A Plea For A Cmdr Strat
Niteowl
Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
<div class="IPBDescription">on a 3v3, or 4v4 clan practice</div> allo allo,
Niteowl of clan Old Fogies (18+ age) here. The clan is still quite small, and when we practice, it's small teams. Which means, in general (actually, always) that the marines get CREAMED.
Any experienced cmdr have an idea a good strat for a small game? Take into account both teams are quite good. Any sorta pub idea will likely result in lots of marine dead bodies everywhere (i.e. siege rushing).
The way it goes now is, cmdr tries to scout out and secure hives. Aliens get second hive up FAST. Fade acid/swipe with lerk umbra end it. Fades are usually up and running about waaay before cmdr can get HA/HMG.
So, any strats out there that you vet cmdrs can lend out?
I tend to be quite conservative in my cmding, on pubs it's fine, but i get wiped in clan practice. I go tfac, 3 turr, 2 ips, cap 2 rez node, secure.... then onos is all over the place.
TIA
Niteowl of clan Old Fogies (18+ age) here. The clan is still quite small, and when we practice, it's small teams. Which means, in general (actually, always) that the marines get CREAMED.
Any experienced cmdr have an idea a good strat for a small game? Take into account both teams are quite good. Any sorta pub idea will likely result in lots of marine dead bodies everywhere (i.e. siege rushing).
The way it goes now is, cmdr tries to scout out and secure hives. Aliens get second hive up FAST. Fade acid/swipe with lerk umbra end it. Fades are usually up and running about waaay before cmdr can get HA/HMG.
So, any strats out there that you vet cmdrs can lend out?
I tend to be quite conservative in my cmding, on pubs it's fine, but i get wiped in clan practice. I go tfac, 3 turr, 2 ips, cap 2 rez node, secure.... then onos is all over the place.
TIA
Comments
Motion tracking is the most amazing thing EVER. You will NEVER be ambushed again, and you will have permanent knowledge of when and where they are going to attack you. Motion tracking versus skulks is just plain unfair for the skulks...
hunting the gorge, now THAT's an interesting idea.
That's not new in 1.03. That bug was introduced in 1.02, I think.
Not entirely sure man, but this plan may work <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
actually, right off, i've tried doing that, only for my marines to get skulked like crazy.
it seems like in thse really small games, it comed down to skill of the players.
i've rushed a hive, set up tfac, 1 turr, SKULKED.
come back, all gone.
tried it again, with phase gate. SKULKED, SKULKED at base!
FADE time...
i think you have to have a really risky and dynamic strat to succed in a small game. can't think of one tho.
a siege push will get u wasted quite fast.
I am Niteowl's partner in crime, and the usual Marine Commander in our practices. Generally we play with 6-8 players total, so the teams are quite small. With that few people, strategy generally dictates that the marines move base to a hive (as defending the start and a hive while advancing on a second hive is near impossible with 3 footsoldiers), and work on grabbing the second. The strategy principle is fine, it's the tactics and execution that we're lacking.
I usually build an IP, an Armory and Observatory. By this time we're fighting off the first rush and then I use the observatory to find the two empty hives. I pick the most defensible hive and move the whole team (minus myself, temporarily safe in the CC). We grab any Res nodes on the way (that aren't likely to get eaten in the next two minutes), and build a base in the hive. From there we move toward the second, but at this point we are COMPLETELY out of resources, and they're coming in slowly. By the time any attack on the second hive can begin, our wonderful leader Niteowl has usually completed the second hive, and we walk into Fades <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> .
Is our strategy wrong? Or is it our tactics that need improvement? As Niteowl says, any help is greatly appreciated... to this point our Marine teams have yet to win their first game (though on Nothing I lead us to a 2 hour stalemate <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ).
armory -> shotguns and rush
oh and did i mention PRAY? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
2 Infantry Portals
1 Armory
1 Observatorium
1 Phasegate
Leave one guy on defence, let the rest advance to a hive quickly. Get a phasegate
up and claim the nearby nozzle. Get a turret factory and 3 turrets placed in a triangel
around the TF.
Hurry to the next hive, use scans to see if they already got there. If it's still unoccupied
use the same tactic as above. If its occupied throw up a phasegate a factory and
seige them.
If you are more defensive as a team try to grab chokepoints on the map and all
nearby nozzles for a large income of Res.
Go for upgrades as fast as possible, the +20 armor is great versus skulks. Armor is
always better to start with then damage upg.
If you have a steady income and notice that the Khaara have grabbed a 2nd hive,
try to get jetpacks and do a jet rambo rush. 1 or 2 Shotgun armed marines with
jetpacks should be able to knock down a hive in notime.
Well, that's some tactics that should work well even in small games, hope they help.
movement is important for small games...
quick 2nd hive usually means undefended 2nd hive, which a jetpacker can kill easily
defending res nodes and killing theirs is important
jetpacks with shotty with MT sounds like deadly combo. would be a bugger to get a marine on ahive as a skulk.
hm. very dynamic.
ty
<quote>
Leave one guy on defence, let the rest advance to a hive quickly. Get a phasegate
up and claim the nearby nozzle. Get a turret factory and 3 turrets placed in a triangel
around the TF.
</quote>
that would leave 2 or one marine by himself against 2 to 3 rushing skulks? sounds like suicide.
yes, tfac and 3 turr aroud tfac with phasegate (need observatory first) i think adds up to fades, if aliens are teching right. and skulking right. this should work if marines are impeccable and don't die.