Old School Commander
hoju2
Join Date: 2002-11-04 Member: 6873Members
<div class="IPBDescription">Old School Tactics</div> I had this great game the other day, where we had a very Old School commander. Instead of rushing for a Hive immediately, we went for a RT, and instead of rushing after that we built a Turret Farm, something I haven't really seen since the first release. We got 2-3 RT's well covered with Turrets and then took a hive and covered that with Turrets too. There was nothing the Aliens could do and we won with little problem. On the servers I play, usually if a RT is capped, the Comm either forgets about it, or has 1 Marine stay and guard it. Either way Skulks will usually tear it apart. With the nerfing of the Phase Gate, you can see other tactics entering the playing field, and its very interesting to watch.
Comments
Infportal -> Armory -> obs (if my team is smart) else TF (if they are not.) -> Base Phase (if obs) -> Arms Lab -> L1 armor -> L1 weapons -> obs (if not before) else, TF -> Base Phase (if not before) -> Protolab and adv armory -> HA -> L2 armor -> L2 weapons -> L3 armor -> L3 weapons.
At sometime around TF/obs, I will attack the 2nd hive (when building) if possible. at HA, I will activly seek and kill enemy hives until the enemy dies. If I can attack the 2nd hive and take it, the game is won. My marines should be teching up to HA near to that point, and there is little the 1 hive aliens can do aginst HA/HMG combos. If the aliens take the 2nd hive, I turtle, and tech up to HA ASAP. I then outfit a pack of marines and go at it.
It takes a lot of time and cash to do this - and if you've got the manpower you might as well use it. For a clan match I would honestly not see this as being a great strategy, but on the same note for a pub -- unless you have plenty of clan players who know what they're doing -- the teching thing doesn't work as well. Almost every single time I've commanded in a pub and tried to tech up high, the marines have lost. Sure we may have gotten very close to winning, but just didn't cut it :-( One of the problems is that I don't know who to give a "kit" to unless they have sYn, TAU, or another clan tag on their name that I am familiar with, especially if resources are tight, which is usually the case.
It takes a lot of time and cash to do this - and if you've got the manpower you might as well use it. For a clan match I would honestly not see this as being a great strategy, but on the same note for a pub -- unless you have plenty of clan players who know what they're doing -- the teching thing doesn't work as well. Almost every single time I've commanded in a pub and tried to tech up high, the marines have lost. Sure we may have gotten very close to winning, but just didn't cut it :-( One of the problems is that I don't know who to give a "kit" to unless they have sYn, TAU, or another clan tag on their name that I am familiar with, especially if resources are tight, which is usually the case.
you should focus on
- Getting resources
- Getting hives
- Getting upgrades
usually in that order, is a good order to follow <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Don't focus on one thing as a commander.
Resources is what you need as marines.
Get as many as you can, and get a hive
SOMEPEOPLE like to get a hive *FIRST*
let me say this is a bad idea, in some respects
As to get to a hive, you usually pass 2-3 resource towers to get there. And because of the walking time, you could have made a res tower, and gotten res while you walked to the hive... and when that hive gets attacked, you will be RUSHING to the hive, and completely forgetting about the resource towers, as you walk by them. this is time they could be using to get resources.
DON'T build every building just because you can build it.
1 IP, armory
go for some resource nodes, and have somebody guard the base (make sure they are good, preferrable one of the best on the team)
when you get enough resource towers up, go get the closest hive, plop up phase gate at the hive, plop one in base (ah, those defenders are useful, eh?) build a TF, and turrets so the guys at the hive have "something to do" and don't wander off
drop an OBs (you'll be getting like 5res/tick *atleast*.. as the aliens don't focus on (usually) destroying resource towers at the beginning), and have the defenders build it
at this point you can tell the marines to get some more resource towers, and possible another hive, or atleast guard it to keep the aliens at bay while you upgrade motion tracking, and get an arms lab
whenever you have a little extra resources, go for the upgrades in the arms lab! (BUT DO NOT FOCUS 100% on them. if you upgrade once you get enough resources, then be sure you're getting a lot of resources, because if you lose a TF or something at a hive.. you're in deep if you can't rebuild it fast.
just keep pushing, and if the aliens get a second hive, upgrade the armory, if you get the second hive, then fortify it.
You should be getting a lot of resources.. you can setup turret farms around certain areas to hold off the aliens.. or even a turret farm in the marine base (good idea if you have 2 hives)
just keep in mind that you SHOULD upgrade whenever possible... if you have 100 resources, use them (but not all, as medpacks and ammo spam can be good)
Usually, whenever i play with my clan in a pub, (especially true for NS_NOTHING).. i'm usually the base defender (it IS a good job, and very important) once we get a hive, a few upgrades, and a TF and turrets in base to guard everything and i'm not really needed, i'll go around (sometimes with shotty, jetpack, whatever) and run to resource spots, and just tell the commander to cap the resource node. whenever one dies, i rebuild it. I'll weld anything i run into, and even ask for a siege if the aliens have a WoL blocking off a certain spot
at the end of the game, we usually have a ton of resources, and we just all go to main base, equip up, and kill the remaining hives / aliens
it's a good strategy because the aliens usually never suspect somebody else is creeping around, they're usually busy attacking certain key points that the OTHER group of marines is trying to hold.. and you're free to cap res points
NS_Nothing is the best map for this, because of all of the resource points that the aliens run into (that you'll usually have)
Generator, Docking wing (and res node out side of docking wing) are run into a lot by aliens, and will usually need rebuilt. cargo bay's 3 nodes will get attacked, but usually not killed in time
What? Too much time and RESOURCES? The point of teching is to get mucho dinero, homie. Your estimates are off by a mile, by the time you have one hive the aliens have fades? Riiight.
/me doesn't like going deep into tactics discussions because he is the evil clan communist "we-might-give-something-away-to-the-others-that-they-might-not-have-thought-of-5000-times" type <!--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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