Comm Strat
Archzai
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
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
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.
- 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.
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.
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.
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
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...
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.