Hitting The Marines Where It Hurts

SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
<div class="IPBDescription">In the wallet... LONG</div> One of the increasingly popular trends among marine commanders is to forsake turrets and turret factories in almost all areas save double node areas and hives in favor of more RUs to work an offensive. With marine players shouting "OMG TF IN SPAWN, N00B, EJECT NOW!!!1" whenever a comm favors a more defensive strategy, you can bet that, at some point in the early game, when the marines are pressing all they have on that 2nd hive, that the marine base and expansions are more or less completely unguarded during the early game, expansionist phase. Exploiting this glaring weakness in the marine strategy takes skill, patience, strategy, and stealth.

Killing vulnerable and vital structures in the marine base can cause untold grief to the commander and marine forces. In the event you come across an unguarded marine base, quickly call for assistance over voice comm, and begin your attack. You have a limited window before the commander recalls his forces or new marines spawn in and taking the time to type out reinforcement requests can cost you that one building you would've destroyed.

With such limited time, you need to do the most damage you can in the shortest time. The first order of the day should be the observatory, it dies within 10 bites, and prevents distress beacon from bringing in a wave of reinforcements, and stops marine expansion dead by preventing phase gates. If you're lucky, you can kill it while its researching motion tracking (you'll know because the HP bar doesnt move when you damage it while its researching), resulting in 70 RPs lost for a minimal of effort. Should you take out the observatory, work on the phase gate. Taking both phase gate and observatory sets the marines back drastically, and can give your team an opportunity to lock down that 2nd hive. If you've got both of those, and you still haven't been wasted, proceed to the IPs, watch the side of the screen, and get ready to bite any marines who die and will be respawning shortly. Taking out the usual two IPs will usually result in the comm having his remaining forces relocate the base to one of the hives. Foolish or overconfident comms may jump out of the seat before setting a new chair, taking him out when he does will assure victory for the alien team.

Though taking out an unguarded marines base is a skulk's wet dream, you'll more often than not be stopped before you can destroy everything. Even still, RUs or manpower will be expended defending the base, as the comm knows that you know the base is vulnerable. Other opportunities to harm the marines will commonly present themselves though. Many comms decide to cap obscure nodes and leave them unguarded, and with good reason. Unknowledgable alien teams may leave the tower more or less untouched throught the entire game. This is where you come in, finding routes to these obscure towers that bypass marine forces is important.

Take one of my favorite routines in ns_caged. 95% of the time when comms head out from the base to take generator hive, they cap the stability monitoring resource, and then proceed to lock down the gen hive. Wait until they've moved on and you can take out the resource tower fairly easily. For that extra kick in the pants, you can hide somewhere in the skulk friendly room, and wait until another marine passes by, comm drops a RT, you drop on the marine builder and feast. You proceed to take out the half built RT, and the marine comm proceeds to curse your name over open chat <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> . You'll learn from experience which nodes are commonly capped, but then left undefended (docking wing and foreboding antechamber ns_nothing, unlabeled room outside base in ns_nancy, triad generator ns_eclipse)

All in all, you can cause hundreds of RUs in expenses as a single lowly skulk over the course of a game delaying or preventing the onset of equipped marines, as comms lose out on RUs that would've been obtained, had you not killed that collector. Replacing lost structures gets expensive, as do 100+ RU turret farms.

Hopefully those of you who read this will learn something, and those of you who practice a strategy similar to this can add their own tactics. Now go forth and keep the gorgies fat and the marines starved of resources <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

Comments

  • reborebo Join Date: 2002-11-01 Member: 2734Members
    The first target should be the arms lab, or if a proto has already been build the proto first. Next you should go for the PG, and if you do manage to get that then get the obs.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    edited February 2003
    [edit]er... replying to original post[/edit]

    Um.... yes and no. It depends on how they're securing the second hive. If they're simply going out to secure a hive after putting down SOME kind of infrastructure at base (obs, PG) then by all means, attack main base. However, if they're actually relocating, or if there really isn't that much stuff in base, attacking their spawn is the absolute worst thing you can do.

    I was playing... nothing, I think (cargo, psilo, viaduct) and the marines made a move for cargo quite early. I don't think they defended spawn at all. Anyway, I reached cargo quite early and yelled warnings over voicecom, and typed, that they'd moved in to cargo. Unfortuately, my team were a bunch of morons. Despite my increasingly frantic calls for assistence, I didn't get any help attacking cargo. This was because the team were convinced that it was FAR more important to destroy the CC and IPs at spawn than to attack the new marine base. By the time they'd finally destroyed that bloody CC, the marines had locked down cargo like a fortress.

    I agree with what you're saying in general, though - always hit them where it hurts most resource-wise. The important thing is to know where exactly it is that will hurt them most.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    yep...I need to start taking my own advice and drop mines a LOT more liberally <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Mines will kick the **** out of skulks. Just remember to watch out for the one defneder in base. He may be hiding somewhere you can't see at first.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Mines

    Purpose of skulk rush is delaying.

    If marines allow you to kill their base to skulks, then you hav half a chance anyway.

    Arms lab and proto should go down first, then armoury, then obs, then spawns.
  • UntitledUntitled Join Date: 2003-02-09 Member: 13348Members
    For me its kill as marines then proceed directly to the ips..then to comm chair
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    Yeah some strats are good intentioned, but his is mainly if your alone. If you have 2 or 3 or more, you can easily wipe out a base from key structures first, but hitting the obs early can insure against Motion Tracking. But yeah, If I was in a group, It would be 1 on the phase, 1 on the IP's (If any are dead, if not, munching on the armoury that is almost always near the IP's so he can quickly dart over and eat any spawning marines) and the rest (if any) Munching on the Obs, ProtoLab, and Armslab, respectively.
  • Trevelyan_006Trevelyan_006 Join Date: 2002-11-02 Member: 3876Banned
    as a marine commander, i have locked down both hives and every resource node that is not on a path TO a hive, with only a huge D at the hives... unobservant aliens = noobs....

    i have a huge surplus of money, that by the time they finally locked down one hive, and started looking for RTs... i had 500+ in reserve, with my entire marine squad fitted out with Jetpacks and HMGs... killed one fade... then the game was over...
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    Your 100% correct. The problem for marines is untill upgrades the turrets arent worth shiite for the amount of res they cost//.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    One very effective thing you can do as a skulk is periodically check all the node locations, paticularly those near the marine base that were not occupied the last time you checked them. More often then not, commanders will expand by placing towers, but won't drop factories in order to defend them, and they end up losing nodes without even noting that they are gone. It's effective, and strips the marine team of RPs.

    Of course, if you are the commander, it would be in your best intrest to fort nodes at least a little, especally if you want to hold them for the RPs. The more minibases you have, the more the aliens will be split between attacking them, and the more minibases at any one time will NOT be under attack, and getting you RPs without any threat of a skulk coming along and chomping the tower.

    Try and take over the map.
  • HoMIciDaL_PuPPyHoMIciDaL_PuPPy Join Date: 2002-11-27 Member: 10091Members
    edited February 2003
    i remember when u always started with a tf and 4 turrets usually but now turrets are kinda useless so the left wide open main base of the marines is a fun thing to exploit .

    oh and i enjoy taking out their observatory first

    no distress beacon and such works well
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Whenever I die as an alien, I always think "Did the enemy pay as much as I did?" A skulk that got only carpace yet took down only an enemy turret payed for itself. A Fade in the same situation, that took down only the turret, then died, actaully lost several RPs for his friends. But remember one thing. Just becuase you suicided and lost several RPs, and only took down a Turret, doesn't mean you lost the Resorce war all together. With that turret cleared a way, you may have opened the door for a skulk to come in and chomp down on an arms lab and prototype lab before he dies. So technically, you DID pay for yourself. Try to get the whole picture before you insult someone of losing RPs.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--DeAtH_tO_gOrDoN+Feb 12 2003, 09:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DeAtH_tO_gOrDoN @ Feb 12 2003, 09:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whenever I die as an alien, I always think "Did the enemy pay as much as I did?" A skulk that got only carpace yet took down only an enemy turret payed for itself. A Fade in the same situation, that took down only the turret, then died, actaully lost several RPs for his friends. But remember one thing. Just becuase you suicided and lost several RPs, and only took down a Turret, doesn't mean you lost the Resorce war all together. With that turret cleared a way, you may have opened the door for a skulk to come in and chomp down on an arms lab and prototype lab before he dies. So technically, you DID pay for yourself. Try to get the whole picture before you insult someone of losing RPs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Weeell... If a Fade takes out three unguarded resource towers and then gets fragged by a turret, while the res cost of the kills is greater than the res cost of the Fade they haven't really earned their keep.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    The obs is very easy to take out. Early on, it can set the marines back quite a bit. However, under a team effort, I like my teammates taking out buildings while I wait for dinner to spawn at the IPs. It's funny how many skulks have a problem with spawning marines. Some marines are smart and start moving when they spawn, but they have limited idea of the battle field and easy to kill quickly and if you're near the IP you guarantee one successful bite.

    In the late game, as someone already said, the proto or armslabs are the best buildings to rush in and take out fast. Really sets back the marines as it delays the deployment of their toys by a whole lot.
  • SpeedySpeedy Join Date: 2002-11-06 Member: 7313Members, Constellation
    <!--QuoteBegin--SoulSkorpion+Feb 12 2003, 08:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Feb 12 2003, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Weeell... If a Fade takes out three unguarded resource towers and then gets fragged by a turret, while the res cost of the kills is greater than the res cost of the Fade they haven't really earned their keep. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Say what ?!? If any alien, no matter what class, takes out 3 Marine RTs, they have more than earned their keep : they probably just saved your whiney Alien butt from HA/HMG/GL/JPs !! Let me put it this way : allowing the Marines to KEEP more than 3 resource nozzles will most likely spell your doom.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--rebo+Feb 11 2003, 07:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rebo @ Feb 11 2003, 07:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The first target should be the arms lab, or if a proto has already been build the proto first. Next you should go for the PG, and if you do manage to get that then get the obs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    While I'm glad to see that you think those are more important than the IP's, I disagree. I think the Observatory should go first as it is the easiest to kill and is almost a guarenteed 25 sources lost for the marines, next the phase or perhaps the arms lab/proto, depending on how you think the marines are teching up. Then I believe the IP's should go.
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