What are you supposed to do agains Alien Fortification?

Chuck_NorrisChuck_Norris Join Date: 2012-04-01 Member: 149779Members
Yesterday we had a big match on HBZ Servers and i was marine com!

The game was pretty advanced, Aliens had 2 Hives and we were fully teched up.

The Alien Com spent his res on Whips beyond the frontline so you couldn't just rush in to get hives down. I tried to take them down by arcs but Alien Com used tint cloud every single time so i couldn't siege a bit. It was hard for marines to take down every single whip, cause aliens defended well and alien khamm kept spending res on whips.

So my question is, what are u supposed to do in such a situation?

Using arcs isn't effective.

GL's dont work on whips.

Flamethrower could be a choice, but if there are too many aliens around they notice u take out cysts or whips and they will get you!
FT isn't that effective against structures...a matured whip takes 2 full clips of W3 FT!

So what to do?

ALiens have ultra range bile-bomb against fortification and lerks disabling turrets.....marines have arcs and?

I'm awaiting your answers :)
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Comments

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited August 2012
    Setting Whips on fire with Flamethrower disables their grenade-batting. So it only takes Advanced Armory (Marine tier 2) to break Alien fortifications. Burning cysts also kill off infestation, which causes Whips to uproot themselves.
  • Chuck_NorrisChuck_Norris Join Date: 2012-04-01 Member: 149779Members
    Yeah but the problem with getting cysts down is: it takes time (at least 30sec if cycsts and whips are well placed)....and if alien khamm has placed many whips even more far away than just the hive room it takes ages to get to the hive...

    But i didn't knew that Burning Whips are not reflecting the nades...that could be an option!
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    edited August 2012
    <!--quoteo(post=1956400:date=Aug 3 2012, 06:21 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Aug 3 2012, 06:21 AM) <a href="index.php?act=findpost&pid=1956400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Setting Whips on fire with Flamethrower disables their grenade-batting. So it only takes Advanced Armory (Marine tier 2) to break Alien fortifications. Burning cysts also kill off infestation, which causes Whips to uproot themselves.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This. If you protect the GL & Flamer guy, one of each can be enough to break a fortification with ease.

    Jetpacks are also very useful. And there are usually more ways to reach 1 point on the map than one.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Just steamroll them. If they have as many whips as you say then they clearly have no upgrades and only one hive. Just mosey on in with your lvl 2 armour and weapons and kill everything.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956407:date=Aug 3 2012, 06:59 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 3 2012, 06:59 AM) <a href="index.php?act=findpost&pid=1956407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just steamroll them. If they have as many whips as you say then they clearly have no upgrades and only one hive. Just mosey on in with your lvl 2 armour and weapons and kill everything.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Did you even read the opening post? He said that the aliens had 2 hives...
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Aliens have way too much defensive structures imo; hydras, whips, crags,... it makes the game too much tower-defense-y.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956412:date=Aug 3 2012, 07:06 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 3 2012, 07:06 AM) <a href="index.php?act=findpost&pid=1956412"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aliens have way too much defensive structures imo; hydras, whips, crags,... it makes the game too much tower-defense-y.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not so sure about that. Whips can "easily" be disabled by the flamer. Crags have to use their active ability to be effective. Hydras are hard capped and require the player to stay a gorge. And the marine can counter with jetpacks and arcs. I assume the exo will be able to take down whips pretty effectively as well.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Using arcs isn't effective.<!--QuoteEnd--></div><!--QuoteEEnd-->
    many marines attack at the same time as the ARCs. they waste their ammo on structures, die to the lifeforms and then the ARCs are defenseless. you could try ordering your team to defend them (maybe even from a safe distance). mines, grenades or flamethrowers work rather well imo. also, remember ARCs have a huge range and can fire through walls. i've seen several commanders moving their ARCs right into enemy territory where it is very difficult for the marines to defend them...
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1956409:date=Aug 3 2012, 02:00 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Aug 3 2012, 02:00 PM) <a href="index.php?act=findpost&pid=1956409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you even read the opening post? He said that the aliens had 2 hives...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Soooo 2 hives, fully teched up, and whips as far as the eye can see...
    Ye, you didn't really lose that because of the whip spam OP, you lost that because of mistakes made earlier in the game.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956415:date=Aug 3 2012, 07:14 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Aug 3 2012, 07:14 AM) <a href="index.php?act=findpost&pid=1956415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->many marines attack at the same time as the ARCs. they waste their ammo on structures, die to the lifeforms and then the ARCs are defenseless. you could try ordering your team to defend them (maybe even from a safe distance). mines, grenades or flamethrowers work rather well imo. also, remember ARCs have a huge range and can fire through walls. i've seen several commanders moving their ARCs right into enemy territory where it is very difficult for the marines to defend them...<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've seen this as well this is just silly. What also is silly how easily arcs can be defended by GL spam on the arcs :(
  • Chuck_NorrisChuck_Norris Join Date: 2012-04-01 Member: 149779Members
    Easy counter to GL spam on ARCs is Bilebomb though....it takes approx. 30 sec with 2 gorges to take an army of arcs out.

    You just need a bit scouting.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956419:date=Aug 3 2012, 07:19 AM:name=Chuck_Norris)--><div class='quotetop'>QUOTE (Chuck_Norris @ Aug 3 2012, 07:19 AM) <a href="index.php?act=findpost&pid=1956419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Easy counter to GL spam on ARCs is Bilebomb though....it takes approx. 30 sec with 2 gorges to take an army of arcs out.

    You just need a bit scouting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Then the marines failed protecting the arcs. Or the positioning of the arcs wasn't good.
  • Chuck_NorrisChuck_Norris Join Date: 2012-04-01 Member: 149779Members
    edited August 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Soooo 2 hives, fully teched up, and whips as far as the eye can see...
    Ye, you didn't really lose that because of the whip spam OP, you lost that because of mistakes made earlier in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah maybe that game.

    But it made me thinking about Alien Fortification while marines have what? Useless sentries.... Can be taken down to easy or disabled by lerks....but that's another thread!


    <!--quoteo(post=1956422:date=Aug 3 2012, 05:21 AM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Aug 3 2012, 05:21 AM) <a href="index.php?act=findpost&pid=1956422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then the marines failed protecting the arcs. Or the positioning of the arcs wasn't good.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I just wanted to state that GL spam isn't that effective with an intelligent alien team... Gorges Bilebomb while rest is keeping the marines busy!
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956424:date=Aug 3 2012, 07:23 AM:name=Chuck_Norris)--><div class='quotetop'>QUOTE (Chuck_Norris @ Aug 3 2012, 07:23 AM) <a href="index.php?act=findpost&pid=1956424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just wanted to state that GL spam isn't that effective with an intelligent alien team... Gorges Bilebomb while rest is keeping the marines busy!<!--QuoteEnd--></div><!--QuoteEEnd-->

    And i wanted to say that the gorge bile bomb spam is pretty much the same than the GL spam. Though trough the fact that the marines are attacking with arcs through the wall they have upper hand in positioning, their goal has to be that the arcs are as difficult as possible to attack.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Saying "you should have done XYZ" is pointless, more interesting question is "what should be the frequency of static defense structure in the game?". Say marine push 10 hives in 10 games, should you always see static defenses there, or only in 2 out of 10 games ?

    What do you find more fun to fight as marine ? Whips or skulks ?
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956429:date=Aug 3 2012, 07:31 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 3 2012, 07:31 AM) <a href="index.php?act=findpost&pid=1956429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Saying "you should have done XYZ" is pointless, more interesting question is "what should be the frequency of static defense structure in the game?". Say marine push 10 hives in 10 games, should you always see static defenses there, or only in 2 out of 10 games ?

    What do you find more fun to fight as marine ? Whips or skulks ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Since the marines have beacon and phase gate and the aliens don't have direct counter parts i think alien hives should/have to be defended by structures, or the path to the hive.

    What to fight is hard to say, i think there has to be a balance between both, though fighting other players should still be the main part of the game.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited August 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Since the marines have beacon and phase gate and the aliens don't have direct counter parts i think alien hives should/have to be defended by structures, or the path to the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Balance or symmetry arguments are irrelevant, you could simply reduce the 30+ seconds waiting time for spawning as alien if you needed balance.

    It's purely a question of personal preference: would you like the game to be more, or less tower-defense-y?
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956432:date=Aug 3 2012, 07:41 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 3 2012, 07:41 AM) <a href="index.php?act=findpost&pid=1956432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Balance or symmetry arguments are irrelevant, you could simply reduce the 30+ seconds waiting time for spawning as alien if you needed balance.

    It's purely a question of personal preference: would you like the game to be more, or less tower-defense-y?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Of course less tower-defense-y.

    But i think there are already a lot ways to break fortifications which reduces the effectiveness of whip spamming.

    And since aliens spawn as skulks and die very easily in barrage fire and/or GL spam, reducing the respawn time won't help much, but this is a other topic ;)
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    Effective ways to counter alien fortification have been already mentioned. I dont find alien fortification to be such a huge problem, especially when the flamer kills cysts almost instantly now, and as mentioned - whips on fire dont bounce nades. The bilebomb killing the arcs is somewhat an issue, but isnt that what everybody was crying about? That arcs are totally op and there is no effective counter measure to them? Rejoice, people!
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited August 2012
    GL and flamer are late-game though, hydras, whips and crags: not so much.

    Ideally statics defenses should be used as little as possible, and always in a specific goal: help the second hive to go up, hold a phase gate, etc. Dropping them all over the map should be very bad.

    I'm not too sure how you can reconcile these two goals though. Maybe there could be some kind of hidden static defense counter, and if you drop more than a given amount, you loose the game instantly (like "power limit reached: auto-destruction!" and everything explode).
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    It could be interesting if the flamethrower would also disable the static abilities of the 3 alien chambers (crag, shift shade) to remove healing, cloaking and energy regeneration. Wouldn't make it OP (you have to get close enough, and the fire goes out after a few seconds), but interesting enough.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1956446:date=Aug 3 2012, 08:14 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 3 2012, 08:14 AM) <a href="index.php?act=findpost&pid=1956446"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GL and flamer are late-game though, hydras, whips and crags: not so much.

    Ideally statics defenses should be used as little as possible, and always in a specific goal: help the second hive to go up, hold a phase gate, etc. Dropping them all over the map should be very bad.

    I'm not too sure how you can reconcile these two goals though. Maybe there could be some kind of hidden static defense counter, and if you drop more than a given amount, you loose the game instantly (like "power limit reached: auto-destruction!" and everything explode).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Whips are available from the start but 15tres is a lot of res in early game since your team is hungry for any new upgrade and ability.
  • Chuck_NorrisChuck_Norris Join Date: 2012-04-01 Member: 149779Members
    <!--quoteo(post=1956437:date=Aug 3 2012, 05:52 AM:name=cake.)--><div class='quotetop'>QUOTE (cake. @ Aug 3 2012, 05:52 AM) <a href="index.php?act=findpost&pid=1956437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Effective ways to counter alien fortification have been already mentioned. I dont find alien fortification to be such a huge problem, especially when the flamer kills cysts almost instantly now, and as mentioned - whips on fire dont bounce nades. The bilebomb killing the arcs is somewhat an issue, but isnt that what everybody was crying about? That arcs are totally op and there is no effective counter measure to them? Rejoice, people!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well i know that many ppl were crying but ARC's have became much less usable in this build because alien khamm can use his tint cloud now. And if does not have a shade he drops one and get's the shade nearly instantly (seriously, is it like 15seconds?)

    I think in 214 it was a nice balance u could use ARCs to get hive down but u had to prevet the aliens from bilebombing them. Nowadays ARC's aren't really used till very very lategame.
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    fyi, you can easily kill whips with grenades standing at even medium range when you fire directly at them. And the splash damage alone will wreck all the surrounding whips.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Whips are available from the start but 15tres is a lot of res in early game since your team is hungry for any new upgrade and ability.<!--QuoteEnd--></div><!--QuoteEEnd-->
    i agree, having 1-2 whips will not help that much, even in early game. there seem to be very few spots where the marine cannot shoot the whip from a safe distance or around the corner (at the lower part, which is wider). even if one marine has to tank it, it's still quite some res invested there.

    and bile bomb is somewhat working yes, but you can always find a spot where the gorges have to move out of their base to attack the ARCs, making them quite vulnerable.
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    <!--quoteo(post=1956456:date=Aug 3 2012, 03:48 PM:name=Chuck_Norris)--><div class='quotetop'>QUOTE (Chuck_Norris @ Aug 3 2012, 03:48 PM) <a href="index.php?act=findpost&pid=1956456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well i know that many ppl were crying but ARC's have became much less usable in this build because alien khamm can use his tint cloud now. And if does not have a shade he drops one and get's the shade nearly instantly (seriously, is it like 15seconds?)

    I think in 214 it was a nice balance u could use ARCs to get hive down but u had to prevet the aliens from bilebombing them. Nowadays ARC's aren't really used till very very lategame.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The arcs do have become a very rare luxury. But i think it's not as bad. If you have arcs, you probably have some upgrades up too, a marine can rambo in the base, kill that shade, or aliens might not even notice the arcs in time and the shade dies with one blow. Any attempts to build a shade while arcs are attacking are futile. I mean, you saw that on Docking. Where it was you (i think) with 3 hydras holding east wing corridor to terminal. Even though i was inking all the time, the arcs still got a couple of shots through and took out the shade.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited August 2012
    An illustration of the problem:

    <img src="http://img829.imageshack.us/img829/3172/fuuuuui.png" border="0" class="linked-image" />

    We used to see this with turrets all the time, and it has been fixed. Now it's the turn of alien structures I think.

    Here is my idea :

    There should be some kind of hidden static defense counter, and if you drop more than a given amount, you loose the game instantly:

    <i>The mutation has gone wild, the genome is unstable, begin the apoptosis !</i>

    and then every players and structures explode.
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    That situation is hopeless. I hope they do fix the alien structure problem, but only after the Marines get the Exosuit and minigun, because after that, this might not be a serious problem anymore. I can't wait to see what the Exosuit looks like!!
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    <!--quoteo(post=1956590:date=Aug 3 2012, 09:53 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 3 2012, 09:53 PM) <a href="index.php?act=findpost&pid=1956590"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here is my idea :

    There should be some kind of hidden static defense counter, and if you drop more than a given amount, you loose the game instantly:

    <i>The mutation has gone wild, the genome is unstable, begin the apoptosis !</i>

    and then every players and structures explode.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds reasonable
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1956419:date=Aug 3 2012, 07:19 AM:name=Chuck_Norris)--><div class='quotetop'>QUOTE (Chuck_Norris @ Aug 3 2012, 07:19 AM) <a href="index.php?act=findpost&pid=1956419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Easy counter to GL spam on ARCs is Bilebomb though....it takes approx. 30 sec with 2 gorges to take an army of arcs out.

    You just need a bit scouting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Then you have most of the marines spamming GLs with a couple welding the ARCs. Gorge bile bomb won't kill the weldy marines.

    "but then aliens can do XYZ!!"

    Very good! In a well-made game, EVERYTHING has a viable counter, and nothing is undefeatable. The winner will be the team that adapts their strategy faster.
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