Control The Res!

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
edited August 2003 in Frontiersmen Strategy
<div class="IPBDescription">Sieges are the new JP/HMG!</div> I first read this tactic in a 1.04 post. I found it quite a useful addition, but was overrided by the JP/HMG ruch and two hive lockdowns as in 1.04 the value of resources wasn't as clear especially to public players. I can't remember who posted it but they get the credit not me.

It's res control but not as we know it. The main problem marines have is getting out resd aliens can ,even with electric structures take down rp's and put them up much quicker than the marines can respond. However there are certain spots on certain maps that allow you control a significant amount of res, by control I mean prevent the aliens from capping them, capping them yourself may be a different matter. Obviously seiges are the best way to do this. BUT if seiging was so easy you'd just seige each hive or the starting hive, the beauty of this strat is these are underused spots that aliens will not usually put a great deal of effort into defending, until they realise what you've done.

The best way to demonstrate this is use maps as examples.

Hera is a good example, because typically marines find it quite dificult, as alot of the res is far from the marine base. However with just 2 seiges you can control a massive 8 out of 10 nodes, NOT including the one in the marine start! (See attachment). So any dedicated comms with a little research you can find spots like this on most maps. On Hera I usually go for the right spot (needs welder) as the other is in a hive, with upgrade you might be able to get that one aswell.

NOTE: Also I haven't checked it fully, I know in 1.04 seiges also had a height limit meaning they couldn't target structures too high/low for them so the left spot may not be able to destroy ALL the rp's you'd think. But this is more an 'inspiration' thread.

I have lots of these maps(with and without seige positions), but no host...
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Comments

  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    This is so evil, maybe it got overlooked and slipped past. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
    oh my god.... This kinda feels like processing all over again...
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Hera's not unique...

    Tanith: You can control 6/10 res with 2 seige <i>locations</i> (2 TF's but you'll need 3 sieges). See attachement.

    But on most maps there are places that seem pretty harmless but if you add sieges to the equation they look alot worse. Often if your not actually AT a dual resnode or hive sieging location aliens write it off as a n00b comm. Of course who actually takes time to study maps in this way, most comm's never bother.
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    Yes this does prevent aliens from building res, but not from marine res being eaten.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    <!--QuoteBegin--404NotFound+Aug 4 2003, 04:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (404NotFound @ Aug 4 2003, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes this does prevent aliens from building res, but not from marine res being eaten. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, well that requires a good marine team. But you should still win the 'res war'. I mean it's 2.0 there is no ULTIMATE WINAZOR STRAT but as a comm you want a number of options, this is certainly a useful one.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    This is taking into account the pathetic 400 seige range, right?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    edited August 2003
    Yarr there's a big difference between shifting capping rts and holding them. To be honest I've found that if you deny rts for a set time period you'll have enough to cap em properly.

    Seen far too many commanders try and hold unholdable RTs, or sprint across a map thinking they can have a PG TF RT and turrets all up and running before the aliens twig on. And sadly that won't work in the bulk of cases.

    As an alien, I can say we tend to cap early and often, get the initial burst of res, and then let the marines chase them down. Rts nearest home get top priority for defences. I'd suggest the same for a comm unless he's confident of his rush. IMHO better to concentrate on a solid defence and expand from there, rather than expand aggressively, blow all the res on half built defences miles away that get toasted, and then get beaten back to base in seconds.

    Learning the maps is a good tip because you can seal off key corridors with turrets and such. Certain RTs lend themselves to being easily defended as a group, and the bigger area you control, the less corridors you need to cover. In fact with a well secured group of RTs you can afford to send one or two men out regularly on "RT denial". Just keep knocking the aliens down. Thats how being a gorge ends up - taking an easy to defend area then zipping out of it briefly to cap an RT before going back to my safe area.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    I feel obligated to post in this thread since I took Chopper Dave's genius to heart in 1.04, and used it even then. I think I can safely say that, while it's effective, it will not be anywhere near a guaranteed winner... Or even a path of fairly little resistance. However, if you CAN get it setup, it is a solid strat (however, it's not a broken strat as it would seem at first glance).

    Why?

    First, any point that's a good res siege point is also a chokepoint. With the exception of Nancy, now gone, every map requires at least two, fairly distinct siege rooms to have any effective hope of pulling this strat off (taking one would require a different strat to be effective). Thus, you should (against a decent alien team) have to fight fairly viciously for at least one. And that ain't pretty.

    Second, the first time the gorge has a res tower blow up in his face (which is REALLY funny, by the way!), the alien team will know what's up. And then you're in trouble. None of the res siege spots are easily defended, and you will have a very hard time for quite a while... Heck, even with Nancy and the uber Mess Hall, you still had a hard time holding it with a relocation, and you're having four marines spawn there every few seconds.

    Third, and perhaps most importantly... You can't hit hive resource towers. On some maps, like Hera, this is okay, where resources like outside Archiving will be accesible... However, siege points in range of hives are very closely protected by aliens.

    In summary, this strategy can be productive, however, it is highly dependent on a lot of trust between comm and marines, as well as pretty freakin' good marines... It's not a "lockdown" strat in the sense that, once in place, it can be easily held... You have to do it much faster than hive lockdowns.

    Also, I'm 99% sure it did not "slip past"... We did post this in the "things to check" threads. A lot. Over and over.

    Using this strat half-way, namely locking down one of the rooms, is often very effective... And most likely a better choice since that frees resources for more direct, cheaper offensives early on.

    Also, as a final note, KungFuSquirrel designs maps so well, you can't even imagine doing this... Don't try it on Eclipse or Veil, it won't work, at all. However, feel free to try finding the siege spots on Nothing... The full strat works there.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Oh yeah. In a last ditch effort today I tried to siege holo room from cargo on Hera. We were 4v5 and I happened to glance at the minimap and holo was right next to cargo. I figure it is now 4v5 I can make it 4v3 res nodes and give us the edge (and also open the opportunity to make it 6v3).

    But too bad I didn't win. No one listened and if they did they immediately suicided by going outside the door and right into the onoses stomach. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Well here's another nice spot on nothing. Just secure Gen Room - not that difficult and pretty good to defend. And you can deny a huge amount of res points.

    I'd just like to point out that with so many comms TF + turreting just 1-2 rps this is just a imho better option as usually the spots come with at least one easily defendible rp. A general rule is that if marines can hear/see a res being muched they will save it.

    And this strat is very flexible and just highlights how useful map knowledge is. Most comms that secured Vent hive might just TF it not realising hoe close they are to a dominating position.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    <!--QuoteBegin--Spazmatic+Aug 4 2003, 08:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Aug 4 2003, 08:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I feel obligated to post in this thread since I took Chopper Dave's genius to heart in 1.04...

    Don't try it on Eclipse or Veil, it won't work, at all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sorry for double posting but i need attachements

    Ah Chopper Dave, yes it was his strat, I also used it in 1.04 and won once or twice. It was good becease Hera was a difficult map and reloc to Holo or even worse Process got old quickly.

    In response on not on EC: 2 spots let you control 6/9 res... And one of the spots is two res + hive.

    To execute this well you'll need voice comm really and decent marines who follow orders. Its best just to cap the rp's and hold them with marines till you make a profit then recycle if they get skulk eaten and just put them back. Shotguns are a good investment as the early res 'boom' means fades and onii are seen quite soon, but once they are gone you wont see then for a while.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Ah, forgot the build bug is gone now. Em, however, I don't think you can hit Horseshoe or Station Access from there, which was the problem.

    Still, Nancy was the bestest ever. We won game after game by relocating to Mess Hall and then taking Subspace... We'd see like two fades all game.
  • spyduckspyduck Join Date: 2003-08-05 Member: 18939Members
    <!--QuoteBegin--Necrosis+Aug 4 2003, 07:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Aug 4 2003, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yarr there's a big difference between shifting capping rts and holding them. To be honest I've found that if you deny rts for a set time period you'll have enough to cap em properly.

    Seen far too many commanders try and hold unholdable RTs, or sprint across a map thinking they can have a PG TF RT and turrets all up and running before the aliens twig on. And sadly that won't work in the bulk of cases.

    As an alien, I can say we tend to cap early and often, get the initial burst of res, and then let the marines chase them down. Rts nearest home get top priority for defences. I'd suggest the same for a comm unless he's confident of his rush. IMHO better to concentrate on a solid defence and expand from there, rather than expand aggressively, blow all the res on half built defences miles away that get toasted, and then get beaten back to base in seconds.

    Learning the maps is a good tip because you can seal off key corridors with turrets and such. Certain RTs lend themselves to being easily defended as a group, and the bigger area you control, the less corridors you need to cover. In fact with a well secured group of RTs you can afford to send one or two men out regularly on "RT denial". Just keep knocking the aliens down. Thats how being a gorge ends up - taking an easy to defend area then zipping out of it briefly to cap an RT before going back to my safe area. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Interesting. My minor quible is that resource towers are generally so spread out that you really can't "ooze out" from one place to the next in a steady stream of defense. There really is that aspect of being all the way across the world when you are on the massive res expansion.

    The only thing I do is get a TF at home, research electrical defense, then get electrical defense for all my res towers. By the time the aliens have enough beef to take down the electrical res towers with great ease, the entire team is already suited up with HA.

    I think electrical defense is quite broken, it is "roughly" the equivalent of setting up the siege cannon denial, yet you also gain resources at the same time. Of coruse this only applies to the early game.

    What is denial, really? Not being able to build on the res spot. Can a gorge build on an electrified res spot? Nope, and he won't have the man power early game to take it back either.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--ThE HeRo+Aug 4 2003, 05:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Aug 4 2003, 05:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is taking into account the pathetic 400 seige range, right? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    400 is the splash radius. The range is much much larger. I'm pretty sure bilebomb used to have an even bigger radius, but it's been tamed quite a bit.

    It is very important to note that this is a res <i>denial</i> strat, not a res gathering strat. You still have to build nodes and defend them. I think a more economical method of res denial would be to have only one siege location and build elec res in other areas. I'd also highly recommend building the elec res area first, as sieges are much more cost effective if they actually shoot at things (duh). Building a siege farm and having it where the enemy is already somewhat established will be much better than where they are already denied. If they aren't there, you should be on the offense anyways!
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    For some reason electrical defence never seems to work for me, aliens seem quite happy whenever I'm comming to either get a gorge and skulk to the location or 2-3 skulks keep attacking then going back for healing.

    I've tried this strat one or two times, with complete failure. Seems there is always one alien that just waits for onos who then takes out all my res towers and then the alien team mobs any outposts....
    I even drop shotties for my marines but they can never take the onos down. However if we could take the first wave of high res aliens I'm sure you'd be in a good position.
  • EnemyWithinEnemyWithin Join Date: 2002-11-03 Member: 5572Members
    I agree with this tactic completely, but you need to check your seige locations <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> You can control all of the RT's on hera with 2 TF's. You can also still seige both hives from processing with 1 TF (but 2 seiges).

    Cargo on Tanith is even better than you suggest, as you can control 4 RT's AND the hive with 1 TF/Seige. Definately a very strategic spot for marines.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "My minor quible is that resource towers are generally so spread out that you really can't "ooze out" from one place to the next in a steady stream of defense."

    Most maps have 2-3 RTs close together. Not right on top of each other, but close enough so that you can leg it from one to the other. These are the places you want to set up a PG and expand to cover the three RTs.

    Lets assume each rt has two corridors - one in and one out. Keeping them separate you'll have two turrets at each corridor, thats 4 per room and ultimately 12 for the whole area. If you pick clustered RTs, you can rule out one exit per room (since they all connect to each other). That means you can skimp on turrets or put all of them covering one door. Its a lot more economical and faster to build and hold than trying to take an RT, take another RT, and take another RT.

    Once you have your 2-3 RT outpost locked down, you send out 2-3 marines to the nearest RT to it and have them GL the RT, then fall back. That'll starve out the Aliens. Once you rid them of their RT stores you'll have an easier time of it.

    Splitting up from the base and taking one west RT and one east RT doesn't really work IMHO. You need to pick one and fortify its cluster, and when its solid you can expand to the other. Slow and steady. Confidence is the key strength.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    I posted it in another thread but its equally valid here.

    A Unupgraded shotty will take down a res tower in 16 shots and less than 20 seconds. Two marines with shotties are pretty formidable for 20 res. I'm considering doing armour upgs 1 -> 3 and handing out shotties, rather than getting the upg's 'staged' 1weap, 1arm, 2weap,....
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I haven't tested this strategy out yet. But if it's true as someone said you could control nearly all the res-nozzles with 2 TF it's surely overpowered no matter how much you argue, very much as the old JP/HMG.
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    dude, have a cookie for those hera locations!

    (at least for the first 10 times i see it, after that... i dunno, have some shame or somthing??)
  • EnemyWithinEnemyWithin Join Date: 2002-11-03 Member: 5572Members
    First you have to secure the locations. I actually find Hera to be the hardest map for marines at the moment (at least in my experience). The layout of the map is very alien friendly. Add a couple of SC's at the beginning, in key locations (hera reception and maintenance), and the marines will have a tough time getting anything done. The chances of securing both of those seige locations (against a decent alien team) is practically nil...at least not quickly <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "could control nearly all the res-nozzles with 2 TF it's surely overpowered"

    Yeah, you *could* but you'd need a crack team who respond to orders. On a pub server its chancy, and on ANY server there's always the chance aliens will find a weak spot (happens more often that not).

    IMHO you could also say "Aliens can win with three hives only" because its a real possibility if the enemy comm has blown his res.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    On a slightly unrelated note... i found that in 1.04 if you controlled cargo.. and had the res.. you could control marine start... docking wing.... and miasma walkway with one turret factory

    This gave you 6 rt fully guarded with 2 tf...... very very good

    Now it can get you 4.... which is still madd good....

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->But if it's true as someone said you could control nearly all the res-nozzles with 2 TF it's surely overpowered no matter how much you argue, very much as the old JP/HMG. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    BULL! How about you comm a few games before you start spouting? Yes, if you set up in these positions you will leave the enemy with at most 2 res nozzles, if you keep scanning. Further, on most of these, you will be restricted to 2, max 3 res nozzles yourself. However, the caveat is, to secure these positions is well nigh impossible, as it's always the case that at least one will be close to their hive (the single points aren't sufficient in and of themselves, and will require heavy offensives anyways).

    Further, you have to secure them early to be effective... Which means early phase gates, and the hopes that you marines can hold a second res node while you get enough to drop 2 sets of tfacs with 5-6 turrets, plus 2 phase gates, research phase, two armouries, two infantry portals, two res nodes, an obs (preferably two), a tfac upgrades, at least 2 sieges, normally 3, and most likely electricity on both tfacs (this is sum resource cost, not order). At the minimum. This is all optimistic thinking, as well, since this implies no casualties, no medpacks, etc... Also, at the end of it all, you'll have fades for sure, oni probably, and all this without weapon upgrades or an armory upgrade.

    Yes, it can be effective, especially if you play aggressively and use a siege point as a later game card... However, by relying on turreting up two points, you are neccessarily sacrificing marine power, and thus mobility. It's balanced, very balanced. We'll see if it is still so in 2.01, however.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    This is good, I found sieges are an EXTREMELY effective use of money (especially with gorges going all over the place building big WoLs)
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    edited August 2003
    <!--QuoteBegin--Spazmatic+Aug 7 2003, 01:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Aug 7 2003, 01:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BULL!  How about you comm a few games before you start spouting?  Yes, if you set up in these positions you will leave the enemy with at most 2 res nozzles, if you keep scanning.  Further, on most of these, you will be restricted to 2, max 3 res nozzles yourself.  However, the caveat is, to secure these positions is well nigh impossible, as it's always the case that at least one will be close to their hive (the single points aren't sufficient in and of themselves, and will require heavy offensives anyways).

    Further, you have to secure them early to be effective...  Which means early phase gates, and the hopes that you marines can hold a second res node while you get enough to drop 2 sets of tfacs with 5-6 turrets, plus 2 phase gates, research phase, two armouries, two infantry portals, two res nodes, an obs (preferably two), a tfac upgrades, at least 2 sieges, normally 3, and most likely electricity on both tfacs (this is sum resource cost, not order).  At the minimum.  This is all optimistic thinking, as well, since this implies no casualties, no medpacks, etc...  Also, at the end of it all, you'll have fades for sure, oni probably, and all this without weapon upgrades or an armory upgrade.

    Yes, it can be effective, especially if you play aggressively and use a siege point as a later game card...  However, by relying on turreting up two points, you are neccessarily sacrificing marine power, and thus mobility.  It's balanced, very balanced.  We'll see if it is still so in 2.01, however. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I command quite a few thank you. Basicly did you think processing sieging was fair (since RTs are as important as hives was now)? If you do I won't argue with you. Thank you for your time.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Locking a place down tight and expanding from a secure location is how you win battles. Not charging forward with no support and no fall back plan.

    "Lets rush them from the trenches with no covering fire" doesn't work.

    If you're wondering why its hard to get close to a hive through WOLs then its because the aliens have dug in and locked down their areas tight. Tight enough that you have to bleed to take them.

    Of course if you think building a defence and expanding from it is lame.......




    Well, enjoy the "you lose" jingle <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin--Necrosis+Aug 7 2003, 12:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Aug 7 2003, 12:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Locking a place down tight and expanding from a secure location is how you win battles. Not charging forward with no support and no fall back plan.

    "Lets rush them from the trenches with no covering fire" doesn't work.

    If you're wondering why its hard to get close to a hive through WOLs then its because the aliens have dug in and locked down their areas tight. Tight enough that you have to bleed to take them.

    Of course if you think building a defence and expanding from it is lame.......




    Well, enjoy the "you lose" jingle <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Truetrue, maybe IRL but not in a friggin game. A game is supposed to be fun, was 2hld an effective tactic in 1.04? Yes. Was it fun? Hell no!
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Hmmm sieging from processing could be regarded as fair. Basically its the whole 'rush tactics are cheap' debate. I understand that they are nessecary to ensure teams don't get complacent. As to processing in particular, yes it was a very powerful position, but from what I've seen Hera is alien biased and having that spot meant that aliens had to divert resources (res + manpower) to keeping it clear, which balances it back...

    I actually had a pretty successful game with this tactic, this is how it was done.

    It was tanith, and I immediately got the right spot indicated on the map. It was a little lucky as the aliens started at waste, but as a comm I take all the 'luck' I can get. So we capped the RP, set up TF + turrets, researched Phase tech asap while capping cargo and the rp outside SatComm. Got a few marines to patrol that area, no significant alien pushes.

    Then I got the left seige position. As you can imagine aliens had capped ALL the rp's there, and had started to lame it up. Got the base up with minimal alien resistance and seiged the res points away. Then capped them. Although rp's did keep getting eaten they always got a profit and were replaced. I then put TF + turrets in base.

    Now I handed out shotties to all and was researching armour. Now we went to cargo and setup a TF + seige to take down the hive (cant remember name, Fusion?). This met significant alien resistance, but no alien had saved for onii and the shotguns held them at bay. Eventually got hive down, only had 3 rt's left as aliens had took them down while I was concentrating on the hive. BUT the aliens only had 2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.

    I then had to leave, but I'm sure we would have won (As sure as you can be in NS). To finish I would have capped all the free res points, elec'ed them. Then done a JP/SG rush on SatComm (To be different), if it failed seige it. Then last hive however I wanted. When I left we had weap3, arm3, JP, adv arm, MT. So just saving for equip was what was needed.

    I can also be noted aliens did not start with Sens but I had made Obs at every outpost...

    Tip: Keep an eye on the 'active res node' thing that comes up, you never know when a gorge has done a sneaky sens cap.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "Truetrue, maybe IRL but not in a friggin game. A game is supposed to be fun, was 2hld an effective tactic in 1.04? Yes. Was it fun? Hell no!"

    Actually it works in a game too. It works in nearly all strat games and although it may not be FUN, its enjoyable because you're doing what frontiersmen are meant to be doing.

    If you want "fun" then go kharaa, where you're not relying as much on following orders.

    IMHO saying a strategy is not "fun" is like saying "Hey, this apple tastes of apple, I wanted it to be lemony". I highly doubt the existence of a "fun" strategy since most if not all rely on following orders and getting killed. IMHO NS marine "fun" is following orders and being part of a working cohesive unit.

    If someone's concept of NS marine "fun" is getting a GL HA and ramboing around shooting aimlessly, while spamming "omglolol look at the flying skulk", then I tentatively suggest they may be in the wrong game.
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