Alternative Perspective

eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
<div class="IPBDescription">a new strategy</div> Trying to figure out this 80% lose ration for marines I thought up a new strategy that might be completely useless but might not. I'd like to hear from anyone that successfully tries this strat, the problem is it requires the marines to know the plan so might not be very good on public servers.

The background on how I thought of this was thinking from the Khara point of view. On the few occasions I've lost while playing Khara there was a common theme. If there Khara dont get resource chambers up then the marines tech too fast for the khara to counter. So if the game starts 1v1 then the marines get a severe advantage 5 minutes later when another 8 players join each side.

Anyway onto the strat:

<b>Objective</b>
To cripple Khara resource income early.

<b>Method</b>
Marines sent to run to secure each res node, a marine at every node if possible within the first 90 seconds of game start.

As soon as the game starts every marine runs for a res node while the commander hops in the chair and drops an IP or two, then gets out again to build. The marines are very much at risk during this time but they have a couple of things going for them.
1. Skulks do not expect to see marines out of base this early in game.
2. Those that have already gorged when the marine(s) arrive will be building and again wont expect the marines. If the marine kills the gorge he can then inform the commander that the res tower is there.
3. I thnk many marines will stumble upon eggs gestating to gorge to build their res tower. Killing these eggs is very easy even for a newbie and costs the alien team a res tower for several minutes.
4. Aliens have real strength in numbers but for the first 2 minutes of the game they are scattered accross the map.

<b>Summary</b>
OK, so what are the odds? Well I think some marines will run past a skulk and get taken down in seconds. If the Khara try a skulk rush then the base will get destroyed and the marines might very well be wiped out in the first 2minutes. On the whiole though I think it would be realistic to expect at least a 50% return on this, so in an 8v8 return you can expect to deny the Khara of 3 or 4 res towers and gain 3 or 4 for the marines. In the first two minutes. You can then redeploy those that respawn to assist in the defense of base/key location and you might be of to a good start.

The biggest downside of this strat is it requires an understanding and co-operation of the whole team from the word go. So on a public server it is likely to be doomed to failure.

Look an entire post without resorting to smilies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Comments

  • PaaDiiPaaDii Join Date: 2003-08-20 Member: 20027Members
    What if the aliens attacks the base right at the beginning ?
    Then its only the comm that is the defence..
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I mentioned that in the summary - if that happens you're base is screwed. However a quick comm may be able to relocate to where one of the marines is.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    This could work, since most people go nuts and do the whole early expansion stuff in pubs. The thing that happens is that most of the time, the skulk rush with the new alien expansion in 2.0 is usually minimal, with only maybe 2 skulks rushing(camping) to MS. Killing eggs are my favorite cuz they're immobile juicy targets.....yay.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    It's also possible that 1-2 marines could stay at base.

    I'm wary about setting up RTs far away from base so early. I'd think the objective would be to take out alien RTs. If the aliens are too busy away from marine start, a lone marine could work on RTs nearest to the marine spawn.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    If marines are able to secure at least two other nodes early game, they'll be in good shape. I would send at least TWO marines to the two nearest res nodes, while the others stay at base to protect against the rush and build IP/Armory/etc.

    Unless your team of 10 has 10 -very good- players, a single marine building a node is skulk food.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    This is similar to what many clans do in 2.0
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    I use a tactic somewhat like this when I command, and here are some things that I should note.
    1-killing the alien economy is extremely hard. Most res towers will be closer to the alien spawn point then they are to your spawn point. Thus, over the cource of killing the res tower, you marines are likly to be attacked at least twice. If your marines don't have bigger firepower then the aliens,they will have to relay on skill to win. And if the marines and skulks are equal then you can assume the marines will loss one of the two fights.

    2-you don't find eggs. most gorges will build the res towers that are farthest away from your start. Also, marines are loud, and as soon as a gorge hears one, he will fall back, or build offence chambers. If he falls back, it means a skulk ambush is probably comming. If he buildings an offence chamber it means the commander is going to have to buy a lot of ammo and medkits (since the marines will have to flank the chamber to kill the gorge who is healing it)

    3-In gerneral, aliens control the whole map (minus marine start) at the start of the game by defult. Aliens will have access to more (and better) ambush locations. Aliens will beable to get to just about any spot of the map faster then marines. And, since aliens have hive sight, they will beable to react to things faster then the marines. Thus, it will become harder and harder for your marines to take ground unless they have an early shotgun.
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    if the egg has time to hatch, your marines gunna need some medspam to take out the gorg.
  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    edited August 2003
    This is a valid strategy, but requires a team of marines not only experienced enough in skill, but also familiarized with the map. Of course, the commander could give each marine an individual waypoint, but that would require some invaluable time the marines could have used.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    @Melatonin: Not true at all. An LMG VS Gorge spit at point blank range, the marine will win. Gorges need to begin a fight at a decent distance. I've chased after plenty of fatties and won. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    I find that NO RT's survive if left unattended.

    I've tried early expansions and found them good for the first 2 mins when you see 5 v 3. But then aliens realise you have some RT's undefended and take them down.

    One improvement I would suggest is send marines out in pairs. They have a much better chance than 1 on their own. (IE it's more likely 2 marines will last to cap two nodes, than one lasting to cap 1).

    And finally, unfortunately, the average Pub Marine is simply not good enough for this to work. I've had shotty rushes fail to one skulk! So my whole team <b>with</b> shotguns gets killed by one skulk. And this sort of thing happens alot. If your lucky and get some good marines then try it, I've seen it done - GG in 15 mins.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Variation of this strategy:

    Send marines in pairs. Let them patrol 2 nodes. That should increase the survival rate of the marines and make it easier for the marines to ambush skulks eating RTs.

    I actually managed to do something similar on a pub as a comm. One of my few comm wins: Eclipse, 2 teams of 3 marines patroling 3 nodes each (station access alpha & triad & the one in the alcove close to cc, maintance & horse & south loop). I didn't bother with electrify, but I believe we would have been even more successfull if I had.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It's not at all new. It's the same rush that has been going on for ages. I've seen less than 4 minute marine victories, and that's pretty crazy considering how marine bases work. In 2.0, usually you see a few shotties in the mix to really slaughter the skulks and gorges. Base defense used to be a BaseB in 1.04 with some mines, but I don't know what the clan scence has been using to hold the fort as of 2.0. Turrets take too long to build, so you'd probably lose most of your advantage.

    The vast majority of the games I see in pubs 2/3 of the team goes gorge to drop a res node. The gorges are usually fairly solitary, at that. They can't do squat to stop you from killing the hive, them, or the RTs they've built. It's a gamble that pub marines seldom capitalize on.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    edited August 2003
    For those that misunderstood, the strategies idea was to deny the khara of their starting res and therefore their resource towers by killing specifically the eggs and gorges before they build. Slowing the khara expansion. Once the initial spread and attack is over and you have hopefully killed half their gorges you can then pair or group your marines to hold a few res for you.

    The marines dont need all the res but it is essential to make sure the khara dont have more than you.

    Imagine this on 10v10 (ideal play - yes I know things wont be this perfect)

    8 khara run to a res point and gestate to gorge
    2 skulks go to stalk base or check hives, saving their res to get hive 2 or even 3 underways asap.

    You go comm and 9 marines spread out over the map. There are 8 nodes to cap (10 per map, start with 1 each)

    5 of your marines encounter eggs - instant kills nodes not built
    2 of your marines enounter gorges and one dies, the other takes his gorge out.
    Of the other two marines one wanders around and is killed by the skulks the other meets a gorge building a res tower and kills him, just.

    You have finished building 2 ips and set the spawned marines building the rest of base. The rest of the marines you give a waypoint to converge on the gorge that killed the marines and then the one where the marines killed the gorge by the part built res tower.

    Aleins now have 8 skulks with 15 res each and 2 with 25 and only one res tower. They have no upgrades and can only get 2 res towers up in the next 5 minutes at best. In the mean time you have 4 res towers and a hive (double res maybe) secured with 6 marines moving on the other hive. You hand out a few shotties and start the upgrades. 3 marines with shotguns continue on gorge/res hunting missions. you link the hives and bases by phase gates and have the rest of the marines patrol. 6 minutes later the aliens cave enough res for a lerk or two or some res towers. You have enough res to research for a HA train.


    In reality you may have to drug the aliens to have it this easy but the idea isn't to cap all the res its to stop the aliens doing that by mimicking their strat.

    If you can make the aliens waste their first few minutes and starting res then you have them crippled for a longer term victory.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    I understand what you're trying to accomplish, but I think it's too much of a risk. Not only is it slowing down their expansion, it is putting your spawn at a huge risk (whether you relocate or not, the loss of armory + 2 ips is HUGE at beginning game) AND slowing down your own expansion as well. However, your strategy emphasizes the #1 most overlooked aspect of NS, alien resource denial. It CAN be done. Most people believe that alien rts are simply invincible, unable to be destroyed. That is not true. Here is my usual comming strat:

    1 IP, Armory, TF. I will wait until I'm sure the initial skulk rush is over, and then send most of my men out to the nearest RT. Meanwhile, 1 or two people will stay at base and build 3 turrets. I will usually assign my most experienced men at base. While the rest of the team is out capping res, (moving from RT to RT, electrifying as they go along), I will supply the two remaining people at base to secure a hive (generally one which I already have an electrified RT in). From there, they'll be supplied with shotguns and sent to hunt resources. Their job is to destroy any enemy resource towers they come across and replace them with their own. On most pubs, the RT score at this point will be around 4v2 or 5v2, leaving them only the hive RTs.

    Occassionally, when you're faced with a good team of players, they will be able to knock out your electrified RTs one by one, slowly, but surely. You should attempt to stop their efforts, but for the most part, the damage has been done:

    Through your early 5 or so RTs, you've managed to tech quite quickly, and have probably upgraded your armory already.

    The aliens, having lost a good majority of their resource towers, have been severely crippled. You most likely won't be seeing onos for some time (unless one or two players have decided to save up for it), and from there it should be cake.
  • HuntsmanHuntsman Join Date: 2002-11-25 Member: 9929Members
    This is exactly the sort of thing I would love to have marines do, eaglec. Too often I see the aliens spreading out and capping all the nodes in the beginning of the game, with the frontiersmen scraping along on two or three at most. I've seen this once, where large groups of marines weren't used. It's quite easy to converge on the red dot that says under attack. It's a whole other story if there are two angry red dots. You could have a larger group of marines advancing and another few spread out singly, which would force the aliens to react and give them false information as well.

    I do understand that your strategy is more for the beginning of the game, but I'd like to see marine players being more flexible and aggressive in general. This is definitely a big step in the right direction. Marines have to worry about one skulk getting into their base and eating it from inside out. Aliens won't have this problem because marines in general aren't that fast. Conventional wisdom states that if marines aren't all moving together they'll all die. This is true, but even aliens can only be so flexible. It's much more difficult to pull off distractive assaults (big attack at one hive with a sneak tfac outside another hive). This sort of attack would be excellent against early on aliens, but exploits the lack of concrete alien organization later on as well.

    I'd love to try this strat. out and see how it plays.
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    just adding my 2 cents,

    KILL RES NODES DONT LET EM STAY CAUSE U SEE 1 OT or ITS ELECTRIFIED...U COME BACK TO LIFE YOU KNOW!, just keep pounding it until it falls...and it it dont and it ends up being over run with turrets or ot's or people, u, 1 little person, just distracted either a good portion of the alien team, or the comm and a few marines

    'nuff said
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Certainly on the 2.0 servers I frequent most, the opening move for aliens is mass skulk rush "just to see" and perhaps snag some cheap RFK from ammo humpers.

    After that, they either keep rushing or cap RT. Marines need to defend base long enough to resist the rush and at the very least build IPs, and in such a manner that skulks are discouraged from rushing again.

    Many times as skulk have a waited for all rines to leave base, then ran in to feast on their IPs. Easy pickings, and sometimes even two rines can't stop it.


    Mind you, all of this strategy will likely change with the next release.
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