Ns_bast Strategy For Marines
Bastard
Join Date: 2002-11-14 Member: 8561Members
<div class="IPBDescription">It worked for me... :)</div> Here's the scenario:
Medium-sized game (10-12 players), Public server, ns_bast was the map. We'd taken a few seconds to get organized and a marine had jumped in to serve as start-up commander. We fended off the initial skulk rush, figured out they were in the engine room, sealed off the vent, and built a standard startup base (tf + turrets + ammo + spawn portals) and the commander jumped out.
I jumped in. The fun was just starting.
With the aliens in the engine room but the vent sealed off we had some time. I sent the marines to feedwater control, being the farthest away from the aliens but easily accessible to us. Plus it helped lock off atmospheric processing. We took the res node at feedwater and then built some defenses there... enough to hold it in place and block any attack.
Then we took atmospheric processing and the game was almost over.
The secret was, of course, <b>building a second turret factory in the corner of the marine spawn closest to the engine hive.</b>. Upgrade it to advanced, then drop a siege practically right on top of it. Of course that won't reach the engine room, but it'll certainly help clear out the area and **obscenity** off the aliens.
With resources pouring in I quickly ran through the tech tree, first reseraching motion tracking then the weapon/armor upgrades.
It was a thing of beauty, really.
Leaving one marine to quard feedwater, I sent my marines down the elevator at our main base. While the elevator was descending, I had them crawl into the vent and go through the vent towards the engine room. Small, long hallways are a marine's friend - skulks have nowhere to go and the fades they'd just gotten weren't any match for a few good marines.
In the corner of the vent between my turret factory and the hive, I dropped two sieges and two turrets. My marines built them and we didn't look back.
Engine room hive went down quickly before a last-ditch fade attempt took out my marines and destroyed the sieges. With my resources I upgraded the armory and built a prototype lab, quickly researching heavy armor. My marines kept the engine room area busy, but couldn't successfully secure the area completely. The aliens started to built another hive but they were running out of fades on defense.
I dropped heavy armor, heavy machine guns, and grenade launchers, and we marched in, took the engine room completely, destroyed the hive they were building, and then cleaned out the refinery hive.
Great teamwork, and I though I did a fairly decent job commanding. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Medium-sized game (10-12 players), Public server, ns_bast was the map. We'd taken a few seconds to get organized and a marine had jumped in to serve as start-up commander. We fended off the initial skulk rush, figured out they were in the engine room, sealed off the vent, and built a standard startup base (tf + turrets + ammo + spawn portals) and the commander jumped out.
I jumped in. The fun was just starting.
With the aliens in the engine room but the vent sealed off we had some time. I sent the marines to feedwater control, being the farthest away from the aliens but easily accessible to us. Plus it helped lock off atmospheric processing. We took the res node at feedwater and then built some defenses there... enough to hold it in place and block any attack.
Then we took atmospheric processing and the game was almost over.
The secret was, of course, <b>building a second turret factory in the corner of the marine spawn closest to the engine hive.</b>. Upgrade it to advanced, then drop a siege practically right on top of it. Of course that won't reach the engine room, but it'll certainly help clear out the area and **obscenity** off the aliens.
With resources pouring in I quickly ran through the tech tree, first reseraching motion tracking then the weapon/armor upgrades.
It was a thing of beauty, really.
Leaving one marine to quard feedwater, I sent my marines down the elevator at our main base. While the elevator was descending, I had them crawl into the vent and go through the vent towards the engine room. Small, long hallways are a marine's friend - skulks have nowhere to go and the fades they'd just gotten weren't any match for a few good marines.
In the corner of the vent between my turret factory and the hive, I dropped two sieges and two turrets. My marines built them and we didn't look back.
Engine room hive went down quickly before a last-ditch fade attempt took out my marines and destroyed the sieges. With my resources I upgraded the armory and built a prototype lab, quickly researching heavy armor. My marines kept the engine room area busy, but couldn't successfully secure the area completely. The aliens started to built another hive but they were running out of fades on defense.
I dropped heavy armor, heavy machine guns, and grenade launchers, and we marched in, took the engine room completely, destroyed the hive they were building, and then cleaned out the refinery hive.
Great teamwork, and I though I did a fairly decent job commanding. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
Whenever I play on bast if the aliens ever get 2 hives up it's game over for the marines because a fade with adrenaline will own anything less than a HA/HMG.
Oh and don't you consider HA/Shotty less than HA/HMG then, that murders fades.
Are marine rushes cheap? No, because it actually involves getting a group of marines organized and go somewhere and attack. Phase gates? LMG rush? Is it a pain? Yes, but it can be countered. Would you like to suggest a single way that the aliens can counter the base siege without having to assault the marine base?
As for Hera, that's a good point, that's why I said it need to be fixed.
I guess this is where the game gets interesting trying to find new techniques.
As for the vent, I know about that...but fortunately I've yet to see anyone use it. So I can't say exactly how easy it is to pull off. But you know, countering that still doesn't require the aliens to CHARGE THE BASE. Then again, if it's a vent you're talking about then the hitbox problem now comes into play. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> I could have sworn I read someone here saying how the creator of Bast (and hera?) wasn't too happy with the change in the siege cannons. I can sympathize.
Quite honestly, I used to support the siege cannon's existance in the game. But I have to say that the more I think about it, the less necessary and more excessive it seems. It's presence in the game is almost indicating that the marines somehow can't take out clusters of buildings/hives on their own, which everyone knows is false. But I digress...
BlueGhost
Medium-sized game (10-12 players), Public server, ns_bast was the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ns_bast, aliens start in engine room: build TF in base, upgrade to siege, elevator to vent, place siege, kill hive, game over in 3 minutes.
If you feel lucky, you can try placing the siege in base even.. haven't seen it done, but there are those that claims that there is one or two pixels where a siege in base will kill the engine hive, directly.
ns_base is a really nice map that became unplayable when the siege range was increased.
Yeah, I've pulled the "siegetheengineroomfrombase" gag, it was funny maybe once. Quite frankly, to be able to own a hive from your spawn point minutes into the match without ever having to step outside your own base shouldn't be considered anything near fair. Things like this and the 2-hive sieging tactic on Hera are errors that needs to be fixed ASAP.