Don't Forget To Defend The Hive
Alien_Bob
Join Date: 2002-11-11 Member: 8185Members
<div class="IPBDescription">common gorge mistake</div> I've seen this happen so many times. Someone will go gorge at the start of the game, and trot off to get resources. So far, so good. However, they eventually get to an empty hive room and start building chambers in it and saving up for the second hive.
Problem is, the original hive is often left completely undefended, with not so much as a defence chamber in it, left wide open to attack. Marines can take over and secure an undefended hive room in a matter of minutes. It only takes one marine to sneak in there and build a phase gate and you're in big trouble.
Gorges, yes we need resources and yes we need a second hive. But please please please remember to set up defences at the first hive as soon as you can afford it. Go off and get two or three res towers up, but then come back and make sure the hive is secure before going off to save for the second.
Problem is, the original hive is often left completely undefended, with not so much as a defence chamber in it, left wide open to attack. Marines can take over and secure an undefended hive room in a matter of minutes. It only takes one marine to sneak in there and build a phase gate and you're in big trouble.
Gorges, yes we need resources and yes we need a second hive. But please please please remember to set up defences at the first hive as soon as you can afford it. Go off and get two or three res towers up, but then come back and make sure the hive is secure before going off to save for the second.
Comments
do initial rush
1 go gorge, wait by hive for res
one node up
second node up
wait at new hive
build hive, get def chambers, offence to defend, movements up (meanwhile original hive is just sitting there, talking to itself)
Marines fly in on jetpacks with shotguns and blow your original hive back to nano-goo.
Now aliens only have skulks/lerk, and marines have JP, HA, HMG, tanks, nukes, and sharks with frickin' lasers on their heads.
Please, atleast drop 3 OC and 2 def right next to hive.
That's my thinking too.
1.Take one hive
2. Take some RTs
3. Get entire squad killed when trying to kill The aliens second hivelocation
4. Battle Aliens for second hive
5. Loose first hive
6. Get killed by fades
7. Get laughed at by the aliens cause your team sucks
My strategy:
1. Take one hive
2. Take alien hive
3. Sell hive on Ebay
4. Take and secure all reourcepoints on the map
5. Seal dumb aliens in their new and very well defended hive
6. Go have a drink
7. Siege
8. Send in the Wilderbeasts!!!
Anyone whose seen the effectiveness of a jetpack / hmg rush would agree on my last point.
Oh, and defences wont help against a jetpack hmg-er (if he knows what he is doing). A gorge would need to build 8 OCs/ 8 DCs or so to stop him, and even that may not be enough. And to get such defences up in 2 hives requires a lot of time and resources. Its just not possible to get defences AND second hive up quickly enough.
A little secret here.. if you think the marines are jetpack rushing (effectively)... there is only one way to stop them winning.... take down their tech buildings (arms lab,proto lab, advanced armoury etc) in an organised rush, to buy time for aliens to get fades and webbing, to stop jetpackers.
unless your team is totally incompetent, its not necessary
There are usually several places in or near a hive that would need to be protected to prevent the marines from dropping a phase in attack range of the hive. The time and resources required to secure each and every area is considerable. And if you don't secure all of them, the marines will happily go to whatever space you've left them to build.
Ask not what your gorge can defend, ask what you can defend for your gorge.
Putting up defenses in the first hive is generally a waste of resources. Well, not a waste of resources but those resources could be better spent getting RTs and\or the second hive.
The better the skulk play vs marines --> less gorge needs to put up defenses and can fast track towards 2nd hive
But less reliable skulk defense --> gorge will put up def/off chamb b4 2nd hive.. or else hive will die.
Simple eh?
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
1. I build 2 res towers
2. I move to a second hive location
3, Build two/three def chambs
4. I order that somebody go to gorge too and build some def at first hive
5. I build a hive
6. Defences to a second hive and i hope that the other gorge did those defences at first hive
1. Are the marines gonna get me? Are my skulks gonna help me? Does everyone know that if I or this newly started hive get attacked, they need to get here? Will we get Fades? ...its fear, and its exilerhating.
2. Now, we balance... on a Wall of Lame. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Its fun to watch your res go up after dropping hive 2 and knowing that you now have a OC/DC spending budget. Now is the time to pick the points of interest, to build the slowdown/blockades, give everyone on your team advanced warning that the marines are coming. Now, its time for you to get Chamber kills. Muwahahaha!
They are both great feelings, and unless an alien team sux0rz hard, those skulks should defend the 1st hive against all but the most determined marines, or the most well teched marines. I consider marines dropping a first hive the same as aliens rushing in and dropping a marine base, before either side has had a chance to evolve/tech up - possible, and often entertaining, but not always THAT easy. Not if the defenders of said hive/marine base do their job.
In one case, a comm. needs to turret up his base/keep marines as turrets at his base/call his troops back via phases if his unturreted/undefended base is attacked.
On the other hand, skulks need to defend, draw out, attack and drop tech buildings and undefended RTs the marines put up, and finally, defend the hive at all costs to marines right at the door. Different tactics, but the same interest in both cases: keep them out of our house.
S
And once you get the second hive, please please please put a lil web here and there. A few strands on the ceiling is all it takes to kill most jetpackers. Just earlier tonight I lost what had been a great game on ns_nothing because the gorge who said he'd defend Silo didn't bother to web the ceiling. Guess what: siege in the rafters. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> ? <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
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Throwing up a DC or two once in a while is not bad, as they are cheap, but effective stop off points for wounded team mates, and safe refuges from groups of small marines.
Ok, take a good game for instance...
Aliens let eachother know where marines are heading, and the gorge will NEVER get caught by marines, and will be able to waddle away miles before any marines gets near. If it is a bad game, and you are a good gorge, you can run while attacking the marine or two that you encounter back to a DC, and proceed to kick their ****.
Either way, making walls of lame is pointless, and the only way they help is to block off all entrances with 2-3 OCs and 2-3 DCs, for a cost of 56 minimum. That is almost 3 RTs.
Once the second hive is up, hopefully we'll get another gorge to def the 1st hive, while i cap res points and def the existing ones.
You can get six nodes, and two hives heavily defended this way, which will give you an easy ride to victory. If you can't manage this - you're either playing on too big a server (more than 6 players per team gives marines a big advantage) or your skulks suck.
Basically you dont need to drop OC's and DC's at every node, because hivesight should keep the skulks defending the RTs.
If skulks are doing thier job and keeping the marines out of your hives, away from your RT's and hitting the marines nodes, then you have the game in the bag once you have four nodes and saving for
ns_bast: 9 nodes
ns_caged: 8 nodes
ns_eclipse: 8 nodes
ns_hera: 8 nodes
ns_nancy: 8 nodes
ns_nothing: 11 nodes
ns_tanith: 9 nodes
If you have 4 nodes when the second hive goes up, you're controlling almost half the nodes on the map. 2 or three more once that hive goes up is enough to give you a win (with the exception of nothing, which has a world of res availiable) especially if you can restrict the marines to 1 or two nodes.
The skulk rush is futile against a good marine team; rather than slowing down the marines, it speeds up the marine expansion tremendously.
The correct strategy against non-noob marines is to wait for the marines to move out, then kill them from ambush.
rofl.