Comm Strat

ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
<div class="IPBDescription">Wuts the lastest ideas?</div> Well wuts the latest strats for Marines now?

lately i saw some COMMs only make one IP to save money for the increased phasegate cost

the take two hive strat is really hard to do now, because phasegates are so much weaker

so wut do most COMMs do now?

take one hive and 3-4 resource nodes (including the one at base) and tech up armor and weapons, get HA HMG etc. and then attack?

thx

Comments

  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    edited February 2003
    I find it to be less about hives and more about resources now. You also have to be more flexible. Somehow it's as if skill suddenly matters more, 2 skilled Jetbos can do the job of 6 'normal' HA's.

    I tend to go: IP, Obs, Armory, RT, RT, RT, PG, PG, TF......

    In 1.03 I always went for the two-hivve lock-down, now I usually let the aliens get a second hive up and focus on the resources.

    edit: Oh, and the siege is used as a support gun rather then as the actual attack.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    - relocate to a hive or resource rich area (ns_nothing's cargo bay, ns_bast's atmospheric, etc)

    - Get a bunch of RT's and lay some mines

    - Tech to JP/HMG and attack the hive thats going up


    this seems to be pretty big right now. Honestly I can't remember the last time I saw someone win with siege (except on hera, @#$% processing!!). Not that it hasn't worked, just that I really don't see it being done anymore.
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    The two main strategies are "Relocate" and "Tech Rush", or a combination of the two. Frankly, I'm having troubles even with these two since most of the time my marine team dies while attempting to relocate, or answer 'jp' to my question regarding HA or JP and then proceeds to slam themselves repeatedly into walls with the things...

    Public commanding in 1.04 is much harder than in 1.03. It's no longer about a couple of players following orders, the entire team must cooperate.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    I agree with Sevendashseven. Comming on 1.04 servers is *alot* harder. I've yet to win one as a comm and have only seen marines win once due to n00b aliens (all gorges).

    I've tried relocation a number of times. Only worked properly once and then a load of marines dropped so we lost. Usually the team gets munched en-route (although I seem to be good at choosing the hive the aliens are in :/ ).

    2hive lockdown seems to always fail now. It's very odd 1 skulk *always* seems to take out the 3 marines guarding the pg. Not sure if this is due to better aliens, new marines or the pg health.

    Hold 1 hive and tech is probably easiest. I don't like it though. You never 'acheive' anything as it feels to me. 2 hive lock, you have one hive then two then your safe. With tech rush it *really* depends on the marines with 2 hive lockdown I could let the TF's do the marines work.

    One tip I do have is: When 2nd hive goes up it is usually defended before the first hive so I prefer to go to the initial hive.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--QuoteBegin--Kid-A+Feb 1 2003, 07:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kid-A @ Feb 1 2003, 07:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One tip I do have is: When 2nd hive goes up it is usually defended before the first hive so I prefer to go to the initial hive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    very good advice. usually there is only the 3 D chambers that are under the hive. I love taking those out while ramboing. You can't really take a whole hive by yourself but you can defiantely knife atleast 1 D chamber
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Basically, there are several hundreds of stats...here are some:

    All res
    One hive and res
    Two hives and res

    All rush
    one hiev and rush
    two hives and rush
    Res then rush
    one hive, res then rush

    res, tech then rush
    res one hive then rush
    res tow hives then rush

    etc...
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Personally I think most strats are defined in the first few mins.

    Rush: your in the alien start hive very early:
    IP, IP, ARM, OBS, PHASE, PHASE(outside alien hive)...over

    Tech: RT's are no.1 priority for capping:
    IP, ARM, OBS, RT, RT...

    2 hive lockdown: Phases and occuping 1 hive in first few mins:
    IP, ARM, OBS, PG, PG(in empty hive), RT, TF...

    Relocate to hive: self explanitory:
    IP, CC...choose strat from above.

    I tried another 'relocation to hive' on eclipse. Went very well at start, goto maint base up and protected got CC. had PG TF 1turret RT. Then marines wondered off. Some dropped and the aliens go cc, suffice to say I was very annoyed. A different (better) team and we *would* have won.
    tip: Only use relocation if you know the map well. i.e you can tell where the hive is from skulk attack direction/time.
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