Pre-252 the aliens were wining on the order of 70-30 now we will have to see how things play out after the free weekend... The Reinforced update changed a lot of things to attempt to bring balance to the game; AV, rine jump, tech tree, contamination, duel upgrades, hand grenades, vortex... the list goes on, but I have noticed the 2 of these have resulted in the greatest opposition... AV and the marine side hop... I Think we can all agree that the game needed balancing but the question i have is, "do people feel it was alien favored from a macro or micro battle perspective?"
-Micro-
For the sake of this im referring micro to individual engagements. This micro battle would be like 1v1 over a res node or a fight to take a tech point...
From my perspective the game seemed repetitively balanced from a micro perspective, if I as a skulk got the drop on 2 rines i could kill one before his friend could react, and then it was a matter of skill for the second. If 3 fades attacked 3 marines, 3 marines died... in general I consider myself to be an above average player and when i die i rarely think "well thats just not balanced" because to be honest, i dont think i should be able to kill a fade when there are 3 of them jumping around my head.
-Macro-
For the sake of this im referring macro to periods of the game 0-6 minutes 7-15 minutes 15+ or some similar scale... This macro battle would encompace things like fade balls, exo pushes and the like things that once achieved shift the game.
From my perspective the game DOES NOT feel balanced when it comes to macro battles.... fade balls "oh junk run for your life!!", Bile rush "comm beacon faster!!", exo train "where are the gorges!!!" these events sway the game drastically and as they often are game ending maneuvers a single unbalanced macro will end a round.... When im playing and im looking at my mini map only to see 5 red dots run into start, and then everything blink red i know its bilebomb and that the comm has 1-5 seconds to beacon or its GG, so im yelling "COMM BEACON NOW!!!" and when it fails i feel cheated because i couldnt have change any of it.
-conclusion-
the majority of imbalance is in the macro not in the micro... Changing to the micro things like AV and marine jump cause individual engagements to swing in favor of the marines and make playing aliens frustrating (challenging and frustrating are very different)... Many other changes were made to the Macro and may bring balance to the game and we will see.
An unbalanced Micro will sway individual battles and thus the entire game, an imbalanced Macro will make all other game play irrelevant and will end the game. From my experience games tend to feel repetitively balanced up until the point aliens win (this make me feel like its a Macro problem)
People keep saying a high K/D doesn't win games playing as a team wins games. My question is then why are you affecting things Like AV and rine Jump these affect aliens ability to KILL and live not necessarily end the game
-Request-
reduce marine jump in combat, and give the option of the old AV to those who want it (not as a mod that is frowned upon)... We as players enjoy the game moment to moment, currently playing aliens is frustrating and enjoyable, I as a marine should not be able to magicaly hop to saftly when a skulk scares the $#!% out of me, and I as a skulk should be able to see well enough to have the advantage in close combat...
-questions-
If you think the Micro balance was the issue please let me know why, id be interested in your reasoning.
Id also be interested to know if there were mid game stats for these 70/30 games as far as team Kills vs team Deaths (late game would be to much turtling spawn camping) because I feel like in 250/251 kills and deaths were pretty balanced team to team, and in general aliens still won... (I dont think aliens should die more then marines or that marines should have to kill more to win)
-Micro-
For the sake of this im referring micro to individual engagements. This micro battle would be like 1v1 over a res node or a fight to take a tech point...
From my perspective the game seemed repetitively balanced from a micro perspective, if I as a skulk got the drop on 2 rines i could kill one before his friend could react, and then it was a matter of skill for the second. If 3 fades attacked 3 marines, 3 marines died... in general I consider myself to be an above average player and when i die i rarely think "well thats just not balanced" because to be honest, i dont think i should be able to kill a fade when there are 3 of them jumping around my head.
-Macro-
For the sake of this im referring macro to periods of the game 0-6 minutes 7-15 minutes 15+ or some similar scale... This macro battle would encompace things like fade balls, exo pushes and the like things that once achieved shift the game.
From my perspective the game DOES NOT feel balanced when it comes to macro battles.... fade balls "oh junk run for your life!!", Bile rush "comm beacon faster!!", exo train "where are the gorges!!!" these events sway the game drastically and as they often are game ending maneuvers a single unbalanced macro will end a round.... When im playing and im looking at my mini map only to see 5 red dots run into start, and then everything blink red i know its bilebomb and that the comm has 1-5 seconds to beacon or its GG, so im yelling "COMM BEACON NOW!!!" and when it fails i feel cheated because i couldnt have change any of it.
-conclusion-
the majority of imbalance is in the macro not in the micro... Changing to the micro things like AV and marine jump cause individual engagements to swing in favor of the marines and make playing aliens frustrating (challenging and frustrating are very different)... Many other changes were made to the Macro and may bring balance to the game and we will see.
An unbalanced Micro will sway individual battles and thus the entire game, an imbalanced Macro will make all other game play irrelevant and will end the game. From my experience games tend to feel repetitively balanced up until the point aliens win (this make me feel like its a Macro problem)
People keep saying a high K/D doesn't win games playing as a team wins games. My question is then why are you affecting things Like AV and rine Jump these affect aliens ability to KILL and live not necessarily end the game
-Request-
reduce marine jump in combat, and give the option of the old AV to those who want it (not as a mod that is frowned upon)... We as players enjoy the game moment to moment, currently playing aliens is frustrating and enjoyable, I as a marine should not be able to magicaly hop to saftly when a skulk scares the $#!% out of me, and I as a skulk should be able to see well enough to have the advantage in close combat...
-questions-
If you think the Micro balance was the issue please let me know why, id be interested in your reasoning.
Id also be interested to know if there were mid game stats for these 70/30 games as far as team Kills vs team Deaths (late game would be to much turtling spawn camping) because I feel like in 250/251 kills and deaths were pretty balanced team to team, and in general aliens still won... (I dont think aliens should die more then marines or that marines should have to kill more to win)