Aliens Winning Formula

AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
<div class="IPBDescription">Marines can never win ...</div> In many maps marine cant beat aliens when this situation goes on. And i call it the aliens winning formula

First at the beginning of the game, aliens got a pro player and aliens are not res **** as well, and start with 4 - 5 rt with dc or somehow. And the [pro player] soon get enough res to build a hive within 3 min and some gorges set up some oc to block ur way [ Like bast, gorge build oc near the lift and the way to RR]
In 5 min, if marines cant take control of 1 hive, aliens set up another hive and xeno age started. Soon, aliens can take control to all rt and win....

In a NS map the whole map got 10 rt node only and marine got 1 and aliens can take control about 4 -6 res in the first 3 min.

If the aliens start with 4-5 rt, Pro players only need to kill about 4- 6 marines and he can get 50 res only in less than 3 min

Remeber, if ur team is pro, that pro players cant get so many fraG so dont argue with me about ur team s power.

Also , if u dont have any res [ oc block + sulk ambushed] , u cant upgrade

Moreover, Aliens can have 3 hive within 6 min

If they got xeno, marines are over

Can anyone give me some good ideas on these situation?
DOnt Be a fool and talk about sg rush or drop mines or drop sg, they dont work

Comments

  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Umm...tell the players to stop stacking aliens.

    Go kill their RTs.

    Explain to me how the aliens start with 4 or 5 RTs?

    In order for aliens to get the third hive up at 6 minutes, the aliens would have to be slaughtering the marines horribly anyways.

    Play the game more. Get better marines. Pray for no stackage.
  • NeoTheHunterNeoTheHunter Join Date: 2004-02-01 Member: 25901Members
    marine is unbeatable is u have a good commander and good cooperation/teamwork. I think the rine team just go solo rambo and get slaughtered.
  • GeneralGeneral Join Date: 2004-07-02 Member: 29678Members
    So you're asking how to win if your team lets the aliens do whatever the hell they want? Good question....
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    the map you are talking about is ns_bast.


    the first thing you should do as a marien on that map is secure main aft. main aft + the hive right behind it is the same as going to atmos (only better.you get 3 rts and a hive).

    if the start hive is engine (the hive behind main aft) you want to weld the vent in main aft and try and set up a T-farm. if you can do that the game is prety much won.

    if the start hive is feed water. secure main aft and move on the refinery hive. most of the time they will poor most of their rez into deffending atmos. after securing refinery (by this time pg tec should be done) move on atmos. siege out atmos and move on fed water for the win.

    if start hive is refinery. secure main aft and then move on atmos. then you want to cap feed water rt and hold it with a few mariens (because feed water is very hard to build in). sit and wate for jp's, rush refinery for the win.

    one person should always be in main aft to deffend/sound the alarm if attaked in mass. the key to winning bast (in a pub) is to box them in. main aft is the first step because it is a easy way to keep them from engine hive or if they started in engine hive it is a easy way to keep them from the rest of the map.

    keep in mined the tram tunnel could also be a good place to have a mini base if their hive is refinery or engine. if you have turets and mariens in tram tunnel/the little room below feed water you can keep them from getting feed water hive.

    keep in mind the under water tunnel and ping the hives often. if you cannt jp down refinery hive you can build a tf in the booth above refinery and still place the sieges close enough to the hive to hit.

    also remeber they cannt box you in with oc's. if all elce fails, siege.
    if they box you in with skulks, get into two groups. 2 people in the first group to triger the ambush and the rest to mop them up now that they are in the open.

    edit..

    love the pub games. just enough people to to do interesting things
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    Not certain why people like to play scenario's and say "marines/aliens can/cannot win this way every time". The scenario you are given is biased, and as such is invalid as a real strategy. You rely on one team being inept, while another team has skilled players. That's not strategy, that's being owned by stacks.
    Strategy games cannot be set in stone, with a 100% victory path. Strategy games are about formulating a plan along general guidelines. Once you make contact with the enemy, either due to scouting or executing your plan, you alter your plan based on what the enemy is doing. If you plan on a jetpack rush, and see the aliens suddenly have sensory as first chamber, a jetpack rush would probably not be your best approach. Suddenly a two hive lockdown would be in order. Alter accordingly. Most marine teams lose because 1) The commander lacks focus and cannot set a precise goal beyond "omg get res and turret farm lockdown two hives" and 2) The commander is unable to react to threats from the alien team. Alien teams are much the same, they are simply far too slow to react to threats. I'm sure we've all been in games when you say "marines coming to the hive" and 5 minutes later, after the marines take a painfully long time setting up shop, the other aliens are still having trouble getting to the hive to defend it. hopefully the Guides will have an effect on this. Most players will react well to good leadership.
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
  • crono1crono1 Join Date: 2004-01-20 Member: 25497Members, Constellation
    lol. like this would ever work in competitive ns.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Well, no shat, seeing as getting 3 or 4 rts off the bat in a clan game would be suicide, wouldn't it?
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    edited July 2004
    Actually, you're right, this method does completely screw over most marine teams, but it never happens. Well, not never, I've seen it a few times, and it makes me happy.

    Whenever I see 4-5 people on the alien team staking out a resource node, I know that the marines have no chance to win, but, like I said, that rarely happens. They all just wanna kill the marines.

    Btw, marines can do a similar strategy, but it's much harder to pull off due to the fact that the marines are much slower than aliens. That happens even less. I can only think of one time when I commanded where that happend. Every marine ran out seperately and grabbed an rt or hive. wow, that was a great game. The whole team got squad five that time.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    When 4-5 Kharaa start gorging for an RT, I will guarantee you that 3 of them will die while gestating, because most maps have 1 or 2 RTs close to a hive and they'd have to travel towards neutral territory to get more nodes.

    I can't believe I'm seeing this thread, marines were helplessly incompetent and the aliens were banking on no res****s and not getting caught gestating in the early stage to win.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    During the first 5 min or so (pre-fade) Marines should be looking to agressively take out enemy res nodes and puting up their own, while the comm upgrades. If the aliens who put up res nodes don't ungorge (many of them don't and decide to lame up the place) then you should have no problem doing this with only a handful of enemy offensive units running around.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If the teams aren't stacked, hand out shotguns, have your marines go around and kill the alien rt's that were capped, and replace them with your own. Use medpacks to eliminate alien rfk so that the one skilled alien can't get a fast fade. With all of the starting res gone and nothing to show for it, aliens shouldn't have a chance. However, the scenario you described sounds like it is the result of stacked teams.
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