Thread title has been changed, thanks AurOn2. This shall now be a permanent fixture on the forums... participation willing. I am the minister. Present your silly strats.
Funniest strat I've ever seen was the Marine commander dropped 4-5 ips and just told the entire team to do nothing but attack the hives. It was just endless pressure of marines flowing into the hives and dying over and over again. Was pretty hilarious because two Alien players were making fun of why the Marines had so many IP early game, but they actually ended up losing, lol.
heheheh .... I'm looking at the middle right turret, half way up the wall as a skulk. Need that mid left turret to be around the other way, 180 degrees like.
North tunnels, warehouse, platform. Those three rooms intersect at one point, and you can put nine sentries there.
I'm sure there are more places like this.
Now, is there a 4 room intersection somewhere?
Tried to do this in a game. Couldn't quite get there under game circumstances, so we just kept north tunnels which allowed us to take warehouse hive down. Fun but not the level of silliness the minister demands.
Went into a listen server to try and find best placement. This is the best I could come up with.
I am not sure if we can add it as a Silly Strat since it worked so well, but what Titus did in the WC with two Phasegates in hub was really unexpected (at least to me) and seemed to work really well.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited February 2014
James tried his silly strat in game in north tunnels the other day, just around the corner.
Worked REALLY well because of their warehouse start, so we preceded to arc after being able to adequately defend those sentries since they were around the corner, meaning the gorge had to expose themselves.
I have to admit.. i was very hesitant about a sentry strat.. but boy did it work well, throughout the entirety of the game, too. That north tunnel control denied them their naturals, as well. (Both Ore and Platform were quick enough to get to from there)
I am not sure if we can add it as a Silly Strat since it worked so well, but what Titus did in the WC with two Phasegates in hub was really unexpected (at least to me) and seemed to work really well.
Agreed by what I hear. I still need to go back and watch those games. Especially that one. Its not quite silly enough, but I am sure we can make it silly. Hmm. What if we made it over done. 2 phase gates per room? These strats need to be plausible and silly.
James tried his silly strat in game in north tunnels the other day, just around the corner.
Worked REALLY well because of their warehouse start, so we preceded to arc after being able to adequately defend those sentries since they were around the corner, meaning the gorge had to expose themselves.
I have to admit.. i was very hesitant about a sentry strat.. but boy did it work well, throughout the entirety of the game, too. That north tunnel control denied them their naturals, as well. (Both Ore and Platform were quick enough to get to from there)
It worked but, I only got one set of sentries up. I wanted more. I just couldn't spare the res early enough in the game. They also countered with bile pretty quick. Was not silly enough for me. Was fun though.
Not silly, but regarding the double pg strat, I've seen it used pretty successfully in central drilling before, though there's always the risk of losing pwr to 2 gates, so get a robo factory up somewhere safe to pwr surge! One on floor/near rt closer to pwr, then one on upper level exiting facing 2nd rt.
Not sure about Value, or ability to actually have them cover each other due to weird angles in Dome, but here is a 3 point intersection where you can cluster 9 turrets on Vail.
Not sure about Value, or ability to actually have them cover each other due to weird angles in Dome, but here is a 3 point intersection where you can cluster 9 turrets on Vail.
Your picture isn't working. I will check that out though.
Cannon_FodderAUSBrisbane, AUJoin Date: 2013-06-23Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
@James888, have you tried the alien structure rush yet? 1 shade, 1 crag, a shift and cyst to marine start with a train of aliens (gorges and skulks) for a slow base rush all in.
@James888, have you tried the alien structure rush yet? 1 shade, 1 crag, a shift and cyst to marine start with a train of aliens (gorges and skulks) for a slow base rush all in.
I havn't done it but I have had it done to me. I called it the slow rush in the OP.
Cannon_FodderAUSBrisbane, AUJoin Date: 2013-06-23Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
Minister of Silly Strats, I am so creative today - I think its the copious amount of coffee I had - and the nostalgia of NS1 strats:
CC relocation:
game start, get all marines to run to a more suitable TP - check what is better then your start - and make sure its not too far away your team might not make it.
Eg. on Docking, if you start terminal, go Locker and relocate... (you are closer to more res : maint, bar and cafe.) if you stay terminal you are only close to East wing.
Drop your CC, ips etc.. at new location. Commander hop out at old cc and make way to new location. Bonus points if you manage to hold the old cc without having to sell it the whole game.
I am not sure if we can add it as a Silly Strat since it worked so well, but what Titus did in the WC with two Phasegates in hub was really unexpected (at least to me) and seemed to work really well.
Agreed by what I hear. I still need to go back and watch those games. Especially that one. Its not quite silly enough, but I am sure we can make it silly. Hmm. What if we made it over done. 2 phase gates per room? These strats need to be plausible and silly.
Build every second phasegate in your base.
E.g. Docking. You start in terminal. Pg goes up to Locker. You have one in Locker and one in Terminal. You secure departures. You build a pg in Terminal, and one in departures. You decide to take courtyard too, for whatever reason. Build another pg in Terminal and one in courtyard.
This way, you will never be more than two phases away from everything - only one phase, if you are at your base.
Ofc, if you lose a pg, it gets messy...
Build 2-3 ARCs in Base (for example lets say Terminal) have everyone but one or two team members protect the ARC train as it marches towards departures. While the slow train is getting attacked by the aliens the two remaining marines ninja phase a gate into back hallway.
As soon as the phase goes up, Beacon and everyone runs in and kills Locker Room.
Works better if you have good res flow because you are essentially sacrificing 2-3 ARCs, so if you can pull it off with fewer or even just one ARC all the better. The reason you don't build the ARC at the siege location is because you want the Aliens out of position farther from any tunnels when you beacon. It only buys you a few seconds but with everyone focusing the hive you can do a lot of damage.
Idea I liked pretty much is welder rush, where marines powerbuild armory, buy welder and run around in pack with welders on building everything in seconds.
In my theory, 5 marines with welders destroy skulks in seconds, while restoring each others armor in no time, making them unstoppable early game.
Now, we tried to execute it in public 6x6 (not serious competitive game), it was semi-effective,
I explained idea to half the team and we trained and tested it for like half an hour, tho we had 2 people on our team who were added just minutes before match itself, quick explanation to them was 'buy welder, never turn it off, follow everyone and stick together, never think of pulling out LMG'. One failed at 'stick together' part, other one pulled out LMG, and boy, dude that strayed too far died to one skulk, dude with lmg died to another that came few seconds later (and we've been testing 3 welders with 2 skulks (and 5 vs 3 bots) and it was very viable with medspam).
I wouldn't recommend it in a 6x6 game, but with 10x10, you can spread marines into two teams of 4 and 5 and they can take at least half of map RTs in like one minute. Hard part is explaining what your want to do and how everyone should behave (because if one fails, everybody dies).
Here's a short clip.
Relocation was enforced by all team skulk rush. This gave me an idea - on a bigger server, you can run around in huge pack (all 9 marines) and build stuff in miliseconds, if anything goes wrong, you just drop CC at whatever point is closer to marines (then probably IP, so you die and spawn there), and they proceed to new location, destroying every alien res they might encounter and building our on it's place. In theory, you can have whole map of extractors in very very short time, and you never have to worry about base rush, since your base is where you are. I call it 'homeless strategy', but it was never tried yet.
Should be very easy to try with bots, as they follow instructions perfectly
Build 2-3 ARCs in Base (for example lets say Terminal) have everyone but one or two team members protect the ARC train as it marches towards departures. While the slow train is getting attacked by the aliens the two remaining marines ninja phase a gate into back hallway.
As soon as the phase goes up, Beacon and everyone runs in and kills Locker Room.
Works better if you have good res flow because you are essentially sacrificing 2-3 ARCs, so if you can pull it off with fewer or even just one ARC all the better. The reason you don't build the ARC at the siege location is because you want the Aliens out of position farther from any tunnels when you beacon. It only buys you a few seconds but with everyone focusing the hive you can do a lot of damage.
Idea I liked pretty much is welder rush, where marines powerbuild armory, buy welder and run around in pack with welders on building everything in seconds.
In my theory, 5 marines with welders destroy skulks in seconds, while restoring each others armor in no time, making them unstoppable early game.
Now, we tried to execute it in public 6x6 (not serious competitive game), it was semi-effective,
I explained idea to half the team and we trained and tested it for like half an hour, tho we had 2 people on our team who were added just minutes before match itself, quick explanation to them was 'buy welder, never turn it off, follow everyone and stick together, never think of pulling out LMG'. One failed at 'stick together' part, other one pulled out LMG, and boy, dude that strayed too far died to one skulk, dude with lmg died to another that came few seconds later (and we've been testing 3 welders with 2 skulks (and 5 vs 3 bots) and it was very viable with medspam).
I wouldn't recommend it in a 6x6 game, but with 10x10, you can spread marines into two teams of 4 and 5 and they can take at least half of map RTs in like one minute. Hard part is explaining what your want to do and how everyone should behave (because if one fails, everybody dies).
Here's a short clip.
Relocation was enforced by all team skulk rush. This gave me an idea - on a bigger server, you can run around in huge pack (all 9 marines) and build stuff in miliseconds, if anything goes wrong, you just drop CC at whatever point is closer to marines (then probably IP, so you die and spawn there), and they proceed to new location, destroying every alien res they might encounter and building our on it's place. In theory, you can have whole map of extractors in very very short time, and you never have to worry about base rush, since your base is where you are. I call it 'homeless strategy', but it was never tried yet.
Should be very easy to try with bots, as they follow instructions perfectly
I did include the welder one already. Your homeless strategy is interesting. I will include that. I want to try that one. I would first need to get a semi organized team together though. That is the difficult part for me at least.
I thought of another turtle one. Not exactly a strat for winning but very silly. I don't think I should include it... but maybe. Anyone remember when @roobubba and his team bought a whole bunch of mines and placed them around them as they coward in a corner. Here comes Mr. Fade and he goes for the kill, dying, but killing every marine.
On a side note, I went looking for more triple battery sentry locations. There is one on veil, and two on docking. Docking has a great one. A lerk wouldn't be able to go through there. Mappers, don't you dare mess with these sentry locations!
Has immediately rushing cat packs been mentioned? Because man did I think it was a silly strat until it worked flawlessly.
I've posted video of it on first page under spoiler:
Again, it wasn't serious competitive game, and the dude who walks alone to crevice and dies is the dude who missed briefing With him, it would work perfectly.
BTW, in same series of games we had another team who tried to execute something interesting (and they failed because of the same problem with miscommunication, as all the teams were assembled of random regulars, they were not real teams).
Now, this is genius. It was tried two times by them on Veil and Tram (shipping start). First you drop armory and robo. Place for robo is VERY important. It is placed perpendicular (think "T") to CC, so it totally block one side when CC is opened. Then you build two sentries and battery as close to wall on the other side as possible, facing CC. In the mean time, shotguns are being researched. Robo and armory are built by whole team, only one dude build sentries. Now this is tricky psychological part: other marines split 2-2 and go to natural RTs, shoot some bullets and go back. Just so aliens think that they play normal game. When marines are back, they buy shotguns and do ordinary shotgun rush.
What is interesting, is what is happening at base: When skulks come to destroy your CC, commander can log out and CC gets completely blocked from the side where robo is and all the other sides open to sentries! So if skulks don't die/get scared away from sentries, and they are smart enough to get on top or robo and bite safely from there, commander logs out and skulks are not safe anymore! It buys just enough time for marines to destroy the hive.
This defense worked really really well. They failed at part where two newer players (~100hrs) from their team separated from the crowd and went under hive itself and died to whip and gorge healspray.
Comments
So many points.
... were you going for creepy? or is it your natural state?
I'm sure there are more places like this.
Now, is there a 4 room intersection somewhere?
THAT is creepy.
@james888 no problem, let the madness begin!
heheheh .... I'm looking at the middle right turret, half way up the wall as a skulk. Need that mid left turret to be around the other way, 180 degrees like.
Went into a listen server to try and find best placement. This is the best I could come up with.
Worked REALLY well because of their warehouse start, so we preceded to arc after being able to adequately defend those sentries since they were around the corner, meaning the gorge had to expose themselves.
I have to admit.. i was very hesitant about a sentry strat.. but boy did it work well, throughout the entirety of the game, too. That north tunnel control denied them their naturals, as well. (Both Ore and Platform were quick enough to get to from there)
It worked but, I only got one set of sentries up. I wanted more. I just couldn't spare the res early enough in the game. They also countered with bile pretty quick. Was not silly enough for me. Was fun though.
Not sure about Value, or ability to actually have them cover each other due to weird angles in Dome, but here is a 3 point intersection where you can cluster 9 turrets on Vail.
Early Robo, get 1-2 arcs and sell robo. Use ARCS to surprise aliens. Good with close spawns as aliens would not have bile this early.
armory -> SG -> all marines buy a SG and walk to hive (sell your ip and armory and use the money to get research cat pack or drop ammo and meds)
CC relocation:
game start, get all marines to run to a more suitable TP - check what is better then your start - and make sure its not too far away your team might not make it.
Eg. on Docking, if you start terminal, go Locker and relocate... (you are closer to more res : maint, bar and cafe.) if you stay terminal you are only close to East wing.
Drop your CC, ips etc.. at new location. Commander hop out at old cc and make way to new location. Bonus points if you manage to hold the old cc without having to sell it the whole game.
Build every second phasegate in your base.
E.g. Docking. You start in terminal. Pg goes up to Locker. You have one in Locker and one in Terminal. You secure departures. You build a pg in Terminal, and one in departures. You decide to take courtyard too, for whatever reason. Build another pg in Terminal and one in courtyard.
This way, you will never be more than two phases away from everything - only one phase, if you are at your base.
Ofc, if you lose a pg, it gets messy...
Build 2-3 ARCs in Base (for example lets say Terminal) have everyone but one or two team members protect the ARC train as it marches towards departures. While the slow train is getting attacked by the aliens the two remaining marines ninja phase a gate into back hallway.
As soon as the phase goes up, Beacon and everyone runs in and kills Locker Room.
Works better if you have good res flow because you are essentially sacrificing 2-3 ARCs, so if you can pull it off with fewer or even just one ARC all the better. The reason you don't build the ARC at the siege location is because you want the Aliens out of position farther from any tunnels when you beacon. It only buys you a few seconds but with everyone focusing the hive you can do a lot of damage.
In my theory, 5 marines with welders destroy skulks in seconds, while restoring each others armor in no time, making them unstoppable early game.
Now, we tried to execute it in public 6x6 (not serious competitive game), it was semi-effective,
Here's a short clip.
Relocation was enforced by all team skulk rush. This gave me an idea - on a bigger server, you can run around in huge pack (all 9 marines) and build stuff in miliseconds, if anything goes wrong, you just drop CC at whatever point is closer to marines (then probably IP, so you die and spawn there), and they proceed to new location, destroying every alien res they might encounter and building our on it's place. In theory, you can have whole map of extractors in very very short time, and you never have to worry about base rush, since your base is where you are. I call it 'homeless strategy', but it was never tried yet.
Should be very easy to try with bots, as they follow instructions perfectly
It is a silly strat, dont be obtuse.
I did include the welder one already. Your homeless strategy is interesting. I will include that. I want to try that one. I would first need to get a semi organized team together though. That is the difficult part for me at least.
I thought of another turtle one. Not exactly a strat for winning but very silly. I don't think I should include it... but maybe. Anyone remember when @roobubba and his team bought a whole bunch of mines and placed them around them as they coward in a corner. Here comes Mr. Fade and he goes for the kill, dying, but killing every marine.
On a side note, I went looking for more triple battery sentry locations. There is one on veil, and two on docking. Docking has a great one. A lerk wouldn't be able to go through there. Mappers, don't you dare mess with these sentry locations!
I've posted video of it on first page under spoiler:
Again, it wasn't serious competitive game, and the dude who walks alone to crevice and dies is the dude who missed briefing With him, it would work perfectly.
BTW, in same series of games we had another team who tried to execute something interesting (and they failed because of the same problem with miscommunication, as all the teams were assembled of random regulars, they were not real teams).
Now, this is genius. It was tried two times by them on Veil and Tram (shipping start). First you drop armory and robo. Place for robo is VERY important. It is placed perpendicular (think "T") to CC, so it totally block one side when CC is opened. Then you build two sentries and battery as close to wall on the other side as possible, facing CC. In the mean time, shotguns are being researched. Robo and armory are built by whole team, only one dude build sentries. Now this is tricky psychological part: other marines split 2-2 and go to natural RTs, shoot some bullets and go back. Just so aliens think that they play normal game. When marines are back, they buy shotguns and do ordinary shotgun rush.
What is interesting, is what is happening at base: When skulks come to destroy your CC, commander can log out and CC gets completely blocked from the side where robo is and all the other sides open to sentries! So if skulks don't die/get scared away from sentries, and they are smart enough to get on top or robo and bite safely from there, commander logs out and skulks are not safe anymore! It buys just enough time for marines to destroy the hive.
This defense worked really really well. They failed at part where two newer players (~100hrs) from their team separated from the crowd and went under hive itself and died to whip and gorge healspray.