Discussion About Comm Tactic

SuperBOBSuperBOB Join Date: 2003-02-21 Member: 13795Members
<div class="IPBDescription">Securing ez spots near vital spots :p</div> Whenever i comm now i find myself trying to secure the spot on the map i feel is best tactically.
For example on Tanith,
-quick rushing to chem transport, PG then armory, take the RT then 3x mine packs. (no base armory)
-take rt in acidic then move to cargo storage, PG + TF within siege range of Fusion hive.

Im sure loads of people already do this stuff like this but it really frustrates me when comm's go straight to the hives themselves, watch their team get butchered then F4 :/

A more obvious example of this is Hera, the double siege point in processing.. i now treat this as a hive. Instead of directly hitting or relocating to it i take reception and move on from there..
Processing has too many routes in and is totally biast to aliens, its like the grand f*cking canyon in there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I like all of this, especially the front line armoury.
    "You wanna hump? do it where it will do some good!"
    "SIR YES SIR!"
    *Private nublet proceeds to hump in view of a camera shooting porn*
    Ahem.
    Anyway, all very good strategies, but i find that cargo storage is easy to defend for aliens and very hard for marines. How do you stop skulk rushes through the door to waste handling? Mines are of limited use here.
  • SuperBOBSuperBOB Join Date: 2003-02-21 Member: 13795Members
    I dont mine cargo storage at all, i only mine chem transport. If you can visualise the map after securing chem transport the aliens are more than likely to purely come from Fusion/Waste which means via cargo storage. (of course i know there are other routes but you will have a few minutes before they try these HOPEFULLY :])

    So taking Cargo storage will be hard but you only have one front... just keep a marine you know has a brain to defend base/chem transport while the bulk of your marines move into cargo storage. TF and sentry placement is very important in cargo storage, the aliens will be hitting here hard. The hive RT's are tempting but really not worth it until you have cargo sentry farm'd.

    After taking Cargo you should have, base rt, chem rt, and now cargo rt. This is enough to TF chem and marine base, then secure sat com and fusion rt's.

    Strategys like this really need motion tracking, in a clan match this may be kinda hard to pull-off at all without it since the aliens could organise a skulk rush on your main base at anytime in the first 15 minutes of the game (while your locking 2 hives down) If **** happens always try to relocate to chem transport. Its within reach of 3 RT's and 2 Hives, even if it is a little dangerous :o
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I personally like the room above Mess Hall on Nancy. Access to three nodes and a route to Subspace and Port, hard to defend with FIVE ways in, but some creative turret and mine placement can fix that, I would write a good deal more about it if I could test it more often.
  • viking9viking9 Join Date: 2003-02-12 Member: 13477Members
    Great strategy for Tanith. I like the forward armoury with PG to it. Taking cargo storage or any other hottly contested area is easier with 2 packs of mines and nearly all your marines. Have the two marines with the mines start dropping them randomly on the floor right when they get at the location. This allows pub marines greater survivability agains skulk rush and lets you get TF and turrets up.

    Great post.
  • SuperBOBSuperBOB Join Date: 2003-02-21 Member: 13795Members
    Yeah Xzilen thats another good example, i tend to take the hive itself on pub and that room you talk about in clan matches.
    I think its called mother interface btw, but not 100% <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ProctologicProctologic Join Date: 2002-11-17 Member: 9053Members
    edited February 2003
    <!--QuoteBegin--SuperBOB+Feb 28 2003, 12:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuperBOB @ Feb 28 2003, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whenever i comm now i find myself trying to secure the spot on the map i feel is best tactically.
    For example on Tanith,
    -quick rushing to chem transport, PG then armory, take the RT then 3x mine packs. (no base armory)
    -take rt in acidic then move to cargo storage, PG + TF within siege range of Fusion hive.

    Im sure loads of people already do this stuff like this but it really frustrates me when comm's go straight to the hives themselves, watch their team get butchered then F4 :/

    A more obvious example of this is Hera, the double siege point in processing.. i now treat this as a hive.  Instead of directly hitting or relocating to it i take reception and move on from there..
    Processing has too many routes in and is totally biast to aliens, its like the grand f*cking canyon in there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Heh wow theres a total of 2 post ive seen on this forumn worth reading now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Ur strat is good but try it without phase gates it will work alot better.
    To me phase gates are a complete waste of res same with tfs except for maybe when u wanna siege.
    Turrets are just useless.
    Maybe its just for me since i usually play with people who know map.
    I also use the mobile armory alot.
    Instead of a tf i put armories in key location to cut off aliens from getting to another hive.
    you also mass up alot of res this way and do not lose too much money on things like tfs and turrets.
    The thing you gotta worry about is havign marines on every armory to guard any walla of mines from gorges that think they gonna try to be a hero by blowing up your mines.
    OHH yeah almost forgot.
    KEEP USING THEM MINES.
    they go BOOM unlike turrets that go poof against veteran skulks.
  • SuperBOBSuperBOB Join Date: 2003-02-21 Member: 13795Members
    Uhhhhhm not using a phase gate to chem room from marine base? :e the point i tried to make was its a good spot to secure to launch attacks on Fusion & Sat Comm quickly. If you gotta run for 5mins then it kinda defeats the point <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I agree with the armorys though in organised pubs or clan games armorys > tf.
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    Turrets are not useless, turrets can mean the differnce between you having a base/hive and not. as alien, if i see a marine area without any sentrys then its only a matter of time before the base dies. in public games you will never get marines who will stay 100% alert to the task they are assigned to and even in clan games marines will get complacent. 1 skulk rush on a undefended area of the map and bang, your IPs are gone. its stupid to think that marines, after all are only human players will be able to defend the area without lapsing once. This is especially true of early game aliens, just getting level 3 carapace while marine resources are out taking hives, lvl 3 carapace skulk will beat a marine 1 on 1, and a good one 2v1. if their is sentrys in the base it either kills the skulk or forces the skulk to waste time chewing at a 19 res sentry, rather than a 45 res proto lab researching HA.

    of course not saying sentrys in base are a good idea... heck a black mark is placed on any comm who starts IP armoury TF.... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    oh and also a base without sentrys/siege gun is just waiting to be gorge rushed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ProctologicProctologic Join Date: 2002-11-17 Member: 9053Members
    <!--QuoteBegin--Mythr1l+Feb 28 2003, 09:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mythr1l @ Feb 28 2003, 09:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Turrets are not useless, turrets can mean the differnce between you having a base/hive and not. as alien, if i see a marine area without any sentrys then its only a matter of time before the base dies. in public games you will never get marines who will stay 100% alert to the task they are assigned to and even in clan games marines will get complacent. 1 skulk rush on a undefended area of the map and bang, your IPs are gone. its stupid to think that marines, after all are only human players will be able to defend the area without lapsing once. This is especially true of early game aliens, just getting level 3 carapace while marine resources are out taking hives, lvl 3 carapace skulk will beat a marine 1 on 1, and a good one 2v1. if their is sentrys in the base it either kills the skulk or forces the skulk to waste time chewing at a 19 res sentry, rather than a 45 res proto lab researching HA.

    of course not saying sentrys in base are a good idea... heck a black mark is placed on any comm who starts IP armoury TF.... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    oh and also a base without sentrys/siege gun is just waiting to be gorge rushed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The only real use for a turret factory is to upgrade siege.
    Turrets are basically useless and basically too expensive to begin with.
    To make turrets affective you would have to build 2-3 turrets which cost 40-60 res not to mention the 25 res the tfs cost so having a set of turrets could cost u anything from 65-100 res.
    Any average skulk can literaly run circles around turrets while biting it without getrting hurt.
    Turrets reaction time is just horrible.

    You would be much better off dropping an armory inside a hive and just placing mines at every entrance or exit.
    It costs about a 3rd of what a tf and turrets and phase gates would costs.
    And remember if they do breach the wall of mines it TAKES TIME for them to get a hive up.
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    i still like my sentrys... i dont like using them in low numbers tho, i would not make a TF just to make 2-3 sentrys to cover a res node,

    securing hive locations i would use them, not because they kill aliens but because they buy time, it gives me a chance to see what aliens are planning and send nessecary backup to the location, i HATE having the "your base is under attack" message only to press my jump key and seeing my phase gate being chewed down.

    of course if aliens have 2 hives and fades sentrys are not that good as acid rockets beat them easy, but if you hold 2 hives then sentry farming them is the way to go, of course add some mines next to them also. Also in my opinion any lvl marine should be able to kill a skulk, carapace or not. i find marines only die when i say "defend fusion hive" and they run off rambo'ing and complain when a skulk bites them in the arse.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Yes turrets buy you time. No they do not buy you enough for their costs.

    Early game? In early game you will not have 3 DCs.

    Marines will not stay 100% alert? so your strat relies on bad enemies? Besides, if this is a pub, then what's to say your aliens will be 100% alert and ready to attack at any moment?

    Front line armory=good in some many cases. Needs competent marines to defend and re-mine as needed, and a commander that gives helath now and then.

    Phase gates=the suck. They had a 43% health reduction from 1.03 to 1.04, and a 25% cost increase.
  • SuperBOBSuperBOB Join Date: 2003-02-21 Member: 13795Members
    Phase gates are essential, in the medium term at least.
Sign In or Register to comment.