Discussion About Comm Tactic
SuperBOB
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-->
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
"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.
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
Great post.
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-->
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.
I agree with the armorys though in organised pubs or clan games armorys > tf.
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-->
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.
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.
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.