Holding Res.

MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
<div class="IPBDescription">?</div> Okay, I've been comming a bit more now (and unsuccessfully <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->) but I've found that one of my biggest troubles whilst in the comm chair is losing resource towers. Oh, I can cap them easy enough but by the time my marines have moved on to bigger and better things, the Skulks come a'chompin. I've read the thread about the fortified trail but it seems to take a real long time and extra res for sentries is slow-going during the early game. I try electrifying, when I have the res, but then it's the Lerks that do the job.
What have you people found to be an effective means of holding onto RTs? Should I have one marine assigned to clean up duty who just Rambos about, keeping an eye on the resource points? Should I just wait it out and turret up every node? Should I put a PG at every node and have my boys phase in every time? I need some suggestions because my games go downhill the second I start losing res points and RFK doesn't cover the loss.

Comments

  • ProdigyXLProdigyXL Join Date: 2002-11-02 Member: 5376Members
    edited August 2003
    It's easy, dont claim res you know you can't control. Don't have your team spread through the map just claiming res, cause they won't be able to return to those points quick enough. I now throw down a TF and 4 turrets on my first node, that gives me at least 2 nodes to work with at all times. Then have your team move to a hive and lock down that and the node there. 3 nodes in a few minutes easy. You can read my tactic in the "Does anyone know how to win yet" or something thread.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I have phasegates nearby at key locations, so that I can get marines deployed to the scene asap. In 2.01b I rely more on electrification, in 2.0 I rely on keeping the aliens busy by directly assaulting their hives or resource towers.
  • The_Spirit_ReaperThe_Spirit_Reaper Join Date: 2003-08-03 Member: 18791Members
    <!--QuoteBegin--ProdigyXL+Aug 14 2003, 10:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ProdigyXL @ Aug 14 2003, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I now throw down a TF and 4 turrets on my first node, that gives me at least 2 nodes to work with at all times. Then have your team move to a hive and lock down that and the node there. 3 nodes in a few minutes easy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is what i try to do but most of the time u need a good team to back u up otherwise they all die as soon as they get to a hive. However, a few times, clever aliens have ripped my base apart and i have to relocate to the hive which means i lose another res...
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Try to capture your first node at a hive - that way you won't be wasting resources for absolutely nothing with the TF and turrets.

    Electrification (2.0) = 30 resources
    TF + 4 turrets = 55 resources

    I'd rather take electrification and send repair crews every now and then.
  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    Most likely, people will put a sensory down, then defensive, then movement. That means if you lock down a hive early on, the lerks won't be as big of a problem as they take forever to muster up enough energy to spike a RT to death.

    Remember, phase gates are fairly cheap. Don't be shy to plop one down in the corners and center of the map. Your best bet is the one-hive lock down and electrify though. It'll keep the RTs alive long enough to be worthwhile. Capping nodes in spots that give quick access to alien hives is also something to keep in mind, as it would benefit to fortify the room.
  • OperamanOperaman Join Date: 2003-07-16 Member: 18211Members
    I think holding res is half the battle. If you can keep the res, you've won half the battle. I find that having a centralized base in a central position that is close to the res nodes you control is a great idea, becuase you can have one squad that is on RT duty. These rines will defend them, and build new ones too.

    Another strat I used once was IP> Armory > TF then build as many RTs as you could then wait and electrify them, this can amount to about 4 new res early in the game (which is about half the map.) After theat tech up, seige, or do whatever you like to do.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "dont claim res you know you can't control"

    Golden Rule.

    Aliens can break it, because aliens have tons of individual res. Marines do not.

    Second - more and more frequently, the alien upgrades do not appear until hive 2 is in kharaa grasp. I dont mean built - I mean when it is certain that marines will not be locking it down. This allows for a more reactive strategy.

    IMHO the problem is that marines are rushing to cap res one by one and fortifying. This, frankly, does not work.

    Push the aliens back to a choke point. TF it to hell. PG it. For all intents and purposes, make it a relocation. Seal off all vents.

    Your problems are now restricted to one point, covering several RTs and the route to base. This is EXACTLY like endgame. And in endgame, marines can hold that position for half an hour. Against all onii alien rushes. This, however, is early game, a much easier position, and instead of three turret farms you need only one.

    From that position, you find another choke point on the other side of your base, and expand from these, ideally into a hive. By now you've choked off half of the map and brought the fight to the aliens, who are in a tricky position. You'll have res to spare, and your teams can be using upgraded armour and shotties. The kharaa get starved. Sure they can probably cap one or two of your RTs, but because your PG is in a better position, its easier for you to rush from it to the RT and recap it. Meantime the alien just blew a stack of res on making it, and if you nail the alien then thats easily 50 res gone.

    When onos rush, you shotty them, but by this stage you're looking at 1 or 2 hive onii, lacking some basic abilities. Unless they've went def first, redeem is less of a problem. They get shottied to death, you move to hive 2, snuff it, then rush on to hive 3 without stopping. Don't camp at hive 2 unless 3 is armed to the teeth. If you camp at 2, they'll get dug in at 3 - so only fall back if you HAVE to.

    By this stage they're onosing in groups, the WoLs are up, but you've got HA GL guys and JP shotties to deliver the deathblow.

    Remember, its about res and movement denial - not so much about capping them yourself.
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