Kharaa Start

3XIS3XIS Join Date: 2003-11-15 Member: 22904Members
for a good start with much res everyone of ur team
must build a rt and go back to skulk.

u will have 5 rt's at start and will gather resources verry quickly
If the marines are attacking at one res just keep them busy till your
teammates coming to help u

Comments

  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    edited November 2003
    Hi, and welcome to the NSForums.

    Although your strategy was very popular at the release of 2.0, marines have realised now in order to survive they need to rush, grab and destroy alien rt's.

    On the average pub server you will find that this tactic works many a time, but against an organised marine team you'll find that they either shotgun/lmg your gorges and destroy all of your resource towers before any of your team can reskulk and defend, that'll leave you with a huge spawn queue, no res and a bunch of dead gorges.

    Send about 1/3 of your team to cap res towers, and use a few skulks to scout around to forewarn the gorges and gain some possible insight into the marines gameplan.

    Remember, in 2.01 you need to be in contact with the enemy much more than you did in previous versions, like 1.04 when the only time you really saw an aliens was when you're JP/HMGing their only hive.

    In conclusion, either make sure you have a few skulks to assess the situation while you send a majority gorge gang out to cap res, or plan an initial rush to weaken the marines defenses and morale and make them less keen to leave their base.

    Containment works well in these situations as well, weakening the teams morale is just as important as getting those frags/resource towers.

    Anyway, hope you have a good time in the forums, and welcome on behalf of the community.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    i like to skulk rush, cause then i have a little more res to work with from rfk, so i can not only put down an rt, but an oc or something too. i find on aliens that i get most of my res from rfk (unfortunately)
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    I used to always gorge and cap the closest res right way, then go back to skulk, but lately I tried something new. I rush rines, get one or two kills, then gorge and put down two of whatever chamber we are getting, usually DCs. Fast upgrades can help aliens edge out un-upgraded rines.

    If I gorge right away and find the closer RTs capped, then I usually build upgrade chambers or OCs. Building far off RTs rarely works because alines have a harder time defending it.

    The last strat I use is saving res for an early lerk. Hiding in vents and gassing rines is so much fun. I also try to keep tabs on rine movement as much as possible. Gotta let my team know what those meatbags are doing.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    This has to be the most constructive newbie post ever... maybe other people will see this thread and not post the same strat after the next version is released.

    I personally save for the 2nd hive right off the bat... It makes me feel warm and cozy always knowing our team has a hive sitting in meh belly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    A good idea if your going to save for 2nd hive is to guard your gorge's next build site, the 3rd hive (nice to nip those hive relocations in the bud), or double res. No need to go RUSH, just protect vital areas, and you always know where the marines are moving to next. If you can get a gorge, go take double res or an area across the whole level to block off routes for marines. A skulk with Carapice (lvl 3 hopefully) a DC or two and a OC is DEADLY to any marine groups unless they have shotties or massive numbers. If the comm is presuring a different area, usually 3rd hives are taken with one lone marine getting in their and building a phase gate to allow more builders... anything more massive then 3 marines you see you should report it to your team (unless it is a HUUUGE game). at the very least you slow them down, and that allows time for your team to adjust to the new push from the marines.

    Spending one player to defend those types of areas usually pays off greatly if your good at skulking (which i believe i am).
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
  • 3XIS3XIS Join Date: 2003-11-15 Member: 22904Members
    else i let my team attack the marines and keep them busy
    while i'm building 2nd hive and the rt's close to it.

    yeah i'm new like u see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    Although I'm hardly a fan of ye olde Double Res Rush, if your team wants a particular location really badly, a good portion of the team should go there and defend it. Forward defences are useful in many a situation as well, though you don't have much res to throw around at the start. If a few Gorges do get together and build up a location early in the game, they should choose the location wisely, and once in the location, dispose of their resource inhibitions. Well-placed defences are always helpful. While you're at it, those building the defences will most likely build you first upgrade chambers as well (as every chamber is useful in defences, though some moreso than others).

    <b>Incomplete post</b>
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Depends on the game size.

    In large games, you can typically get away with the Go-go-gorge strategy outlined at the beginning of this thread -- because not everybody's going to gorge, so someone will have extra res if the first nozzles are taken down.

    Typically, I like to first head to the nearest unbuilt hive and gorge/nozzle there. That way the team generally has a bit of warning if they're trying to do a rush/lockdown.. most marines can't help but shoot at a juicy nozzle. Something in their systems.

    In small games, like was mentioned, a decent marine team will put most of the gorges into the spawn queue -- which probably means gg. So either limit the gorges or go for chambers & a rush of some type. (Gorge rushes are cool if you can get the group organized enough to pull it off. Just remember, the job of the guys in the rear is simply to healspray the butts of the guys in front of them.)
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