in wars when you're under the pressure of time limit you don't really have time to wait around for marines to wander off. not to mention they probably would rather go for the draw, than the loss (depending on how you score).
a counter for this tactic you mention that i've often seen used is just sending out 1 marine at a time and holding the rest of the marines at base. this solitary marine usually goes out and tries and gets a phase gate outside an undefended hive.
the order you take down buildings depends on the situation you're in. here are a few of my pointers for taking out buildings not necessarily in a turtle situation:
i would say most of the time it would be the phase gate that should go first, whether it be an outpost or their main spawn... it shouldn't be too hard to follow this up by taking the obs out due to their low hp.
when in doubt, go for the building with the blind spot.
go for the building that is shaking around as it indicates an upgrade is in process.
an advanced armory is very costly both in time and resources.
you'll probably want to take out their arms lab if the alien side went for sensory first for one bite kills.
proto labs, although costly, aren't much of a priority for me, unless you know they're low on res.
if you see another alien attacking a structure in their spawn, help him!
if its at reen start, I take out the obs first. then the phase, then advanced armory (or shaking one), then protolab, then ips, then arms lab. then node.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Unattended main marine base: If in hive location: Phase TF If people are spawning in IPs, to be able to kill them as they spawn else some expensive, easy to kill structure, this order: Advanced armory Observatory Protolab then attack IPs Turrets CC (last because even if they do survive, they're screwed anyway. If you attack and fail to kill the CC, the marines aren't really set back any. Plus, they can always place another in a pinch) else they are at marine start, then Phase (They can't return easily, and if they beacon back they've lost the res it took to beacon and the cost of a new phase gate, plus it has opened up their base for attack on the opposite end) Obs (Prevent beacon) TF (If it's there, destroy it to keep yourself at full health) If spawners, IP first else expensive fragile things (High res/HP ratio) then IPs Turrets CC System.out.println("Owned marines");<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Comments
a counter for this tactic you mention that i've often seen used is just sending out 1 marine at a time and holding the rest of the marines at base. this solitary marine usually goes out and tries and gets a phase gate outside an undefended hive.
the order you take down buildings depends on the situation you're in. here are a few of my pointers for taking out buildings not necessarily in a turtle situation:
i would say most of the time it would be the phase gate that should go first, whether it be an outpost or their main spawn... it shouldn't be too hard to follow this up by taking the obs out due to their low hp.
when in doubt, go for the building with the blind spot.
go for the building that is shaking around as it indicates an upgrade is in process.
an advanced armory is very costly both in time and resources.
you'll probably want to take out their arms lab if the alien side went for sensory first for one bite kills.
proto labs, although costly, aren't much of a priority for me, unless you know they're low on res.
if you see another alien attacking a structure in their spawn, help him!
...
hope that helps some people.
then the phase, then advanced armory (or shaking one), then protolab, then ips, then arms lab.
then node.
If in hive location:
Phase
TF
If people are spawning in
IPs, to be able to kill them as they spawn
else
some expensive, easy to kill structure, this order:
Advanced armory
Observatory
Protolab
then attack IPs
Turrets
CC (last because even if they do survive, they're screwed anyway. If you attack and fail to kill the CC, the marines aren't really set back any. Plus, they can always place another in a pinch)
else they are at marine start, then
Phase (They can't return easily, and if they beacon back they've lost the res it took to beacon and the cost of a new phase gate, plus it has opened up their base for attack on the opposite end)
Obs (Prevent beacon)
TF (If it's there, destroy it to keep yourself at full health)
If spawners, IP first
else expensive fragile things (High res/HP ratio) then IPs
Turrets
CC
System.out.println("Owned marines");<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Oh, sorry about that last line, got carried away.