A Way To Stop The Onos
TaiDaishar
Join Date: 2003-08-11 Member: 19417Members
<div class="IPBDescription">From demolishing your RTs</div> I'm not a great comm I admit, but I'm rather decent and have won some games as a commander, a lot of games I was very close to win, until the dreaded Onos (or lerk or a 2nd hive gorge) came up and destroyed all my RTs, when I send marines to defend it the aliens simply run away due to the way too overpowered SoF (Motion Tracking with a cost of 2 res... brilliant) or simply kill the marines.
I'm not here to talk about SoF or Bile bomb or lerks, I'm here to ask HOW THE HELL YOU STOP AN ONOS FROM DESTROYING ALL YOUR RESOURCE TOWERS?
It's either you turret farm every RT at your disposal and have a few marines next to the RT at all times with at least 1 Welder or the RT going down without any way of saving it and I see no way of saving those RTs without spending 2-3 times res of an Onii's cost.
Has anyone found the secret?
I'm not here to talk about SoF or Bile bomb or lerks, I'm here to ask HOW THE HELL YOU STOP AN ONOS FROM DESTROYING ALL YOUR RESOURCE TOWERS?
It's either you turret farm every RT at your disposal and have a few marines next to the RT at all times with at least 1 Welder or the RT going down without any way of saving it and I see no way of saving those RTs without spending 2-3 times res of an Onii's cost.
Has anyone found the secret?
Comments
Electrifying all your RTs also makes it a pain in the **** for aliens in the beginning, its hard to take them out without bile bomb or a fade with metabolize.
I was in a game with an EXCELLENT team, they followed my orders without questioning and they only suggested things or asked them, if I denied them they would agree to my logic.
Guess what, we lost, we had 2 hive lockdowns and around 5 RTs until an Onos came along and destroyed all of my ELECTRIFIED RTs WITH TURRETS before my marines could even get half way to the RT!
But it is pretty easy with gorge+skulk combo.
Few bites, heal spray, few bites, heal, etc....
Roo
<!--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-->That's all well and good Jaml but when the aliens sit on the PG blocking it, you're back to square 1 again :/<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Feature not bug, was the same in 1.0 also.
The only thing you can protect RT's with is human players! The AI of the turrets is well, but cant shoot unless someting is in their line of sight!
Use electric TF and RT's and place them close to gether... the make 4 turrets, and 1 pase gate. it will defend well.
but as manny don't understand is, The best way to defend is Having a farmer to defend...
The farmer is a HA + HMG + welder.. he shoots the bug bugs, and weld the damages, and lets the turrets kill the small skum.
The only way to really stop them is:
Stop onos, keep the aliens as on few res as possible.
Attack the aliens. If a hive is under attack the onos will need to go back to defend it or let you take the hive.
Another attack is try and clear all the resnodes you can find with a large marine force. Cap them and move on. The onos has to choose between saving alien RT's or killing yours.
It isn't easy and for most games the first onos signals the end of the game...
THOUGH 2.01 threatens this strategy since they do "light" damage.
Also, you can just use 3/3 Shotty/JPers and hunt the Onos down. You'll also be able to respond quicker.
o.k... that was moronic, aliens have far far FAR superior mobility and they can defend their structures a lot easier even with no OCs nearby compared to marines.
Roo <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I did not say its foolproof. If it was then we would have another uber lame strat like JP/HMG rush in 1.04. But it works well and if you let them drop things on your phase you did something horrible wrong or the aliens just used teamwork and cleared the turrets protecting the phase before you could send reinforcements and in thatn case they deserve to get it. The only things that can permanently stop onos is high tech marine equippment. This is why turret farming comms most of the times loose if there is only one smart combat gorge amongst the aliens. (celerity+regen and every outpost is done for) You have to hand out weapons and secure the nodes with manpower if you want to survive long enough to tech to HA and own. Turrets are only for support not for ownage.
Uhm...u forgot to mention the cost of the sensorys (30 res) xP, and the fact that while marines always have MT once they researched it, the aliens must spend 2 res and time (a few seconds of evolution, but time xP) to retake SoF every time they die.
And if any team follow your tactic, there won't be any marines to build more res towers, or take a hive, or defend the base....unless you apply this tactic in only 2 or 3 RT....
The way to keep the onos out of the RT is avoiding that the aliens could go onos...in other words, capping as many res as you can and destroying their RT, and being careful of the aliens kills, too.
erm, hate to break the news to ya, but in 2.0 Aliens can and will go Onos with only one hive!
offcourse, with only one of three possible skills, the 1-hive Onos isn't as powerfull as his full-upgrades counterpart.
imo the secret to killing Onii lies with a few factors.
1 - UPGRADE WEAPONS !
your basic lmg suxors koxor , <b>but</b> a few lmg lvl 3 càn dish out a major can of whoop-**** !
spending all your money on equiping your team with lvl 1 hmg/gl is an exercise in futility imho!
that res <b>needs</b> to go into research to ensure easier survival later on.
when all is researched, you can hand out fully functional, fecking léthal weaponry plus armours/jp's as dictated by the strategy you want to follow!
2 - PHASE EARLY, PHASE OFTEN !
this makes <b>your</b> team the most mobile one..
3 - PLACEMENT IS KEY
don't spam the entrance with turrets, but choose places that cover those entrances from a few meters back. also, place some turrets that provide covering fire to your other turrets without being vulnerable to outside Gorges/Fades.
<b>never</b> place your turretfactory in a place where it is vulnerable through any entrance, <b>including vents!</b>
make back-up rt's and electrify them, making it costly to simply go for the single rt. (building up a tf around a hidden rt, then placing a second rt in plain view is an effective way of providing a distraction !)
<b>building one or two siegecannons can also save your hide when it can be used to destroy an offensive wall</b>
build those as close to the most likely point of approach, in a corner pressed against the wall. if they stand in the center of your base chances are the range won't suffice to provide support !
4 - RADAR !
every location you choose to expand to needs a radar, otherwise Aliens can build a sc in your extension, making it possible for them to charge in invisible!
5 - NO TEAMWORK = GUARANTEED LOSS
not possible to hammer on this often enough.. listen to the comm, watch out over each other, and keep repairing damaged structures.
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as a final note, just this.. all this can get you a victory, but only if you have a few skilled players on your team.
it don't need to be all "elite" but as a commander it really helps to be able to relly on a few key members!
those players should be the ones who are the trailblazers, who are faced with the heavyest resistance. the other ones could maybe help out providing additional cover for rt's under attack, welding your offensive playa's , repairing stuff..
anyway, I found that as an Alien, a team which works like this is véry hard to keep at bay.. <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->