Holding Res.
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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.
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
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...
Electrification (2.0) = 30 resources
TF + 4 turrets = 55 resources
I'd rather take electrification and send repair crews every now and then.
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.
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.
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.