Current Alien/Marine victory ratio over ~1 week

Post by TopHatPenguin » 27 Aug 2015, 08:19

chimp wrote:Id be a fan of making it harder for the marines to retreat back to the Sulaco, at the moment its too easy to get everyone back and turtle like hell.

Also the map itself could do with some work, because at the moment there is very little for the marines to actually do. One squad will go to engineering, one squad might clear the few buildings that are around, but that takes all of 2 minutes. The rest are usually ordered to turtle in the FOB.

The aliens also need more start areas, having random z levels on the edges would really help with this. At the moment everyone knows full well exactly where the nest will be, and any squad being ordered to patrol NW is basically being served on a platter and they know it.
This is what we need to prioritize out of everything.

Mainly the "Aliens only have one valid hive area which won't be found straight away and is actually easy to defend, compared to the other possible ares for a hive"

And...the marines need something to actually do on the planet as in.. rounds mostly go with..

Land at the Lz.

Send a squad to engineering to set the power while two squads stay in the main dome and secure it and the LZ, then the last squad is normally sent to go scout the whole planet or the northern regions.

After power is up the squad will most likely be told to stick in the Fob ( main dome ) after that the scouting squad will normally come back with injured due to an alien ambush and etc.

From then on it's mainly just a massive turtle in the Fob as marines have nothing to do besides either attempt to push the aliens and get cut down or turtle in the Fob >.>

Until a massive order to charge is issued which is normally after most aliens are dead.

Basically marines need more things to actually do on the planet and aliens need more ares to actually make a hive which won't be found as soon as one squad is sent to scout.
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