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

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  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Mintman+Mar 5 2004, 12:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Mar 5 2004, 12:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Even relocating to a hive would be good.

    So far that has not been mentioned in this thread. :o!

    Personally I almost always relocate. The only drawback is the risk of failing it at the start, and if rines cant handle a few skulk then the game was as good as lost anyway.

    Relocating to a hive ensures there are rines to guard it.
    Relocating to double gets those extra 2 rts straight away
    Moving to centre of map guarantees control

    In ns_caged, you can get double AND the centre. Same with most maps.

    Ns_nothing -> Cargo/ miasma. Not Silo unless you can get to upper levels. (jets)

    ns_mineshaft -> Double or Tram. Admitedly Computer core has WAY more control of the map, but it is hard to defend.

    ns_hera (ns2)->Relocate to double. Period.

    ns_hera (ns3) -> Only played once, (and won, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->) double was harder. Not much room for structures on upper level, and lower levels are more vulnerable.

    ns_eclipse -> Tanith or eclipse hive. Horsehoe used to work, but now space limits make it a mess. South loop is hard to get to in my experience, but you could try it.

    ns_bast -> I know this is out ATM, but I will say it. DONT RELOACTE TO DOUBLE. Honestly, it never works. Way too many vents, and the lighting makes skulking easy. Even 'water hive is questionable. This is one map where the Rine start is just too easy to defend; stay there.

    HTH.
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    ok that sounds good to me so ill relocate wich is only needs if nessacary? But then it takes alot of res though. ok so get res on the way back ok.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    One thing to try on origin is take all the res nodes near pipe and take cargo. Then do light attacks on the aliens double res. Your goal is to get them to lame it up. As soon as theyve made the investment into oc's and dc's there you send your marines to take out sub sector. If you have good marines you'll do this with one or two shottys and lmgs because the aliens are all defending double res and munching your rts. Youve either won the game or the aliens are building a second hive, it should be a simple matter of camping outside and sieging.
    This is exactly what we did on one game...the last holdout of the aliens was behind their wall of lame in double res.
    GG aliens you saved two res nodes! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
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