A General Marine Strat
ShotgunEd
Join Date: 2004-01-02 Member: 24966Members
<div class="IPBDescription">TF only when you siege</div> Locking down hives is all well and good, but when you think about it, if you spend 50 res securing a hive with nothing in, isn't that a bit of a waste. Isn't it better to spend that res on sieging another another? Take the rt in the hive by all means, and if you lose it, well you've lost an rt not a TF and who knoes how many turrets. Your also not going to distract that kharaa by fortifing a position as you are if you assault a hive.
So either defend a hive and let the aliens assault your res, or assault a hive and let the aliens defend their hive. I know this game is all about res, but its even more about hives. The kharaa can have 8 onos, but if they have 1 hive I don't care. HMG's all round, oh and here's a JP, gg marines. Res is important yes, but making sure they don't get a second hive is so much more vital.
So there is no point in locking down a hive, you may as well just siege the ones they have (i.e. lock down outside their hives). 3 sieges, 5 lmg's, nice knowing you hive. Yeah sieges fail and your bases get killed, but then you just attack again and maybe this time it will work...
So either defend a hive and let the aliens assault your res, or assault a hive and let the aliens defend their hive. I know this game is all about res, but its even more about hives. The kharaa can have 8 onos, but if they have 1 hive I don't care. HMG's all round, oh and here's a JP, gg marines. Res is important yes, but making sure they don't get a second hive is so much more vital.
So there is no point in locking down a hive, you may as well just siege the ones they have (i.e. lock down outside their hives). 3 sieges, 5 lmg's, nice knowing you hive. Yeah sieges fail and your bases get killed, but then you just attack again and maybe this time it will work...
Comments
Generally though as you said, when you have the option of pushing on one Hive already - let them try to build the other. They won't have enough manpower to defend their active Hive and make sure you don't get PGs near the building one at the same time. And ontop of it all, its costing them a chunk of res that could have been Fades or Onoses.
Ways to prevent:
1) "Lock down" a hive. This can be as simple as an electrified rt with a phase next to it to a turret factory and turrets (but if you elec anything, it should be the res, as it has much more hp). Keep in mind that once the phase goes down, and the marines can't help out, the turrets will be quite useless and will go down very fast.
2) Res denial. If the kharaa can't afford a hive, or at least can't afford to defend a hive, then you're still pretty well off. If you act quickly, you can take the hive out as fast as they put it up. Not very fault tolerent however.
3) Make the kharaa shake in their boots by killing their other hives. Right away. No stopping, just killing. The can't build other hives when it means sacrificing their built ones (or at least they'll fail, cuz they won't spawn for a few minutes and they'll lose armor effectiveness). As soon as you let up on the preasure, they will exploit it.
so I think your right, but since 2 days, i changed it, sometime when aliens got a hive in the upper map (like maint- or eclipse hive in ns_eclipse) I secure the middle hive with some turrets + elec TF(/RT)) (CC hive) and this own,
I have played many games with that comm and I can concur, he hates putting down TFs. He only does it at a place that MUST be sieged. Other then that, if we have to kill a hive, a pg close to the hive plus a few shotguns and a lot of medspam.
You should only secure a hive if the oppurtunity is perfect like in teh above scenario, or you have a chance to lock down the closest hive to their starting one. You can then cut them off from half of the map almost and they won't be able to get the farthest hive since you own half of the map, the half they need.
If the aliens start in maintenance or eclipse, try and lock down CC with a TF, a few turrets, an armory, PG and the RT with a marine guard. Then lock down power sub junction 3. You have seven of the map's nine RTs all within short walking distances and unless the aliens go through marine start, they won't be able to get to maintenance without some serious running. The only viable way would be to take SAA vent which will probably be heavily patroled or through the eclipse to CC vents then from the CC to maintenance vent if you manage to survive CC.
I started the battle with 20 res and ended with 50. The marines, who had been facing only hive2 skulks up to that point, found themselves beseiged by 2 fades and 5 onos within a minute of the battle ending.
So yes, attacking had better be non-stop, or else any breather you give the kharaa lets them evolve up.
A TF with 4-5 turrets along with the elect rt and pg can be a good investment of res. This setup prevents a lone fade from clearing everything. The turrets will help slow him down, as they are not that bad against fades. This also alows a couple of marines to phase over there, and possibly kill the already wounded fade. When it comes to onos this is used to help slow them down. It gives you maybe 5 seconds more to react (onos manuvering through the turrets), and that could be enough to keep it locked down.
When there's two hives, you MUST keep at least one marine with a shottie or hmg in that hive to hold it.
But overall, I think the investment of around 50 res for tf/turrets, and the 30 for electrification is well worth it. But thats just my two cents..
(prepares to be flamed..)
-Aes-