Tsa Field Tactics
Leusugi
Join Date: 2002-11-03 Member: 6576Members
<div class="IPBDescription">survival % of marines unnacceptable</div> The war is going as well as could be expected, but we are going to need more decisive victories if we are going to have the support of the interplanetary media. Our charter in part depends on this. Gate side R&D has developed some guidelines and reminders for your review.
1) The aliens infesting the stations have apparently communicated with each other about us, and we have lost the advantage of surprise. Expect heavy rushes on your position soon after you arrive. While a few marines set up the outpost, place several marines on guard duty immediately.
2) Commanders are advised to group marines into squads with squad leaders to reduce redundanct multiple orders.
3) The aliens apparently use vents to bypass security and take shortcuts. Why are we not doing the same? If the aliens block off a passage with offensive chambers, marines are advised to either jetpack or boost each other through a vent to flank their position. This also gives an advantage as skulk and lerk targets lack the space to maneuver properly in tight spaces.
4) When a hive location is captured, immediately build a teleportal there so reinforcements can be brought quickly. Also, automated turrets are not enough. If the aliens bring in fades and use acid splash damage to avoid turret line of fire, return fire with grenades bouncing around the same corners.
5) It has been brought to our attention some commanders feel jetpacks are worthless technology when compared to TSA heavy armor. On the contrary, a squad equipped with jetpacks gains the mobility needed to survive. Everyone expects skulk attacks from the ceiling, but how about a marine firing from a darkened perch? Vents that are directly placed on the ceiling become accessible in this way. Jetpacks are also invaluable to maintain a firing distance between a marine and an onos. On foot or in heavy armor, you will be run down. In the air, you can easily outrun their melee attacks if they are even in a position to reach you.
6) Try hiding a siege cannon near a hive location you have captured. A vent or unused corridor is ideal. This way, if aliens manage to capture the position any construction of a new hive will hopefully be delayed until you can bring reinforcements.
7) Set up 3 turrets in a triangle configuration around a res tower/ turret factory pair when things are tight or in a rush. The idea is to discourage casual skulk attacks. Generally, placing very many more is a waste of resources, as a dedicated attack from lerks and fades will require marine intervention no matter the number of turrets in the area.
TSA military intelligence
1) The aliens infesting the stations have apparently communicated with each other about us, and we have lost the advantage of surprise. Expect heavy rushes on your position soon after you arrive. While a few marines set up the outpost, place several marines on guard duty immediately.
2) Commanders are advised to group marines into squads with squad leaders to reduce redundanct multiple orders.
3) The aliens apparently use vents to bypass security and take shortcuts. Why are we not doing the same? If the aliens block off a passage with offensive chambers, marines are advised to either jetpack or boost each other through a vent to flank their position. This also gives an advantage as skulk and lerk targets lack the space to maneuver properly in tight spaces.
4) When a hive location is captured, immediately build a teleportal there so reinforcements can be brought quickly. Also, automated turrets are not enough. If the aliens bring in fades and use acid splash damage to avoid turret line of fire, return fire with grenades bouncing around the same corners.
5) It has been brought to our attention some commanders feel jetpacks are worthless technology when compared to TSA heavy armor. On the contrary, a squad equipped with jetpacks gains the mobility needed to survive. Everyone expects skulk attacks from the ceiling, but how about a marine firing from a darkened perch? Vents that are directly placed on the ceiling become accessible in this way. Jetpacks are also invaluable to maintain a firing distance between a marine and an onos. On foot or in heavy armor, you will be run down. In the air, you can easily outrun their melee attacks if they are even in a position to reach you.
6) Try hiding a siege cannon near a hive location you have captured. A vent or unused corridor is ideal. This way, if aliens manage to capture the position any construction of a new hive will hopefully be delayed until you can bring reinforcements.
7) Set up 3 turrets in a triangle configuration around a res tower/ turret factory pair when things are tight or in a rush. The idea is to discourage casual skulk attacks. Generally, placing very many more is a waste of resources, as a dedicated attack from lerks and fades will require marine intervention no matter the number of turrets in the area.
TSA military intelligence
Comments
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> = dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
From the novel or the movie? Because unlike the movie, the novel was relatively good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Imagine the poor gorge who waddles in with his hard-earned 80 rp and tries placing a hive. You have to feel sorry for the poor thing, but this tactic not only prevents them from taking the hive location, it deprives them of 93 resources in the proccess.
Imagine the poor gorge who waddles in with his hard-earned 80 rp and tries placing a hive. You have to feel sorry for the poor thing, but this tactic not only prevents them from taking the hive location, it deprives them of 93 resources in the proccess.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Are you sure that the aliens lose all their resources when they die?
Of the few times that I've played aliens, I've been able to evolve directly into a Fade even after I've died as an Onos.
I don't think that they lose all their resources - but maybe a good-sized chunk.
Of course, I may be totally wrong, I'm not much of an alien player. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
-Slappy
-Slappy<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ah, gotcha. Thanks.