<div class="IPBDescription">need brainpower</div> Since the advent of 3.0, commanding has become very difficult for myself. What strategies have the commanders among us found to be effective, assuming competent teams?
Hmm I'm not sure myself but now more then ever mt is a must early on or else you will find yourself having dificulty moving out of ms and keeping res nodes alive. Not only that but you have to check every nook and cranie for a random sc or even a hidden hive.
1) Always make sure to scan places when you know that the Aliens have sensories first. Pretty much any place that your Marines are in; the hive, double, maybe even a res node. Now that scans cost 20 energy, you can use a bit more of them. 2) Never go on the defensive. Keep aliens busy by taking down nodes, attacking the hive, anything. If you are on the defensive, you are losing. 3) Keep their nodes down; 1-2 nodes, and they can't do anything. Sieging a hive is not an excuse not to have someone taking down nodes. 4) Don't siege; shotty rush. Sieges are becoming obsolete.
It hasn't changed a lot at all imo. A1 is still the way to go, followed by an advanced armory, wu1, 2, and MT squeezed in somewhere between all that, depending on which chamber they have, and hoping for the best, decent aim on the ground, and trying to stop a second hive going up. Extra obs or two for scans perhaps against sc, but really, commanding <u>seems</u> harder because the aliens have new goodies now, and yeah, it's harder to win if you want to put it like that, but no, you shouldn't suddenly go for wu1 or handgrenades first.
<!--QuoteBegin-2 of Eight+Mar 7 2005, 11:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2 of Eight @ Mar 7 2005, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Always make sure to scan places when you know that the Aliens have sensories first. Pretty much any place that your Marines are in; the hive, double, maybe even a res node. Now that scans cost 20 energy, you can use a bit more of them. 2) Never go on the defensive. Keep aliens busy by taking down nodes, attacking the hive, anything. If you are on the defensive, you are losing. 3) Keep their nodes down; 1-2 nodes, and they can't do anything. Sieging a hive is not an excuse not to have someone taking down nodes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I agree completely. <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4) Don't siege; shotty rush. Sieges are becoming obsolete.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Bad idea. With SCs and OCs (the beefed up skulks have been OCing up the map in my games) more prevalent in this version, sieging is more important.
Also, scan, then scan again, and scan some more. If they go MC first, then get MT immediately after A1. Even against SCs, MT may be more important than W2, if you're good about taking down their field SCs.
You have no idea how much siege damage to players helped the Marines win in a siege. Now, the hive can freely be healed by as many gorges as they want, and they don't die at all. Surely, if there are lots of OCs, you should siege; but then again, if they have lots of OCs everywhere then 1) You lost, aliens are receiving <b>insane</b> res flow, or 2) You won, aliens are wasting any res they are getting on OCs instead of higher lifeforms/hives/chambers
Sieges are still useful. if a lot of gorges heal the hive, then there may not be that many players attacking the siege area. Then the sieges could easily be defended.
Sieging is still a very important part of the game. even if its to siege out major choke points.
You need to be more of master of the situation than before. Aliens actually now go MC or SC at least for few weeks so you need to know how to counte em.
<span style='color:red'><b><u>Here`s small guidline to win in 3.0 in da toilet chair.</u></b></span>
DO -Start with normal A1, -you can afford to take risk to go for advanced armory if you know players skills. -try to peek the starting chamber, back with obs asap -The observatory is your friend now, that scan sale is huge with 2 obs`s you can now have scans allmost anywhere when needed.
DO NOT -Go for relocs, you might get easily owned by nearby sc due you cant afford obs/made it done enough fast. -Let the aliens have the first move -Let them have the second hive, important than ever due free upgrades.
After those it`s pretty much as before take out and kill Rt`s, focus on killing them because you distract them during the process, capture areas and shoot the doggies. But beware to see cara/cele/cloak skulks by default.
GONE ARE THE DAYS OF SIEGING DOWN HIVES. If a gorge gets on top of a hive he will healspam right back up. Every other hive structure will die except it, and the aliens can just run back and forth slaughtering your pitiful phase.
SG rushes and marine aggression are what works. If you were the comm who locked a hive, sat in base, teched up to HA and trained out, then you are going to suffer and suffer badly.
Find out what chamber the aliens drop, counter it, and get to rushing their hive. Aliens do not spend res on upgrades or evolving to skulk, so if a person who capped a node is going back to skulk, he's now 4-8 res better off than he would have been previously. This means res builds up faster, and you can expect to see fully upgraded skulks because upgrades are FREE.
Whenever an alien gestates, it loses its upgrades and can take new ones. No longer will you see an alien suiciding so he can respawn to take cara instead of regen. Nooooooooo. Now he can skulk, then instantly fade and change his upgrades. This means no real pause in the alien advance UNLESS you take the fight to them.
PGing hives from both sides at once, SG/HMG plus cats and medspam, these things still work. Seiges and passive play are out. Let it go.
Best thing to counter SC first is still to lock down 2 hives with elec tons of turrets and OBs. After that go around the map and kill all aliennodes you find so your locked down hives won't get spammed with fades/oni.
Elec the nodes nearest to the active hive. It's even a fun-idea to build OBs at elec nodes. Aliens build SC networks? Bah just build your own OBs network <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> If all that is done just let your marines run around the map and scan scan scan.. Until you got your 3/3 HA train.
NEVEr ever go JP with SC aliens that's just stupid.
sieging is sooooooo NOT obsolete. i'm not sending my heavies into a hive guarded by onos and fades and lerks. i'm gonna make the aliens come to my base and retreat to heal. seige from safety is always better vs higher life forms
I start normal-ip,armory,obs,mines. Then I /gnome some lucky n00b (tweaked X4 power/armor&speed) to e-weld everything he builds in base his other duty's include killing any rush.Then while half the crew goes for res and the other hunts down gorge's while I upgrade to heavy w/jetpack's. when the pressures on my troops I drop them a armory with parasite removing-health/armor healing-equipment drop zone with multy colered lazer mines just to scare the fades. When time's are tuff i turn on RTD that has goodied for us and nasty stuff for the bad guy's. When all else fail's I turn on pistol-siege and randonly telaport my troops about the map 0wning ALL while the lonley gnome is still fathfuly defending base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-woody+Mar 8 2005, 02:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (woody @ Mar 8 2005, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I start normal-ip,armory,obs,mines. Then I /gnome some lucky n00b (tweaked X4 power/armor&speed) to e-weld everything he builds in base his other duty's include killing any rush.Then while half the crew goes for res and the other hunts down gorge's while I upgrade to heavy w/jetpack's. when the pressures on my troops I drop them a armory with parasite removing-health/armor healing-equipment drop zone with multy colered lazer mines just to scare the fades. When time's are tuff i turn on RTD that has goodied for us and nasty stuff for the bad guy's. When all else fail's I turn on pistol-siege and randonly telaport my troops about the map 0wning ALL while the lonley gnome is still fathfuly defending base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Is this a joke, or a server that I should avoid at all costs?
<!--QuoteBegin-im lost+Mar 8 2005, 05:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Mar 8 2005, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is this a joke, or a server that I should avoid at all costs? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The gnome is real, but could we keep the discussion on tactics useable in a 'normal' NS setting please? -_-
Sorry Sorry i coulden't help myself <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
I have 0wned them(just like i said) . IT WAS FUN !! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Ps: Im curently running 150+ Kustom NS & CO maps with many plug-ins.. and have been a supporter of NS mappers & plug-in's for 2 yrs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Buggy+Mar 7 2005, 11:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Mar 7 2005, 11:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It hasn't changed a lot at all imo. A1 is still the way to go, followed by an advanced armory, wu1, 2, and MT squeezed in somewhere between all that, depending on which chamber they have, and hoping for the best, decent aim on the ground, and trying to stop a second hive going up. Extra obs or two for scans perhaps against sc, but really, commanding <u>seems</u> harder because the aliens have new goodies now, and yeah, it's harder to win if you want to put it like that, but no, you shouldn't suddenly go for wu1 or handgrenades first. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Cant remember the last time i did the "normal, old, boring" comming method.....
I would just like to add that is is an awesoem thing that marine commanders have to do a little creative, on-the-fly thinking now that the aliens get free upgrades and the potential of all the chambers is being realized due to upgrades to them/new things.
Gone seem the days of locking down two hives and teching HAs while scouting for RTS.
I've noticed that MT has become much more popular since 3F. It is not a reliable SC coutner but anything helps. It is awesome for DC and MC threats as it ever was.
My thoughts ... A1 first, cap nodes, MT, go for an empty hive, phase tech, w1,w2,w3 ...
Some variant of that. Throw AA upgrade and proto lab is there if/when res allows.
Also, don't med pack marines if they have a SC first. A 100 health marine will go down in one bite and you wasted two res to save nothing. I think this is slowing down the rine game in the beginning quite a bit.
<!--QuoteBegin-kill4thrills+Mar 8 2005, 01:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kill4thrills @ Mar 8 2005, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sieging is sooooooo NOT obsolete. i'm not sending my heavies into a hive guarded by onos and fades and lerks. i'm gonna make the aliens come to my base and retreat to heal. seige from safety is always better vs higher life forms <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Agreed, there is still a tiem to siege. THrowing four HAs against an onos and a Fade is NOT the time. have them make the move.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
I use a strat which seems to work, aslong as your rines stick in small groups and can actually aim & shoot.
I send all rines, minus one, out to get RTs. Place a IP and armory, hotkeying both. I pass out mines for the ARMORY, and upgrade it the second its build. rine joins RT searchers. most skulks will try to get the armory (ohh..it is shakeh) but fail, and of course both ip and armory are placed so you can hop out and shoot.
medspam alot, hand ammo aswell. If noone dies order one rine back or make him die by refusing medpacks. get a armslab. armor1 armor2
by now fade apears, no prob. armor2 makes you survive the asault while your HMG gets him hard. (you aint traveling alone aint ya) 2 or 3 HMGs will do fine. armor also works against lerks. Serious, why get weapons? it does jack versus skulks, lerks are countered with armor (gass etc) and by time fade apear, well, read above.
armor2 done, now do get weapons. Also sneak in PGs somehwere around. If they do not have SC, try to get MT. proto is build fast, upgrade HA and they will never get that hive2 up and fully build. (it goes up, but never finishes hehe)
Didn't read oll of this, but it seems it's mostly the same, except a few early MT strats. The biggest problem to this game right now is the marines realizing how much they need to twork together, and be more offensive. So here's what I do.
When I go OBS first instead of AL, I get MT and then PG tech. I get a PG/TF to a central location or a hive. I place my AL IN the hive or PG location to FORCE my marines to keep it. Works every time. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If I go AL first per usual, I build my first OBS in the field, and upgrade PG from there. I usually drop another in base later for poor man's MT in base, but when marines know their only source of upgrades is in the field, it gets them out of base ALOT faster <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-radforChrist+Mar 9 2005, 08:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (radforChrist @ Mar 9 2005, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but when marines know their only source of upgrades is in the field, it gets them out of base ALOT faster <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You are cruel, cruel comm rad :O
Doing that trick with AA in vent is even more fun. I have done it couple times working. You absolutely force your marines to get to field if they want something done.
Ps. Dont you love that you can do this kinds of things in chair? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Another added trick thinking along the same lines as rad in 3.0 is since it helps to have extra obs in need to keep places eg when you have just captured an empty hive. Is to use it to upgrade to MT or phases at the same time. I realise it can be risky if you lose that area but makes up for it in shorter time for the pair. Especially useful if you know they have sensory and you have 3-4 marines in the hive waiting.
why don't you do the research with the obs in base and keep the one in the field to scan so you don't have to worry about loosing it while researching.
2 gorges with adrenaline can overheal a hive taking damage from up to FIVE sieges, so if the aliens have got MC's and your up against a decent alien team, don't even THINK about relying on sieges (tested fact).
Comments
2) Never go on the defensive. Keep aliens busy by taking down nodes, attacking the hive, anything. If you are on the defensive, you are losing.
3) Keep their nodes down; 1-2 nodes, and they can't do anything. Sieging a hive is not an excuse not to have someone taking down nodes.
4) Don't siege; shotty rush. Sieges are becoming obsolete.
...Is this a joke?
...Is this a joke? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
nah.
2) Never go on the defensive. Keep aliens busy by taking down nodes, attacking the hive, anything. If you are on the defensive, you are losing.
3) Keep their nodes down; 1-2 nodes, and they can't do anything. Sieging a hive is not an excuse not to have someone taking down nodes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree completely.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4) Don't siege; shotty rush. Sieges are becoming obsolete.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Bad idea. With SCs and OCs (the beefed up skulks have been OCing up the map in my games) more prevalent in this version, sieging is more important.
Also, scan, then scan again, and scan some more. If they go MC first, then get MT immediately after A1. Even against SCs, MT may be more important than W2, if you're good about taking down their field SCs.
Surely, if there are lots of OCs, you should siege; but then again, if they have lots of OCs everywhere then
1) You lost, aliens are receiving <b>insane</b> res flow, or
2) You won, aliens are wasting any res they are getting on OCs instead of higher lifeforms/hives/chambers
Sieging is still a very important part of the game. even if its to siege out major choke points.
<span style='color:red'><b><u>Here`s small guidline to win in 3.0 in da toilet chair.</u></b></span>
DO
-Start with normal A1,
-you can afford to take risk to go for advanced armory if you know players skills.
-try to peek the starting chamber, back with obs asap
-The observatory is your friend now, that scan sale is huge with 2 obs`s you can now have scans allmost anywhere when needed.
DO NOT
-Go for relocs, you might get easily owned by nearby sc due you cant afford obs/made it done enough fast.
-Let the aliens have the first move
-Let them have the second hive, important than ever due free upgrades.
After those it`s pretty much as before take out and kill Rt`s, focus on killing them because you distract them during the process, capture areas and shoot the doggies. But beware to see cara/cele/cloak skulks by default.
Don't siege.
Don't siege.
Understand this and you'll do fine.
GONE ARE THE DAYS OF SIEGING DOWN HIVES. If a gorge gets on top of a hive he will healspam right back up. Every other hive structure will die except it, and the aliens can just run back and forth slaughtering your pitiful phase.
SG rushes and marine aggression are what works. If you were the comm who locked a hive, sat in base, teched up to HA and trained out, then you are going to suffer and suffer badly.
Find out what chamber the aliens drop, counter it, and get to rushing their hive. Aliens do not spend res on upgrades or evolving to skulk, so if a person who capped a node is going back to skulk, he's now 4-8 res better off than he would have been previously. This means res builds up faster, and you can expect to see fully upgraded skulks because upgrades are FREE.
Whenever an alien gestates, it loses its upgrades and can take new ones. No longer will you see an alien suiciding so he can respawn to take cara instead of regen. Nooooooooo. Now he can skulk, then instantly fade and change his upgrades. This means no real pause in the alien advance UNLESS you take the fight to them.
PGing hives from both sides at once, SG/HMG plus cats and medspam, these things still work. Seiges and passive play are out. Let it go.
After that go around the map and kill all aliennodes you find so your locked down hives won't get spammed with fades/oni.
Elec the nodes nearest to the active hive.
It's even a fun-idea to build OBs at elec nodes. Aliens build SC networks? Bah just build your own OBs network <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
If all that is done just let your marines run around the map and scan scan scan..
Until you got your 3/3 HA train.
NEVEr ever go JP with SC aliens that's just stupid.
Is this a joke, or a server that I should avoid at all costs?
The gnome is real, but could we keep the discussion on tactics useable in a 'normal' NS setting please? -_-
I have 0wned them(just like i said) . IT WAS FUN !! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Ps: Im curently running 150+ Kustom NS & CO maps with many plug-ins.. and have been a supporter of NS mappers & plug-in's for 2 yrs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Cant remember the last time i did the "normal, old, boring" comming method.....
its so... BORING
~Jason
Gone seem the days of locking down two hives and teching HAs while scouting for RTS.
I've noticed that MT has become much more popular since 3F. It is not a reliable SC coutner but anything helps. It is awesome for DC and MC threats as it ever was.
My thoughts ... A1 first, cap nodes, MT, go for an empty hive, phase tech, w1,w2,w3 ...
Some variant of that. Throw AA upgrade and proto lab is there if/when res allows.
Also, don't med pack marines if they have a SC first. A 100 health marine will go down in one bite and you wasted two res to save nothing. I think this is slowing down the rine game in the beginning quite a bit.
Agreed, there is still a tiem to siege. THrowing four HAs against an onos and a Fade is NOT the time. have them make the move.
I send all rines, minus one, out to get RTs.
Place a IP and armory, hotkeying both.
I pass out mines for the ARMORY, and upgrade it the second its build.
rine joins RT searchers.
most skulks will try to get the armory (ohh..it is shakeh) but fail, and of course both ip and armory are placed so you can hop out and shoot.
medspam alot, hand ammo aswell. If noone dies order one rine back or make him die by refusing medpacks. get a armslab.
armor1
armor2
by now fade apears, no prob. armor2 makes you survive the asault while your HMG gets him hard. (you aint traveling alone aint ya) 2 or 3 HMGs will do fine.
armor also works against lerks.
Serious, why get weapons? it does jack versus skulks, lerks are countered with armor (gass etc) and by time fade apear, well, read above.
armor2 done, now do get weapons. Also sneak in PGs somehwere around. If they do not have SC, try to get MT.
proto is build fast, upgrade HA and they will never get that hive2 up and fully build. (it goes up, but never finishes hehe)
When I go OBS first instead of AL, I get MT and then PG tech. I get a PG/TF to a central location or a hive. I place my AL IN the hive or PG location to FORCE my marines to keep it. Works every time. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If I go AL first per usual, I build my first OBS in the field, and upgrade PG from there. I usually drop another in base later for poor man's MT in base, but when marines know their only source of upgrades is in the field, it gets them out of base ALOT faster <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
You are cruel, cruel comm rad :O
Ps. Dont you love that you can do this kinds of things in chair? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->