Prioritizing structures

doctorskizodoctorskizo Join Date: 2002-07-31 Member: 1035Members, Constellation
This is a rather short post but I'm expecting long replies. If you enter a room where the marines have setup various structures, what are the structures that should be destroyed first? List the known structures in order of importance. (I want to jump in the game with a solid foundation, lol).

Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    The Infantry Portal.

    The CC.

    Any turrets.

    Those three are interchangeable. After that, go for the Armory. After that, go for whatever you feel like.
  • NecroNecro <insert non-birthday-related title here> Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--L0G4N+Oct. 29 2002,20:52--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (L0G4N @ Oct. 29 2002,20:52)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->CC is wut? tell me how they all loock like!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    read the manual.
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    CC = Command console, and I second Necro's notion. RTFM!!
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Heres what I would destroy only the top three though...

    Any turrents (Unless they can't attack me while I'm attacking the other two I shal now list.)

    Infanty Portal

    CC
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Sometimes if the marines aren't in the base you can take out the CC, just make a run past the turrets and position yourself on the opposite side of any turrets around it and chomp away. This won't work if the commander is smart/experienced enough to know that you should build 2 turrets on either side of the CC, or if the marines run back/distress beacon back to base. Also the CC has a load of HP so this works best when you have multiple aliens there, this almost always won’t end the game but it can force the marines to relocate (and they can be picked off easier while building a new base).
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I always go for turrets first, unless I'm a level 5 or a level 4 with a bunch of support from teammates.  After that I kill off infantry portals and phase gates to keep the marines out.  Then I'd say CC's(the fewer the marines have, the better), siege turrets (to allow builders to set up support structures nearby), turret factories (keep the marines from expanding), and observatories (to keep from being detected).  It's also a good idea to destroy resource nodes immediately once the threat is gone -- the sooner you can destroy it, the more resources you deprive from the marines.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    If you can do it without taking too much fire and have the time, take out the CC first.  Without a CC, the marines are in for a very, very short game.

    I usualy have a priority list of CC>IP>TURRETS.

    It depends however, on a number of things.  Such as number of turrets, placement of turrets and players in the area.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I agree with silverfox go for the CC first.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Monse or Fam above all, the, who cares <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    CC first - without a CC, there can be no more IP or turrets.  Only take turrets if they're preventing you from hitting the CC.

    Once the CC is gone, then the IP.
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    For taking out the CC, make sure no one is nearby.  The commander will usually be too busy to notice his cc is being chewed on (sometimes he will but he'll most likely have a LMG).  However you'll alert any marines nearby.  If a marine dies, go quiet until you hear him spawn and leave.  Then continue.  

    I usually go for the CC first, then turrets, then ip at the marine base.  For fortifed areas (like hive rooms), take the turrets out (remember to use the factory for cover&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> first, then the factorty or any portals.
  • justusjustus Join Date: 2002-11-02 Member: 4632Members
    Well even noob commander should notice when killing he's cc when he hears things like: "your command console is under attack" and what comes on priorize i would say IP -> CC..dont you think that after that game is over allready?
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    Definately the CC. I was just played caged (I think that's the one), and I used a lerk upgraded with adrenaline (a MUST have) and carapace to take out the CC. All I did was fly through the glass (I broke it previously), drop an umbra on the CC, and then I proceeded to bite it to death. To make this absolutely perfect, I went back up the vent (in the main marine base) then used the movement chamber that I built there earlier to return back to my hive. Then I sat back and watched the marines pee their pants because of their lack of a commander. Satisfying <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • PlaguedPlagued Join Date: 2002-11-01 Member: 3454Members
    I can tell you right now how effective destroying the CC is during the game. I was just playing on a great server last night. (Fantastic teamwork on both sides.) Our hives kept dropping and we were playing a shell game with the marines to keep them busy. This distracted them enough to allow a brave little skulk (I forgot everyone's name, it was late.)
    to destroy the CC. This was the only CC in the game at the time. This left the marines in a defensive position: No new turrets, no new resources, no guns, no ammo, no health. Needless to say, we won.
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