Finally Met Some Good Marines
Immacolata
Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
<div class="IPBDescription">Aliens opening cans of whoop-bottom</div> This was a game where I played kharaa. And it was the aliens that opened the cans of whoop-something. In the sense "Say, what's this tin got innit?" <boom>. We lost. So this is a battle as seen from an alien where marines came out victorious. Was a NICE change since I've seen so few marine wins these day except for when kharaa was particular bad playing.
first part of it went a bit slow, our gorges sort of misunderstood their priorities, but it wasn't really CRITICAL- just not optimal. On ns_caged I believe.
At first our marine foes where skulk sandwich. How we tormented them, hiding on the beams outside their base and dropping down to chomp them. It worked ok. When the first HMG marine came out, we had our 2nd hive up. Good enough.
Also I managed to eat several soloing marines still. Again, a game won because marines didnt stick together. But then things changed. Suddenly I couldn't find any solo marines. they came two or three at a time. And they kept doing that. Fortified 3rd hive. Didn't waste too much time defending it, but went to attack our 2nd hive! Then things when downhill. They got our 2nd hive. We got it back. We faded, some idjit built sensory towers, ah well. But the marines where careful now, and still doing 2 or 3 teams. HA and HMG. Suddenly skulks and fades died fast. No adrenaline is crippling for the fade as efficient opponent to marines - being 3 at a time with hmg doesn't help either.
They manage to bag our 2nd hive AGAIN and now we all sense that this is the end game. I actually manage to sneak into an empty hive spot and rebuild it, but it is barely up before they come in with grenades adn hmg's and lay waste to the place. Still in nice coordinated groups. The thing is, they don't put up too many bases. Just a few at res spots, no siege guns. they keep on the ball, and I can hear that their commander peppers them with kits and ammo when needed - that is the advantage of sticking together folks.
After about 1,5 hour the game ends with the marines as victors. I was actually pleased. Finally met some marines that did it the right way. They kept moving. Didnt dig themself in too tightly. Denying us fades but a short time also kept their bases rather intact. Fades are good at killing undefended bases. We never had the time. I managed to go fade once, then our 2nd hive fell.
The end game was about 25 minutes, they took their sweet time to get to the last hive, probably securing the two others, but we couldn't get back into the game anyway. It was skulk+lerk harassment for the remainder, and their HMG shotty nade teams did short work of any insurgents.
Bravo! I was honored to finally try and battle a good marine team. I shan't belittle their efforts by claiming our alien team sucked. It wasn't the best, but I've played worse and still won. Perhaps we felt less competent simply because we couldn't get in control of the game.
Also another nice thing: For a change, NO BODY left the marines, but actually a few "I HATE TO LOSE" kahraa ran off. In the end it was 6 vs 9 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> 3 more skulks wouldn't have mattered a great deal at that point anyway.
LEsson learned: Move it move it move it marine! Commander must keep his troops moving, and gather up for a new team each time one is decimated. None of them came darting out their base in drops after a certain point. They waited, stocked up and came otu when at least 2 guys where ready to roll.
Also they didn't spend too much time defending attacked outposts. Perhaps it isn't so necessary when fades aren't prowling the hallways. But it seemed that they didnt want to either. I also saw an expansion getting attacked by marines at some point. WE kileld them off and felt great. No more came. Good decidion. No need to send more marines that way, rather go to a less defended spot, or a hive-
first part of it went a bit slow, our gorges sort of misunderstood their priorities, but it wasn't really CRITICAL- just not optimal. On ns_caged I believe.
At first our marine foes where skulk sandwich. How we tormented them, hiding on the beams outside their base and dropping down to chomp them. It worked ok. When the first HMG marine came out, we had our 2nd hive up. Good enough.
Also I managed to eat several soloing marines still. Again, a game won because marines didnt stick together. But then things changed. Suddenly I couldn't find any solo marines. they came two or three at a time. And they kept doing that. Fortified 3rd hive. Didn't waste too much time defending it, but went to attack our 2nd hive! Then things when downhill. They got our 2nd hive. We got it back. We faded, some idjit built sensory towers, ah well. But the marines where careful now, and still doing 2 or 3 teams. HA and HMG. Suddenly skulks and fades died fast. No adrenaline is crippling for the fade as efficient opponent to marines - being 3 at a time with hmg doesn't help either.
They manage to bag our 2nd hive AGAIN and now we all sense that this is the end game. I actually manage to sneak into an empty hive spot and rebuild it, but it is barely up before they come in with grenades adn hmg's and lay waste to the place. Still in nice coordinated groups. The thing is, they don't put up too many bases. Just a few at res spots, no siege guns. they keep on the ball, and I can hear that their commander peppers them with kits and ammo when needed - that is the advantage of sticking together folks.
After about 1,5 hour the game ends with the marines as victors. I was actually pleased. Finally met some marines that did it the right way. They kept moving. Didnt dig themself in too tightly. Denying us fades but a short time also kept their bases rather intact. Fades are good at killing undefended bases. We never had the time. I managed to go fade once, then our 2nd hive fell.
The end game was about 25 minutes, they took their sweet time to get to the last hive, probably securing the two others, but we couldn't get back into the game anyway. It was skulk+lerk harassment for the remainder, and their HMG shotty nade teams did short work of any insurgents.
Bravo! I was honored to finally try and battle a good marine team. I shan't belittle their efforts by claiming our alien team sucked. It wasn't the best, but I've played worse and still won. Perhaps we felt less competent simply because we couldn't get in control of the game.
Also another nice thing: For a change, NO BODY left the marines, but actually a few "I HATE TO LOSE" kahraa ran off. In the end it was 6 vs 9 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> 3 more skulks wouldn't have mattered a great deal at that point anyway.
LEsson learned: Move it move it move it marine! Commander must keep his troops moving, and gather up for a new team each time one is decimated. None of them came darting out their base in drops after a certain point. They waited, stocked up and came otu when at least 2 guys where ready to roll.
Also they didn't spend too much time defending attacked outposts. Perhaps it isn't so necessary when fades aren't prowling the hallways. But it seemed that they didnt want to either. I also saw an expansion getting attacked by marines at some point. WE kileld them off and felt great. No more came. Good decidion. No need to send more marines that way, rather go to a less defended spot, or a hive-
Comments
I've noticed that this is definately the best defense against Fades - they're incredibly strong against any bases that don't have actual troops in them. For the time that the aliens get Fades, the best defense is knowing what they're up to. This can be easily done with motion tracking/scanner sweeps.
Know where they are, try and figure out where they're going, and meet up with them on ground that's advantageous to you.