I played on Tram and the other team gorge rushed us. The marines started shipping and aliens started warehouse. marines went left and right capping res and Aliens went through south tunnels and then all went gorge dropped hydras in shipping and then about half of them went skulk again. Somehow no one noticed until the hydras were basically all grown. It was a 16 player match so there were 21 hydras in our main base with 3 gorges healing and 4 skulks biting. It was Awesome, and terrible.
I played on Tram and the other team gorge rushed us. The marines started shipping and aliens started warehouse. marines went left and right capping res and Aliens went through south tunnels and then all went gorge dropped hydras in shipping and then about half of them went skulk again. Somehow no one noticed until the hydras were basically all grown. It was a 16 player match so there were 21 hydras in our main base with 3 gorges healing and 4 skulks biting. It was Awesome, and terrible.
didn't need to go back to skulk. gorges in that quantity can take care of themselves, and they're better at tanking damage.
Hey guys, I just invented a new tactic:
If you want your marines to PG quicker to certain location between multiple PGs, you can hit recycle thus disabling one link in PG chain. Cancel recycle before it finishes. Repeat again if needed. If you are good at micro, you can quickly set command groups and disable multiple PGs, making your marines one phase away from important locations.
Not only the need for micro but the sub-par commander UI having a go at you and either not letting you recycle, or worse, not letting you cancel the recycling process is something that really discourages you from trying neat tricks in the command chair.
Hey guys, I just invented a new tactic:
If you want your marines to PG quicker to certain location between multiple PGs, you can hit recycle thus disabling one link in PG chain. Cancel recycle before it finishes. Repeat again if needed. If you are good at micro, you can quickly set command groups and disable multiple PGs, making your marines one phase away from important locations.
It'd be nice if you could do this without having to fake-recycle the PG.
Hey guys, I just invented a new tactic:
If you want your marines to PG quicker to certain location between multiple PGs, you can hit recycle thus disabling one link in PG chain. Cancel recycle before it finishes. Repeat again if needed. If you are good at micro, you can quickly set command groups and disable multiple PGs, making your marines one phase away from important locations.
It'd be nice if you could do this without having to fake-recycle the PG.
Don'y know if this is common or not but I never keep arcs in a train. When they get close to the hive I split them into 2 groups going in the base from both sides and then split them seperatly to prevent them from being all bile bombed at once ^_^.Also if one arc in particular is being attacked alot I'll un-deploy it and move it away so that it distracts the enemy aliens longer as they have to chase it leaving the other arcs ok or they will switch to the shooting ones which lets me just re-deploy my arc somewhere else XD. Also as a gorge I like to scatter clogs on the floor in a room and place hydras in a line to form a wall for me to heal and hide behind. The clogs on the ground mess up the marines running and dodging and allows for skulks, my hydras and me to hit marines alot easier while distracting marines. Also since they are only 1 high the marines usually don't bother getting rid of them till they find out how annoying they are
Since we got whole lot of new things to play with, I'd be good idea to start a new list.
Here's a thing for you:
Is your harvester under attack by marine? And nobody is there to save it? Well, Super Shift is here to save your day! Echo shift to harvester, echo harvester to unoccupied infested resource point, echo shift back. This only costs 3 res total!
Obviously, you can't use this every time your RT is under attack, as there is not always infested resource without RT available, but when you were just about to drop the RT and marines came to your other one... give it a try!
Also, don't forget that shifts crags and shades can slowly move on their own now. Get a few crags and a shift and just let them crawl towards enemy base when your team is pushing! Healing and energizing right at enemy base! Plus they can act like cover and/or distraction. You can even get shade with you for some ink! And yes, they are going to die, and they are more expensive now, but whatever helps to win the battle.
Thanks Xen, I was actually trying to be polite - what I meant was "or did I see a bugged-out ARC deploy, hopefully in a once off capacity" - thankfully that did seem to be the case.
Let's make a list of cool and/or funny things people rarely do in NS2:
I'm done for the moment.
These are hillarious! This is what gameplay should be about, not ever tinkering and changing the game. If only the devs had spent more time on enabling such fun strategies and less time constantly upsetting the balance.
Is your harvester under attack by marine? And nobody is there to save it? Well, Super Shift is here to save your day! Echo shift to harvester, echo harvester to unoccupied infested resource point, echo shift back. This only costs 3 res total!
Can a Shift Echo itself? :-?
Also, this sounds kinda risky for the Shift. I don't have the numbers handy, but from observation I'd say that a harvester is a lot sturdier than a Shift. So there's a big chance it might get killed in the process.
Here's another new thing I tried today: Ninja expansion. It utilizes new structure Move feature.
Step 0: Scout enemy base (ask skulk or sacrifice a drifter). When you see obs, select it and note it's range.
Step 1: Chose direction rarely visited by marines on foot after they get gates and cyst there. Also, that entrance should not be covered by obs, even 0,5 meter is enough for us.
Step 2: Get a shade there
Step 3: Now slowly move the shade and keep cysting carefully into enemy base. Pay attention to shade and obs range.
Step 4: Echo stuff from your base! Eggs, crags, shifts, matured whips! Make sure to warn your team to get ready before you do so.
What actually happened in game: Docking. Obs was in the corner, just so they can see east wing with it. Central access was not a place of interest, as it was past mid game time. I carefully expanded through central access to terminal right behind power node. Shifted stuff there and carnage begun! And yes, game was kinda green.
Many marine spawns are vulnerable to ninja expansion.
Comments
Arcs take time to deploy and charge a shot.
I played on Tram and the other team gorge rushed us. The marines started shipping and aliens started warehouse. marines went left and right capping res and Aliens went through south tunnels and then all went gorge dropped hydras in shipping and then about half of them went skulk again. Somehow no one noticed until the hydras were basically all grown. It was a 16 player match so there were 21 hydras in our main base with 3 gorges healing and 4 skulks biting. It was Awesome, and terrible.
didn't need to go back to skulk. gorges in that quantity can take care of themselves, and they're better at tanking damage.
If you want your marines to PG quicker to certain location between multiple PGs, you can hit recycle thus disabling one link in PG chain. Cancel recycle before it finishes. Repeat again if needed. If you are good at micro, you can quickly set command groups and disable multiple PGs, making your marines one phase away from important locations.
EDIT: Also I'm not Korean ............ yet.
Yup, deactivating PGs would be really useful.
I always want, but forget to do this when lone skulk is coming to defend harvester. Should be really useful.
But I thought everyone liked poop on their screen.
Here's a thing for you:
Is your harvester under attack by marine? And nobody is there to save it? Well, Super Shift is here to save your day! Echo shift to harvester, echo harvester to unoccupied infested resource point, echo shift back. This only costs 3 res total!
Obviously, you can't use this every time your RT is under attack, as there is not always infested resource without RT available, but when you were just about to drop the RT and marines came to your other one... give it a try!
Also, don't forget that shifts crags and shades can slowly move on their own now. Get a few crags and a shift and just let them crawl towards enemy base when your team is pushing! Healing and energizing right at enemy base! Plus they can act like cover and/or distraction. You can even get shade with you for some ink! And yes, they are going to die, and they are more expensive now, but whatever helps to win the battle.
"Arcs take time to deploy and charge a shot."
Thanks Xen, I was actually trying to be polite - what I meant was "or did I see a bugged-out ARC deploy, hopefully in a once off capacity" - thankfully that did seem to be the case.
These are hillarious! This is what gameplay should be about, not ever tinkering and changing the game. If only the devs had spent more time on enabling such fun strategies and less time constantly upsetting the balance.
Also, this sounds kinda risky for the Shift. I don't have the numbers handy, but from observation I'd say that a harvester is a lot sturdier than a Shift. So there's a big chance it might get killed in the process.
Nice idea, though
Step 0: Scout enemy base (ask skulk or sacrifice a drifter). When you see obs, select it and note it's range.
Step 1: Chose direction rarely visited by marines on foot after they get gates and cyst there. Also, that entrance should not be covered by obs, even 0,5 meter is enough for us.
Step 2: Get a shade there
Step 3: Now slowly move the shade and keep cysting carefully into enemy base. Pay attention to shade and obs range.
Step 4: Echo stuff from your base! Eggs, crags, shifts, matured whips! Make sure to warn your team to get ready before you do so.
What actually happened in game: Docking. Obs was in the corner, just so they can see east wing with it. Central access was not a place of interest, as it was past mid game time. I carefully expanded through central access to terminal right behind power node. Shifted stuff there and carnage begun! And yes, game was kinda green.
Many marine spawns are vulnerable to ninja expansion.