Commandering-can't Hold A Place For Very Long!

PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
Well as a noobie commande walking into the world of stragety & tactics I have found out that you can't really hold a hive/area very well. Everytime I obtain a hive i put my PG, TF, Armory, and maybe observatory, yet when its early in the game the damn onos (just 1) comes in and wipes everything out. It's seems strange when you have complete possesion of the field and you loose it all in 1 onos attack. Funny anit it! Anyone got some tips to make an effictive, cheap defense, for RT's, Hive Recapts (marines), and bases. Just want some advice so I can start to really understand the princaples of comming, because it isn't that easy.... Poochi i'll be playing on steam NS and on the fourms!
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Comments

  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    kill the onos. get motino tracking a little earlier, and scan often.
    use a phase to get to onos. and kill it. but basicly, dont build to many bases. it takes about 40 turrets to stop an onos.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-Gecko God Of DOOOM+Mar 2 2004, 05:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of DOOOM @ Mar 2 2004, 05:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> kill the onos. get motino tracking a little earlier, and scan often.
    use a phase to get to onos. and kill it. but basicly, dont build to many bases. it takes about 40 turrets to stop an onos. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    use mines instead of turrets. turrets are just good against skulks/lerks and gorgies. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    RTS gameplay in general revolves around four main activities:

    1) Gathering Resources
    2) Building Bases
    3) Researching/Upgrading
    4) Destroying the Enemy

    In Natural Selection, the Commander needs to decide how to best balance these activities. In the beginning, it's best to build a modest base, and concentrate on gathering resources. Once your resource flow is sufficient, you can begin significant base building and research. You may need to destroy the enemy when they become too much of a threat, such as when a fade or onos appears, or when a hive is built.

    You will need to effectively multitask in order to win. Remember, time is a resource you don't want to waste. Practice offline with the Commander interface until you can quickly and easily use it. This means memorizing the hotkeys and knowing the locations of various points-of-interest on maps. Develop a base building plan so you can maximize your base defense with minimal resource and time investment. Learn how to place your armslab and observatory in squads.

    Don't forget, aliens have strengths and weaknesses. The best way to learn these are to play as an alien against a good Commander. Notice what really causes aliens to lose and win. Observe the behavior of various alien players as they react to the Commander's activities. Remember, there are psychological elements involved. Who knows, maybe you can trick the aliens into F4ing even though you were on the verge of losing.

    Last of all, the marines under your command are players, just like you. They want to have fun. You'll need to keep the marine's morale high, or they won't listen to you. Simple things like medspam, although not very effective tactically, can easily make a marine want to follow orders. Don't forget to use the mic, and make sure you sound confident in your orders. Don't fight with your marines. In short, always give the marines something to do, and try to make it something they'll succeed at.

    Specific Natural Selection build and research orders have already been posted numerous times. Hopefully, you'll be able to appreciate them more, now that you have some Commander experience. You can also watch Commander demos. Use the search feature at the bottom of the forum page. All that's left for you to do is practice.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Don't try to hold an area with turrets, you won't win that way. If you spend the whole game in a defensive position the aliens will always win. The key to winning is taking down their RTs, getting upgrades, and taking down their hives. Also don't rely on turrets and try not to rely on electricity too much either(though if you're just starting out then electrifying might be a good idea), trust your marines.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    what the other guy said ... whoever said "The best defense is a good offense" is a pure genius.

    Always try to attack some way or another, and i advise you get upgrades/guns for your marines instead of turrets for an onos ... nothing is ever, ever, EVER gonna kill an onos except for field marines
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Turrets are there to assist marines. So, naturally, you will need a few marines in the hive you are trying to hold at all times. Why else would their be an armory there? Seriously, if you spend that much res in one spot you might want to look into keeping it safe. Have a few marines stay in the hive(s) at all times, until you need them elsewhere, say attacking a hive. Then they phase in help, then phase back to hive when done.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin-Poochi+Mar 1 2004, 10:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Poochi @ Mar 1 2004, 10:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well as a noobie commande walking into the world of stragety & tactics I have found out that you can't really hold a hive/area very well. Everytime I obtain a hive i put my PG, TF, Armory, and maybe observatory, yet when its early in the game the damn onos (just 1) comes in and wipes everything out. It's seems strange when you have complete possesion of the field and you loose it all in 1 onos attack. Funny anit it! Anyone got some tips to make an effictive, cheap defense, for RT's, Hive Recapts (marines), and bases. Just want some advice so I can start to really understand the princaples of comming, because it isn't that easy.... Poochi i'll be playing on steam NS and on the fourms! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, offence is the best defence, if you have one guy to build and the rest to push for the next hive, you will keep aliens busy defending their hive instead of taking a new one.

    Try to set a trap for the onos, with 5 or so marines, a few SGs and maybe mines. I promise you that onos is dead...

    Turrets are basically only able to keep skulks off, and add to the average dmg/s, if you want to hold a position, send marines...
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    read Sun tzu: The art of war.
    <a href='http://www.chinapage.com/sunzi-e.html' target='_blank'>Art of war</a>
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    when I first build a base, I just do an IP and thats it
    you think my moral would be low. not nessicarly.
    eveytime my team kills someone, I go over to the group, and drop an ammo pack for em both, and medpacks if they need it.
    generly, I keep track of my soldiers and drop ammo, and packs when I can with out them asking. This realy keeps them in a good mood. and always fresh to kill something.

    besure to do the same with the heavies.
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    this is all good information, but the most anoying thing in this game as a commander is if your marines are just crappy, they get picked off like shyt one by one. It really leaves you wide open for a loss. But so far don't enforce turrets and marines always are the best option. ok i see some people just leave the base wide open, But if i buil a TF and I leave 4 turrets is that find to poke a sulk out?
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    As comm, I find it simply easier and more effective to guard base myself. With a good base setup and a well placed pack of mines I can normally take two skulks in base by myself with some trickery. And if the situation is out of control and there is no obs left alive in base, I can always drop an obs to the guys in the field and just beacon away.
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    would it be a great idea to surround my mines on my CC? sometimes its does explode? I got an idea 2 ip , armory , TF 4 turrets and mines on my CC how about that?
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    edited March 2004
    your spending way to much rez in a place.
    4 turrets is insane.
    if you realy want to make a good base right away
    Large game 2 ips, small game 1 ip
    TF, and two turrets with line of sights to both ips.
    NO amory.

    Generly speaking you just want your ips covered. cause a skulk camping the ips are what brings down main base. besides if a skulk sees two forward turrets, sometimes even one, they just assume there is more behind the TF and leaves.

    If you reens aren't very good, they are bound to lose anyways.

    I realy find it usefull for the one IP strat.
    If you reens are realy good. like all in one group and not dying. I find it realy easy and fast to relocate to a much better postion.
    Drop an armory, yoru ips, and start getting upgrades. sometimes double upgrades.

    So lets say, its early mid game, and you literly got 80 rez to spare. everything is upgrading already. your obs is getting motion or phase, your arms lab is upgrading something, and you armory is upgrading. Now unless your planning a hive assult pretty soon.

    Pass out some shoties. and like 2-4 welders. This realy raises group moral. the reens will love you more, and listen to yo. ontop of that. the alieans will FREAK OUT. seeing that its 3-5 mins in game and every reen has a shoty. Now the only thing you have to worry about is a group of onos.

    basicly. your asking for a lose by being too defencive. You lose while being offiencive. because you reens cant shoot. its not entirly your fault.

    Your Job as a COMM is to increase the chances of thier winning/survival. By getting upgrades. and orginizing them into assults. etc.

    make it you goal as comm, to win the game in less than 15 mins. Youll find this will help you alot more
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Keep a few marines in the location and use phase gates for quick reinforcements
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    ok i see less res on defense more on research and offensive seigeing and all that. I herd on another thread that shotguns are more efficent that HMG cause they are cheaper and kill better in a way. Also they tend to require no shooting skill in a way cause a shot gun SPREADS it pelts so fade are killed better and yes i have notice that if you go defense you will loose. But for the tug-O-war for RT what do you do with that?
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    also having no armory is telling your marineies a good statement you better kick **** or your going to die. So its a sort of motavation and it makes them go outside of the base quicker instead of **** camping. I notice how RT's are always taken down and built again it starts to get anoying how do i prevent that a PG on some important RT's? to PG fast and repair it?
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    if you absoulitly must, I mean must have that Rt defend it, elect. drop a phase. but the only time you want to invest that much res in one spot. ie 100. you better be sure its near a couple more other RTs. in the end i have anywhere between half to 3/4s of the RTs on average. and you can bet ive rebuild a couple of them. If your constantly losing rts. where are you reens?
    you should constatly have reens moving out of base trying to get other rts, and if you need to tell em this, tell em to take paths that go by the rts you already have.
    and honestly if you keep your reens at the front lines, you probrably hurting them more, than they are hurting you. if you lose 1 rt, and they lose 2 or 3. that a great trade off. plus. it was prob only one skulk. if its a fade. then just send one or two people to go scare it off/ or kill it. send like 3. with sgs, try and surround it.have a couple get on one side. the other team gove the other exit. youll find yourself a dead fade shortly. honestly, just consentrate on taking out thier nodes, and the occasional hive. and youll do just fine. cause they will be tryihng to defend the thier rez nides. a couple of times ive had skulks stop killing a rez node cuase they went to go defend against my offence.
    and remember. Sometimes its better to kill thier rez node and leave it open, rather than to build another one. or palce a comm chair ontop of the rez node. thats always fun.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    <span style='font-size:14pt;line-height:100%'>Here's the problem with the original poster's outlook:</span>

    Onos <i><b><u>do not</i></b></u> come early game. If you think that when alien can get onos is early, you are probably skewing your whole timetable 3 or 4 minutes late. That's 3 or 4 minutes your marines spend with no upgrades, that's 3 or 4 minutes aliens have to get up a 2nd hive or control the map.

    This is by far the most common mistake among pub comms, so don't blame yourself.

    Back in 1.04, when there were no upper lifeforms, marines were playing a defensive game; trying to hold off the 2nd hive until they could get enough upgrades to kill everything (ie JP HMG). Ever since then, however, it has been necessary for marines to immediately go on the offensive. The faster the better. Please don't squat on your res and tech to the top tier. Consider every upgrade to be its own lever towards killing the enemy hive (instead of as a means of getting the next upgrade in the list).
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Once you've got what you wanted from a location, move out the next one. If you keep the aliens busy trying to halt your expansion they won't have time to destroy what you've built.

    The only places on a map I'll fortify with a TF and PG are hives (inside or from a siege location) and maybe the double res.

    2 marines can do more damage than 4-6 turrets. Turrets slow down attacks, marines prevent them. They get better at preventing them the more upgrades you get.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Poochi, stop farming and start upgrading, you'd be surprised of what you can do with that
  • ChezChez Join Date: 2004-01-05 Member: 25074Members, Constellation
    edited March 2004
    Maintaining at least one hive is important, use phase gates, get upgrades. If somethings under attack instantly tell your rine team to go their, maybe send a few to put pressure on the hive, buying you some time, as the onos goes back to the hive to see whats going on. That will buy you some time to get decent rines set up in their, so the onos will not stand a chance, also place the marines spread out, because if their are 2 hives you do not want the entire team getting stunned by the onos.

    also one thing, do not forget to set the marines up, take down a hive asap, I notice often ppl do well, and never go for the hive then its too late :-S

    sometimes you may have a good comm, but your team may not have the teamwork, or your team lacks such ability's for the rines.

    -chez
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-Gecko God Of DOOOM+Mar 2 2004, 02:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of DOOOM @ Mar 2 2004, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when I first build a base, I just do an IP and thats it
    you think my moral would be low. not nessicarly.
    eveytime my team kills someone, I go over to the group, and drop an ammo pack for em both, and medpacks if they need it.
    generly, I keep track of my soldiers and drop ammo, and packs when I can with out them asking. This realy keeps them in a good mood. and always fresh to kill something.

    besure to do the same with the heavies. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    problem with that is that it delays your arms lab tech, you may get the early game, but when that 4-5 mark reaches and fades are flying around, and you don't even have armor 1 started, you will be in BIG trouble.
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    yeah i have noticed that aswell when you rush for res towers and even get one hive and your no where to any upgrades. All of a sudden at the worst time a fade comes in and its a massacre. And we start from square one. But so far rushing and sometimes upgrading if they chance is taken sounds good to me. Thought sometimes after a fade comes it theres a freakin onos which is insane.
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    ill use your guys tips and thanks ill let me you know if it helps my game later
  • ChiakiChiaki Join Date: 2003-10-19 Member: 21790Members
    My start depends on the team..

    I play on surftown in Denmark, and I know most of the ppl playing there, and if I know that Im gonna win anyway, I'll go

    IP + armory + upg armory.....fastest JPs in the game.....

    If I can see that Im gonna loose, I wont go comm

    I both teams are brilliant I wont go comm either

    If both teams are n00bs (happens wuite often), I go comm.......THAT I know....base:

    IP
    Armory (and I tell ppl that I give ammopacks..and they should move NOW...most ppl do then)
    Obs...and fast phasetech......

    n00b marines v n00b aliens = go secure 2 hives if you can....works SO well....aliens with 1 chamber SUCKS.....DC = no cloaking, no focus, no extra energy, no celerity.....if they get MC...well n00bs cant use that....if they get SC, you should get MT fast too, and obs at both hives...(allows lots of scans too)

    But heres the killer effect:

    as we all know a normal marine is weaker than a skulk.....

    But if you get enough res.....you should get dual armslabs and get armor3-weaps3 FAST
    (w = weapons, a = armor, MT = MotionTracking)

    This is what Im assuming for n00b games:

    w0/a0 marine < skulk
    w3/a3/MT marine > skulk (and with the new extra nade it should be even better)

    having two lvl 3 marines going together in a n00b game is like perfect..and lmg reloads fast...

    ok, so fades and onos are hard to kill......

    Fade: ok the marines have MT so they know where he is coming from... and 2 marines together v fade =

    it takes 47 lmg level 3 bullets to kill a fade....with regen we better make that 50..and 2 marine together SHOULD be able to hit something that comes right at them...but assuming not, I take the 3 ppl that I see are best, and tell them to find the fade...I get them SGs (3 SG lvl 3 shots = dead fade if all pellets hit) and welders (to weld each others armor, fades need 4!!!! swipes against full light armor), and tell them to yell for medpacks when needed....thats a dead fade..no matter what

    As for onos I dont see the problem...1 hive = no stomp so that basicly a big easy target........ok 2 marines may have a problem here...but 3 should actually be able to kill it.....

    As for fades and onos, this is what works:
    Onos:
    HMG is best against onos.....it is not very accurate, but onos is os big that you hit anyway
    JP is best against onos......allows you to stay at range to avoid the all-melee onos

    Fade:
    SG is best for fade....it will just swipe and blink away again before you can harm it with HMG
    HA is best here....fade has a HARD time getting through.

    HA v onos....onos will eat the HA
    SG v onos....SG only works close up and onos will kill you there..

    JP v fade...blink is faster than JP, you cant evade with it
    HMG v fade.....the fade can blink away before dying

    Fade: HA, SG
    Onos: JP, HMG

    HA HMG in a group (HAtrain)( is also good.....it has very few weaknesses.....)
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    <!--QuoteBegin-Chiaki+Mar 4 2004, 02:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chiaki @ Mar 4 2004, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> HA HMG in a group (HAtrain)( is also good.....it has very few weaknesses.....) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The top tech teir should have very few weaknesses, just like (3 hive) 2 onos 2 fades with lerk support have very few weaknesses.

    All HMGs aren't so great at taking down buildings, and a couple of shotties thrown into the mix help against the 1337 fade that will invariably show up to blink in and out for a few swipes.

    Also, if you have a train of HMG HAs be sure to drop some ammo for them from time to time, before the ask for it. Since it has a small cap with a long reload time your marines won't be killing much with a half full hmg before they run into trouble
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    <!--QuoteBegin-Poochi+Mar 2 2004, 02:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Poochi @ Mar 2 2004, 02:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> would it be a great idea to surround my mines on my CC? sometimes its does explode? I got an idea 2 ip , armory , TF 4 turrets and mines on my CC how about that? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, the CC is unimportant. If there are any skulks chewing on the CC before ANY other buildings, then they are combat rejects. Getting out of the CC would probably be a better idea if you actually <i>have</i> structures left. But, a good thing to try is when you have some spare res, drop yourself a shotgun/hmg and load up, get back in the chair. If you have jetpacks get that too. Then get back in, and base D is a cinch. If you are worried about unintelligent marines running off with mines you drop them, drop them for yourself and place them around the important stuff. Namely the ip, and or observatory for beacons. I would probably not always drop two ips though, unless you have over 6 people right away. If not, wait and see how good your marines do, then drop a second ip as needed. Personally, I'd get an arms lab up and armor 1 for my marines with the money you spend on 4 turrets and a second ip.
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    ok i get it but I got to the lost souls server its absoultely fast **** hell like its always a 30 ping. It nice and most of the people i know too awell as the server hosters. But they are like pro at NS so its really hard but i even out sometimes. I just have a trikcy time as Com, it all comes down just with good practice and fiddleing to your favorite style. You know i could jusr rush to any hive a secure it for a bit and get res along the way. Then play like sec the res but at the sametime slight move up so I corner them to on hive? And yeah i will probably give me like a gun for my own protection. I also noticed that fades are very afriad of attack HA's. Its literaly impossible to kill HA with a fade only if your very lucky. So there is like a counter this and that. I think this is my strategty.

    1. I build an ip for now ( just 1)
    2. I might build an armory
    3. Then ill will order the marines to hives BUT tell them to get the res along the way. (SO therefore I will secure 2 HIVES making them pinned down to one.
    4.After i get the res the obs comes up and MT/PG goes up
    5. Then Armslab will be upgrading slowly to 2 for now (3 when to fully ready to attack)
    6.The armory will upgrade so it will be ready for good weapons( in the meantime i have SG)
    7. Proto Lab HA's will go up then JP (depending on the marines speciaties)
    8. Ill PG close to the hive and TF, and Siege and game over.
    ALSO IN THE MEANTIME OF THIS ALL I WILL SECURE HIVES WITH TF an Armory (maybe) OBS AND ALL THAT.
    So what do you think?
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    well, theres just some people can com and others dont i geuss.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Sounds good Poohi, but also quiet hard to pull off. I would recommend moving to the hives you want to secure first and then cap nodes on your way back. This gives them less warning of you moving towards their hives.
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