Tips & Tricks Of Tactics For Marines.
Acolyte
Join Date: 2003-03-27 Member: 14946Members
<div class="IPBDescription">well..</div> Natural Selection Tactics & Tips
The awakening.
When you've just awakened in the game after the Ready Room, try to remember all important map locations, resource points and hives (and their map location names). After you do that, begin to advance. Being assigned a role, for example a scout, you have to quickly run around whole map, hiding from or killing skulks you meet, to find out their hive location. After you report it to commander, you have to try to approximate most used routes the skulks are going to use. Of course, its not 100% guarantee that some lose skulk will not run across whole map in completely opposite direction to your base, but still that gives you a chance of fast resource expansion.
After commander identified that vector, he better supply each marine (by the count of resources he wants to build) with mine pack so that each marine can secure each resource with mines after its been built. (See initial security measures, Part 1)
Hives and resources.
Resources are the most valuable part for marines (and aliens too), so getting them quickly and have a decend guarding is the major priority for the whole team. Remember, without resources you will not be able to get medpacks,ammo and other equipment since you just cannot buy it!
Hives security is another thing, where every time the most fighting occur. Somehow marines MUST get 2 hives before they are built, but after securing first hive almost every time there's no available resources/time left for marines to secure another hive. Basically this relies on alien ability to get carapace at the time you secure one hive, or just because they already secured it with heaps of offence chambers.
In this case, I'd suggest killing their original hive, because aleins mostly thinking like "How marines can come even close to the place we spawn, its too dangerous and there are too many of us in close proximity of it". Well, this myth can be easily broken with 2-3 marines going directly for the hive, hiding when they hear skulk coming (or killing it easily) and when at hive (where there's almost EVERY TIME no defences at all), 1-2 marines standing guard and killing all spawners and another one getting phase gate.
As soon as its up, marines better send in 1-2 members to hive and securing all around with mines, so that when the skulk spawns and tries to attack, it will most definately get into a mine trip and after it is just a matter of putting a couple of bullets into him. Then, they kill the hive!
Another most used way is just when you've awakened, send ALL marines to the closest (and best hive - e.g with lots of resource towers around) hive and build whole base there. This way you ensure 1/2 of security of your base and you will get one hive at once!
Coordination.
As being pointed out before, you SHOULD specify your location when you want something built near you. Do not ,at any circumstances, say "Plz gimme ammo" or "res here". Do you think commander will search for you across entire map? Of course, not. Instead, specify you position by text that is in bottom right of the HUD, or simply activate some of the commands, such as in-menu command "Requesting Orders". This way commander will be able to quickly jump to your location (by pressing JUMP key) or will navigate to your location manually.
Groups.
If you are not a 'scout', do not move alone the map. OF course, there are people (like me) who can handle 1-2 skulks at a time at the beginning of the game, when aliens do not have carapace, but I strongly recommend to move in group when the group size varies from 2 to 4 max. Best group size, as I think, is 2 people, since they can handle a skulk with full carapace upgrade, or even two (if they are skillful enough). For further in game, I'd recommend a group of 3 marines (when aliens have 2 or hives). 4 marines in group are best for relocating a base or destroying a hive.
The awakening.
When you've just awakened in the game after the Ready Room, try to remember all important map locations, resource points and hives (and their map location names). After you do that, begin to advance. Being assigned a role, for example a scout, you have to quickly run around whole map, hiding from or killing skulks you meet, to find out their hive location. After you report it to commander, you have to try to approximate most used routes the skulks are going to use. Of course, its not 100% guarantee that some lose skulk will not run across whole map in completely opposite direction to your base, but still that gives you a chance of fast resource expansion.
After commander identified that vector, he better supply each marine (by the count of resources he wants to build) with mine pack so that each marine can secure each resource with mines after its been built. (See initial security measures, Part 1)
Hives and resources.
Resources are the most valuable part for marines (and aliens too), so getting them quickly and have a decend guarding is the major priority for the whole team. Remember, without resources you will not be able to get medpacks,ammo and other equipment since you just cannot buy it!
Hives security is another thing, where every time the most fighting occur. Somehow marines MUST get 2 hives before they are built, but after securing first hive almost every time there's no available resources/time left for marines to secure another hive. Basically this relies on alien ability to get carapace at the time you secure one hive, or just because they already secured it with heaps of offence chambers.
In this case, I'd suggest killing their original hive, because aleins mostly thinking like "How marines can come even close to the place we spawn, its too dangerous and there are too many of us in close proximity of it". Well, this myth can be easily broken with 2-3 marines going directly for the hive, hiding when they hear skulk coming (or killing it easily) and when at hive (where there's almost EVERY TIME no defences at all), 1-2 marines standing guard and killing all spawners and another one getting phase gate.
As soon as its up, marines better send in 1-2 members to hive and securing all around with mines, so that when the skulk spawns and tries to attack, it will most definately get into a mine trip and after it is just a matter of putting a couple of bullets into him. Then, they kill the hive!
Another most used way is just when you've awakened, send ALL marines to the closest (and best hive - e.g with lots of resource towers around) hive and build whole base there. This way you ensure 1/2 of security of your base and you will get one hive at once!
Coordination.
As being pointed out before, you SHOULD specify your location when you want something built near you. Do not ,at any circumstances, say "Plz gimme ammo" or "res here". Do you think commander will search for you across entire map? Of course, not. Instead, specify you position by text that is in bottom right of the HUD, or simply activate some of the commands, such as in-menu command "Requesting Orders". This way commander will be able to quickly jump to your location (by pressing JUMP key) or will navigate to your location manually.
Groups.
If you are not a 'scout', do not move alone the map. OF course, there are people (like me) who can handle 1-2 skulks at a time at the beginning of the game, when aliens do not have carapace, but I strongly recommend to move in group when the group size varies from 2 to 4 max. Best group size, as I think, is 2 people, since they can handle a skulk with full carapace upgrade, or even two (if they are skillful enough). For further in game, I'd recommend a group of 3 marines (when aliens have 2 or hives). 4 marines in group are best for relocating a base or destroying a hive.
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