When To Kill And When To Let Live

DenialDenial Join Date: 2003-01-08 Member: 12033Members
<div class="IPBDescription">Killing is not always the best option</div> My fellow Kharaa will usually attack any enemy they can find, but I have found this to be pointless and sometimes counter-productive. Before you kill, try and think about what your lunch will do to your team, to the opposite team and if killing a marine will really help your side win the game - this is the difference between fragfesting and strategic play.

We use not to think about the value enemies have for their team, because for us they are just obstacles and food. But if you want to hit the marine team as hard as you can, you need to know where striking will hurt them most. In fact, there are many situations where not striking at all will be the best thing you can do. Look at the lone ramboing LMG marine that is running around the map looking for some offense chamber to shoot at and die. If you kill this guy, he will be dead for a while, then respawn in base and perhaps do something that actually helps his team. If you just pass him a parasite and go somewhere else, he will remain pretty much useless to his team. The marine is now effectively out of play - probably for a longer while than respawn time. More importantly, you have the time to go somewhere else and do something useful, like attack one of those marine outposts that have less defenders than they would have had if you killed that marine. He is also under some degree of control by your team as anyone can see him and kill him in case he does something of strategic value, like start to knife a res tower. And you don't waste your time getting yourself killed in a useless battle. This is different in some situations, such as in the beginning of the game when a lone marine can make the difference between a relocation failed or successfull.

Similarily, it is relatively useless to kill a marine that is in his own base. He will respawn very quickly and you have wasted time (and health) you could have invested in doing actual damage to the marine team, i.e. munching buildings. All you get from it is a few seconds of less (or, in rare cases, no) disturbance by marines. If you avoid the base defenders, your health meter will drop more slowly and you have the time to do damage. You will also make the base defenders busy (i.e. useless for other tasks) and create an oopotunity for teammates to join your attack and have their own bite on a few buildings. A skulk that attacks a base ten times and finally manages to take down the observatory has done a lot more damage than a skulk that attacks the same base ten times to have a series of duels with a defending marine. This is different if the guy has a welder, of course - in that case, destroy the welder by luring the marine out of base and killing him in a place where you can stop people from picking up the welder. In fact, we are lucky welders are not being used more often.

I will perhaps more tips of the same sort later.

Comments

  • ZeusZeus Join Date: 2003-05-31 Member: 16892Members
    Good points, though it's very hard to resist chomping a lone marine that's running around like a headless chicken. But i can see where you're coming from...if you can bite a marine to very low health and then leave him then all the better, it just makes him pester and distract the comm by crying for medpacks which in turn will cost resources.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    It's generally risky to let marines live... if you find a group of marines , just kill as many as possible. Rambos can distract the comm , but your team also (they take the time to attack RTs and even the hive sometimes)
    Killing respawning marines may seem pointless , but once you took out one of the 2 IPs you obviously have to kill that respawned marine to prevent him from securing the base again. Also , it's effective to keep killing spawning marines if their respawn queue is long (teammates may notice it and charge their bases)

    And there's nothing like camping their base entrances cloaked... it completely destroys their morale to spawn , exit the base , get munched by a skulk out of nowhere and have to wait for 10+ seconds to respawn.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin--Zeus+Jun 2 2003, 09:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zeus @ Jun 2 2003, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good points, though it's very hard to resist chomping a lone marine that's running around like a headless chicken. But i can see where you're coming from...if you can bite a marine to very low health and then leave him then all the better, it just makes him pester and distract the comm by crying for medpacks which in turn will cost resources. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yes, very true


    I must work on this myself
  • TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
    usually early on a game ill parasite and leave them.
    Better to know where they all are and what theyre going to stumble into.
    But later game usually, lone marine = easy frag.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It's really dangerous to let a marine run wild. It doesn't take long for him to do a lot of damage, and you might not be able to get to him from the front lines fast enough to stop him. You're just asking to lose a gorge/upgrade chambers, possibly during a critical moment (you make an assault, and all of a sudden you lose all your upgrades). At bare minimum parasite him, and kill him if possible. It's not really worth the trade off in this case. If the resource boost for kharaa kills stays in for the final 1.1 build, you'll have an extra reason to off him.

    Otherwise, the only real reason to leave a marine alive is as a tracking beacon for marine movement. The more parasites you have going around the better, but a kill is a step above that.

    You also might want to wait just a moment for backup before making a kill; this one should be obvious. Wait for an oppertune moment to get the job done while taking the least number of casualties.
  • OkaboreOkabore Join Date: 2002-11-21 Member: 9505Members
    An other reason not to kill a marine is to follow him and see where he is going. In one game I hid near a res point near MS and just waited. After a while I saw a marine, shortly after the com dropped an RT. I waited untill I heard him start building and then <b>I</b> dropped <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Killed him and the RT before he even had time to shoot. I did this once more and after the second time the marines started to beg us to finish them of <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Of course not only my doing since we had map controll but I cost them much res.
    I could have tried to kill the marine as soon as I saw him but that would a) give him a better chanse to fight back b) not cost the marines any res even if I did win and c) this was more fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    <!--QuoteBegin--Okabore+Jun 3 2003, 09:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Okabore @ Jun 3 2003, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> . After a while I saw a marine, shortly after the com dropped an RT. I waited untill I heard him start building and then <b>I</b> dropped <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Killed him and the RT before he even had time to shoot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    that's a good reson to w8.. usally the more marines u kill the longer rein line they will have.. i support in killing marines.. ofcourse always make it as easy as possable
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    Say you have a group of 3 fades in Waste Handling - they take out a turret factory, 4 turrets and a res tower. But they leave the phase gate. Why? So they can use it to warp right into the Marine base, leaving skulks to destroy it after they go.

    Killing things as soon as you see them does NOT make sense.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    The usefullness of not killing marines is magnified in smaller games, recently I found myself in a 2v2 game, so I managed to parasite both marines. after that I knew exactly where they were on the map at all times. The result: marines lost every expansion a few seconds after they built it, and my gorge buddy was happy and safe the whole round.

    Be strong where your enemy is weak.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    OR heres a real tricky real neat stratagy. Bite a marine once and run. when he calls for medpacks start attacking again but if you can avoid killing him as long as you can and watch the com drop tons of med packs. Only works well if you dodge bullets really good and in a spot where hard for rine to shoot. If you succeed you can kill the marine and waste about 14-20 res of rines like that.
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    <!--QuoteBegin--BreakfastSausages+Jun 4 2003, 04:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BreakfastSausages @ Jun 4 2003, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The usefullness of not killing marines is magnified in smaller games, recently I found myself in a 2v2 game, so I managed to parasite both marines. after that I knew exactly where they were on the map at all times. The result: marines lost every expansion a few seconds after they built it, and my gorge buddy was happy and safe the whole round.

    Be strong where your enemy is weak. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You know, I've only ever had that work with newbies. I recall when I first started playing and occasionally I'd see "parasite detected" on my screen. I wouldn't understand what that meant, despite having read NS's manual.

    Every experienced player I've played with or against either finishes what they started (like building or shooting an alien) and then commits suicide, or deliberately misleads aliens by going to faraway places and getting skulks to follow him while his teammates succeed in important stuff (because the aliens had spent too long traipsing after Mr Parasite Carrier).
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Lone marines going for resource towers are good to kill. Just wait for the rt to get dropped and not only do you kill the marine, but you kill 22 sources of theirs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    very true. Make sure you do not make much noise. Make sure you hide in a good spot. Hope marine does not have ultra headphones. I can usually hear a skulk and just *know* a skulk is waiting for me. If I don't I usually check hiding spots anyways so worse case scenario I die but comm doesn't waste 22 res on a RT.
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you just pass him a parasite and go somewhere else, he will remain pretty much useless to his team. The marine is now effectively out of play - probably for a longer while than respawn time. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hmm.. not necessarily. If you've been parasited and know the aliens can see you, a wise marine can simply /kill himself. Or he can use the parasite as a way of distracting alien attention by running off into some unused part of the map, diverting skulks away from the rest of the team (who could be busy quietly setting up a siege base near a hive).
  • Ankle-BiterAnkle-Biter Join Date: 2003-02-25 Member: 13966Members
    THAT you have to be careful of. i had that once, i saw 2 para'd marines (this was on ns_hera) that everyone but a gorge and a skulk we're following towards archiving when we heard building in there, they we're building a phase gate on that top floor/walk way. Then all the **** happened, the 2 marines, as soon as they got the phase up, went in, and the comm had recycled the phase, next thing we knew was that both data core delta, and vent c-3 hives we're under attack, and our gorge was spamming (sortoff) messages of: "**** GET TO PROCESSING NOW< THEYVE BUILT A SIEGE THERE, HIVE WILL DIE IF YOU DONT GET HERE" - meanwhile. we were all dumbstruck at archiving so we went as fast as possible to processing, but by the time we got there, DCD hive was gone, then as we were rushing we were shredded to pieces by 10 turrets, 3 HA/HMG marines, 2 JP/GL/HMG marines and a minefield all with lvl 3 weapons. along with about 7 or so sieges just below the vent. then the vent hive went, and the gorge was left, after which thos jp'ers killed.

    do NOT underestimate players. they can be cunning, and tricky... and a fricking pain in the **** if your not careful <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    In one scenario, I was in a 2v2 game in ns_eclipse, I was Kharaa. Early on I was a skulk, and I waited outside the left entrance (the one closest to Triad) in the window area near <something> Access (I forget the name) where a res node is sitting. As I waited to see/hear what was going on, I saw the Marine res tower drop on the node, so I stuck to my hiding spot. When the unsuspecting marine came and started building, I had myself a little snack, and he was dead before he knew what was happening. Then I got up to my spot again, watched him walk below me again, then I got him again as he worked on the res tower some more. Third time he came around he saw me above him and started blasting, so I jumped down and finished him off yet again. Knowing he knew my hiding spot, I moved to the small ditches along the sides of the hallway near the node, and waited. I heard him start firing at the ceiling where I had been, but noticed I wasn't there anymore, so I proceeded to ambush him form my new hiding spot when he worked on the res tower again. Then I decided I had needed to heal, so I finished off the res tower and took off to the hive.

    So the moral of the story is... Sometimes its good to leave the res tower as its own kind of bait <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    <!--QuoteBegin--Grimm+Jun 11 2003, 12:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grimm @ Jun 11 2003, 12:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So the moral of the story is... Sometimes its good to leave the res tower as its own kind of bait <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That would depend on your skulking abilities. You, from this example, did well here. Someone else may not survive as a skulk even when laying down an ambush. That person should finish off any marine RTs in sight to deal a blow to marine resource collection. But you did an excellent job there. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SilverWolfSilverWolf Join Date: 2003-05-20 Member: 16540Members
    I'm glad to see that people are realizing that killing a marine is not always the best choice, this is especially true in clan play. Take this scenerio into mind. Your team is getting ready to rush the rines base, you see a group going to a random location while you pass by, you could easily ambush them and kill them most likely, but the smart thing to do is leave them away from their base, the more people out of the base when you rush the easier it is to attack the rine base with ease. Good post, keep it up.

    STD-S][LveRW0lf*
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