A Tipical Ns Game
Sucky_Ducky
Join Date: 2003-05-04 Member: 16043Members
<div class="IPBDescription">How a normal game would start...</div> I haven't seen a topic like this around, hope it'll help... LONG POST
(as an example I've chosen ns_bast, marines build NORMAL base and do NOT relocate)
(use the <a href='http://www.tribes2maps.com/ns/' target='_blank'>http://www.tribes2maps.com/ns/</a> overview maps if you don't know where everything is)
<u>Marines:</u>
All marines spawn in Docking Bay 1. One marine gets in the Command Console (CC) and places an Infantry Portal (IP) down so the other marines can build it. By this time the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> will be rushing from the vents. Hopefully the marines <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ... After the IP is done the commander places down an armory and (in my case) an Observatory (Obs). From the observatory you can upgrade Motion Tracking, which is like a primitive wallhack for the marines. When the Obs is done the commander will scan (if he's smart) the hive locations to see which hive they have. If they have Feedwater Control (Feedwater or just Feed) placing down the RT's in Atmosferic Processing (atmos) is an unnessecary risk and should not be done. The commander will probably choose to go to refinery, so he will send 3 / 4 of his team there, the rest stay and guard the base. Sidenote: As marines you must always prevent the aliens from having 3 hives, when they have 3 hives they have <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> , and that is not good...
Meanwhile in refinery the commander will build: (in this order)
- Phasegate (PG)
- Turret Factory (TF)
- Some turrets (Sentry guns; SG)
- The 3 (!) Rt's there
The PG + TF will be placed right under the hive probably because it's ment to prevent the aliens from taking that hive. With the 4 RT's (3 Ref, 1 Base) the Resources will start flooding in (still slow) and the commander will probably build an Arms Lab (AL) and a Prototype Lab (PL or Proto) in base, also he will upgrade the armory for it will allow for much better weapons. From the Arms Lab you research weapon upgrades (a lvl 3 weapon owns a lvl 1 weapon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) and from the PL you research Jetpacks (JP) (9 Res; you can fly) and Heavy Armor (HA) (35 Res; Normal armor upgraded to 260). Most commanders will choose jetpacks (atleast, that's what I would do) and give all the marines a jetpack. By this time the Armory should be upgraded and allows acces to:
- Heavy Machine Gun (HMG) (25 Res; Heavy Damage, 150 round clip, 225 extra bullets)
- Grenade Launcher (GL) (33 Res; Extreme Damage, 4 round clip, 30 extra bullets, takes forever to stock up on ammo)
Personally I only give GL's if it's really nessecary because they cost 33 (!) res and HMG is much more effective against moving targets (Fades, Skulk, Lerks)
GL is most effective against buildings like a wall of lame (huge pile of Offence Chambers (OC) and Defence Chambers (DC) so noone can get trough). Some commanders like to send out 1 marine with a hmg + jp to kill the Gorge (fatty, fatass, chubby; builder alien). No gorge > No new OC's and DC's to kill...
Now the group of marines will be ready for real combat (all jp + hmg or ha + hmg) and should go find the hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->... (when they find it they actually shoot it to death...)
<u>Basis Marine Loadout:</u>
- Low Machine Gun (LMG): Good enough against weak aliens like skulks (and babblers; gorge's 4th attack; only with 3 hives)
- Pistol : Can kill a skulk but even a skulk is hard kill with a pistol, requires 3 / 4 shots...
- Knife : Pretty strong weapon, usefull against buildings...
That should wrap up the marine side... Now for the Aliens...
<u>Aliens:</u>
All aliens spawn in one of the three hives, it is randomly chosen at the beginning of the game which hive the aliens have; all aliens spawn at that hive...
The aliens spawn as a skulk ( <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ), an extremely fast, agile and "weak" alien. This alien purely relies on speed and stealth (and sometimes surprise) to win. In the beginning of the game ALL skulks (except one) will go attack the marine base and try to take out the infantry portal. Because without an Infantry Portal > No marines spawning > Marines lose... After the initial rush (I'm assuming you didn't win the rush and the marines are building a base) 1 (and absolutely only 1) skulk evolves into a Gorge ( <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> ). The Gorge is the "mother" of all alien buildings, it is the only one capable of building and healing them. If a gorge dies with full resources you have lost big-time... Cause it takes a very long time to get to 100 res with only one RT... The first mission of the gorge is to find a second place for a resource tower and build it. Then the gorge finds another place for a RT and builds it, then the gorge moves on to a untaken hive (taking the RT there too) and starts building either the hive (after waiting hours for 80 res) or some defences first...
Defences at the alien side are set up like this:
- The Offence Chamber attacks (OC) (marines and marine buildings)
- The Defence Chamber heals (DC) (aliens and alien structures)
Furthermore the Defence Chamber activates the defence upgrades for the aliens;
- Carpace; extra armor and extra damage taken by the armor
- Regeneration; Slow health regeneration
- Redemption; When at critical health will teleport you to hive for healing (DOES NOT ALWAYS WORK)
The Defence upgrades upgrade with the number of Dc's currently built... 1 Dc - lvl 1 upgrades, 3 or more Dc - lvl 3 upgrades... Lvl 3 upgrades are MUCH better then the lvl 1 upgrades...
Do not place an OC without a DC, if you place one without DC it will NEVER heal and will be destroyed easily... Also always place 2 or more DC (my golden rule), 1 DC will heal almost nothing, 2 DC are much better (like 4 times better). Ok you've built the hive, now what?
I'll tell you (duh): you start chosing the second upgrade for the alien side; either movement or sensory. (I take it you choose the Defence as the first, most peepz do that)
Movement chambers are very good with fades (2 - Hive max alien; Tank; Mine-seeker) because they hive Adrenaline; faster enery regeneration. (they can also give Celerity; Max speed || Silence; Less sound when walking, much more usefull in Ns 1.1)...
Sensory chambers provide 3 upgrades as well:
- Cloaking (makes you invisible with 3 Sensory Chamber's - Better with every Sensory Chamber you build)
- Enhanced Sight (you see the marines and building better with the flashlight - buildings / marines brighter with every chamber)
- Scent or Fear (sort of like enhanced parasite, you see marines when they are heavily damaged - Range in which marines are seen increased by every chamber)
So now you have 2 hives up and running, you're going to build defences near the 1st hive too, Marines have taken the 3rd hive... Now what?
Now the normal (skulk) aliens can go fade if they got the resources for it, a Fade is a tank like alien, very strong attacks and high hp / armor. (Slash - melee high damage; Acid Rocket - Long range high damage; Blink - Teleport, hard to master in the beginning)
Fades can blow mines easily by shooting acid rockets at them... So no more mines for the marines... the fades will probably face a few <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> 's and <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> 's near the 3rd hive, kill THEM!!! Blast them to pieces, the remaining <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> 's can LEAP them (long range jump, very fast and does some damage). Marines will never know what hit them...
<u>Evolveables:</u>
Skulk (you start as skulk) - Attacker Alien
Life expectancy: Short
Attacks:
- Bite; Melee close range lethal attack
- Parasite; You see marines trough the entire map if you hit them with a parasite (primitive alien wallhack)
- Leap (2nd hive); long range jump, does some damage
- Xenocide (3rd hive); Extreme damage suicide attack
Gorge - Builder Alien
Life expectancy: Long (stays out of combat)
Attacks:
- Spit; Low damage ranged attack
- Heal Spray; Heals aliens and kills marines; Huge area of effect
- Web (2nd Hive); Traps marines inside so they can move very slowly and can't shoot
- Babblers(3rd Hive); Creates small alien (looks like skulk) which attacks marines, very weak.
Lerk (1st hive max alien) - Flier Alien (long range support)
Life expectancy: Medium (fly away little doggy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
Attacks:
- Bite; Melee lethal attack
- Spike shooter; Medium damage instant-hit spikes, very effective
- Umbra (2nd hive); Creates a bullet shield where bullets can hardly penetrate
- Acid Spores (3rd hive); Creates gas cloud lethal to marines (not buildings though)
Fade (2nd hive max alien) - Tank Alien (mine-seeker)
Life expectancy: Extremely long (if you're good)
Attacks:
- Slash; Melee lethal attack
- Acid rocket; High damage long range attack; effective against mines
- Blink (2nd Hive); Teleport, hard to master in the beginning
- Bile Bomb (3rd hive); Artillery attack, very lethal to buildings and yourself too (dont throw on yourself <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
Onos (3rd hive max alien) - Unstopable (Own-os) (btw onos is probably Greek so plurar would be Oni, just so you know)
Life expectancy: Give me a break, you just DONT DIE as onos
- Some melee thingie; Very lethal melee attack
- Paralyze; Shoot at marines to disable them moving, funny to shoot jetpackers from the sky
- Charge (2nd hive); Mega ownage attack, activate and move against anything and it will be destroyed
- Primal Scream (3rd hive); Scream like a baby and all aliens attack faster and move faster (including yourself)
Hope this will help, took me 15 minutes or so to write <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
(as an example I've chosen ns_bast, marines build NORMAL base and do NOT relocate)
(use the <a href='http://www.tribes2maps.com/ns/' target='_blank'>http://www.tribes2maps.com/ns/</a> overview maps if you don't know where everything is)
<u>Marines:</u>
All marines spawn in Docking Bay 1. One marine gets in the Command Console (CC) and places an Infantry Portal (IP) down so the other marines can build it. By this time the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> will be rushing from the vents. Hopefully the marines <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ... After the IP is done the commander places down an armory and (in my case) an Observatory (Obs). From the observatory you can upgrade Motion Tracking, which is like a primitive wallhack for the marines. When the Obs is done the commander will scan (if he's smart) the hive locations to see which hive they have. If they have Feedwater Control (Feedwater or just Feed) placing down the RT's in Atmosferic Processing (atmos) is an unnessecary risk and should not be done. The commander will probably choose to go to refinery, so he will send 3 / 4 of his team there, the rest stay and guard the base. Sidenote: As marines you must always prevent the aliens from having 3 hives, when they have 3 hives they have <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> , and that is not good...
Meanwhile in refinery the commander will build: (in this order)
- Phasegate (PG)
- Turret Factory (TF)
- Some turrets (Sentry guns; SG)
- The 3 (!) Rt's there
The PG + TF will be placed right under the hive probably because it's ment to prevent the aliens from taking that hive. With the 4 RT's (3 Ref, 1 Base) the Resources will start flooding in (still slow) and the commander will probably build an Arms Lab (AL) and a Prototype Lab (PL or Proto) in base, also he will upgrade the armory for it will allow for much better weapons. From the Arms Lab you research weapon upgrades (a lvl 3 weapon owns a lvl 1 weapon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) and from the PL you research Jetpacks (JP) (9 Res; you can fly) and Heavy Armor (HA) (35 Res; Normal armor upgraded to 260). Most commanders will choose jetpacks (atleast, that's what I would do) and give all the marines a jetpack. By this time the Armory should be upgraded and allows acces to:
- Heavy Machine Gun (HMG) (25 Res; Heavy Damage, 150 round clip, 225 extra bullets)
- Grenade Launcher (GL) (33 Res; Extreme Damage, 4 round clip, 30 extra bullets, takes forever to stock up on ammo)
Personally I only give GL's if it's really nessecary because they cost 33 (!) res and HMG is much more effective against moving targets (Fades, Skulk, Lerks)
GL is most effective against buildings like a wall of lame (huge pile of Offence Chambers (OC) and Defence Chambers (DC) so noone can get trough). Some commanders like to send out 1 marine with a hmg + jp to kill the Gorge (fatty, fatass, chubby; builder alien). No gorge > No new OC's and DC's to kill...
Now the group of marines will be ready for real combat (all jp + hmg or ha + hmg) and should go find the hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->... (when they find it they actually shoot it to death...)
<u>Basis Marine Loadout:</u>
- Low Machine Gun (LMG): Good enough against weak aliens like skulks (and babblers; gorge's 4th attack; only with 3 hives)
- Pistol : Can kill a skulk but even a skulk is hard kill with a pistol, requires 3 / 4 shots...
- Knife : Pretty strong weapon, usefull against buildings...
That should wrap up the marine side... Now for the Aliens...
<u>Aliens:</u>
All aliens spawn in one of the three hives, it is randomly chosen at the beginning of the game which hive the aliens have; all aliens spawn at that hive...
The aliens spawn as a skulk ( <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ), an extremely fast, agile and "weak" alien. This alien purely relies on speed and stealth (and sometimes surprise) to win. In the beginning of the game ALL skulks (except one) will go attack the marine base and try to take out the infantry portal. Because without an Infantry Portal > No marines spawning > Marines lose... After the initial rush (I'm assuming you didn't win the rush and the marines are building a base) 1 (and absolutely only 1) skulk evolves into a Gorge ( <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> ). The Gorge is the "mother" of all alien buildings, it is the only one capable of building and healing them. If a gorge dies with full resources you have lost big-time... Cause it takes a very long time to get to 100 res with only one RT... The first mission of the gorge is to find a second place for a resource tower and build it. Then the gorge finds another place for a RT and builds it, then the gorge moves on to a untaken hive (taking the RT there too) and starts building either the hive (after waiting hours for 80 res) or some defences first...
Defences at the alien side are set up like this:
- The Offence Chamber attacks (OC) (marines and marine buildings)
- The Defence Chamber heals (DC) (aliens and alien structures)
Furthermore the Defence Chamber activates the defence upgrades for the aliens;
- Carpace; extra armor and extra damage taken by the armor
- Regeneration; Slow health regeneration
- Redemption; When at critical health will teleport you to hive for healing (DOES NOT ALWAYS WORK)
The Defence upgrades upgrade with the number of Dc's currently built... 1 Dc - lvl 1 upgrades, 3 or more Dc - lvl 3 upgrades... Lvl 3 upgrades are MUCH better then the lvl 1 upgrades...
Do not place an OC without a DC, if you place one without DC it will NEVER heal and will be destroyed easily... Also always place 2 or more DC (my golden rule), 1 DC will heal almost nothing, 2 DC are much better (like 4 times better). Ok you've built the hive, now what?
I'll tell you (duh): you start chosing the second upgrade for the alien side; either movement or sensory. (I take it you choose the Defence as the first, most peepz do that)
Movement chambers are very good with fades (2 - Hive max alien; Tank; Mine-seeker) because they hive Adrenaline; faster enery regeneration. (they can also give Celerity; Max speed || Silence; Less sound when walking, much more usefull in Ns 1.1)...
Sensory chambers provide 3 upgrades as well:
- Cloaking (makes you invisible with 3 Sensory Chamber's - Better with every Sensory Chamber you build)
- Enhanced Sight (you see the marines and building better with the flashlight - buildings / marines brighter with every chamber)
- Scent or Fear (sort of like enhanced parasite, you see marines when they are heavily damaged - Range in which marines are seen increased by every chamber)
So now you have 2 hives up and running, you're going to build defences near the 1st hive too, Marines have taken the 3rd hive... Now what?
Now the normal (skulk) aliens can go fade if they got the resources for it, a Fade is a tank like alien, very strong attacks and high hp / armor. (Slash - melee high damage; Acid Rocket - Long range high damage; Blink - Teleport, hard to master in the beginning)
Fades can blow mines easily by shooting acid rockets at them... So no more mines for the marines... the fades will probably face a few <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> 's and <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> 's near the 3rd hive, kill THEM!!! Blast them to pieces, the remaining <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> 's can LEAP them (long range jump, very fast and does some damage). Marines will never know what hit them...
<u>Evolveables:</u>
Skulk (you start as skulk) - Attacker Alien
Life expectancy: Short
Attacks:
- Bite; Melee close range lethal attack
- Parasite; You see marines trough the entire map if you hit them with a parasite (primitive alien wallhack)
- Leap (2nd hive); long range jump, does some damage
- Xenocide (3rd hive); Extreme damage suicide attack
Gorge - Builder Alien
Life expectancy: Long (stays out of combat)
Attacks:
- Spit; Low damage ranged attack
- Heal Spray; Heals aliens and kills marines; Huge area of effect
- Web (2nd Hive); Traps marines inside so they can move very slowly and can't shoot
- Babblers(3rd Hive); Creates small alien (looks like skulk) which attacks marines, very weak.
Lerk (1st hive max alien) - Flier Alien (long range support)
Life expectancy: Medium (fly away little doggy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
Attacks:
- Bite; Melee lethal attack
- Spike shooter; Medium damage instant-hit spikes, very effective
- Umbra (2nd hive); Creates a bullet shield where bullets can hardly penetrate
- Acid Spores (3rd hive); Creates gas cloud lethal to marines (not buildings though)
Fade (2nd hive max alien) - Tank Alien (mine-seeker)
Life expectancy: Extremely long (if you're good)
Attacks:
- Slash; Melee lethal attack
- Acid rocket; High damage long range attack; effective against mines
- Blink (2nd Hive); Teleport, hard to master in the beginning
- Bile Bomb (3rd hive); Artillery attack, very lethal to buildings and yourself too (dont throw on yourself <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
Onos (3rd hive max alien) - Unstopable (Own-os) (btw onos is probably Greek so plurar would be Oni, just so you know)
Life expectancy: Give me a break, you just DONT DIE as onos
- Some melee thingie; Very lethal melee attack
- Paralyze; Shoot at marines to disable them moving, funny to shoot jetpackers from the sky
- Charge (2nd hive); Mega ownage attack, activate and move against anything and it will be destroyed
- Primal Scream (3rd hive); Scream like a baby and all aliens attack faster and move faster (including yourself)
Hope this will help, took me 15 minutes or so to write <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> , I didn't know that... I never use them.. I think they, well they suck... But ok editing post..
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> , I didn't know that... I never use them.. I think they, well they suck... But ok editing post.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Scent of fear or Cloaking is my fav. 3rd upgrade. When it's available.. sigh, most games end even with 1 hive but absolutely with 2 hives.. Thank god, 1.1 is coming along so we can use these too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
advanced sight: use flashlight key to activate. allows you to see all marines and marine buildings incase they are hidden in the dark or you just dont know. gets confusing when you all rush because ur fellow aliens and buildings also light up. only use on dark maps or u just wanna find them in vents
Not bad. A good starting point. Except for the encouraging skulk rushing in the early game...
good: slows down marines quite a bit and discourages them (lose morale)
bad: may end game early and not have as much fun
personally i choose to skulk rush when there is a fair number of rines otherwise just let them build for the love of god <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
From then on, there are too many other possibilities. (This is also relying on them starting at engine, but also works for Refinery).
Hope you will, never enough noobs in a game <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->