Typical Strats

beigebeige Join Date: 2003-10-04 Member: 21428Members
<div class="IPBDescription">The stuff you usually see</div> What are typical strategies you use in public and competitive matches? I know that stuff always changes in the heat of battle, but what sort of overarching goals does the commander usually set, what ways does he go to achieve them?

Stuff like rushing to lock down hives, I've seen. What are the other tools of the trade?

Comments

  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    edited July 2004
    Well, I don't command, well, ever. But, I've served under the best IMO. Usually I see a general strat of holding at least 3 nodes, excluding the base node, and keeping the kharaa down to 2 or 3. Then it's simply keep the upgrades coming, never become TOO defensive, and take the battle to the kharaa. Keep and eye out for the second hive, and take it down as soon as possible if it's allowed to go up. Commanders also mustn't be afraid to spend res on shotguns for those fades. If not to kill them, then to scare them away. Because fades can and will end a perfectly good game for a commander. Then its just a matter of sieging down the hive, or, well taking it down however you please, but sieging is the safest.

    I'm also seeing more and more commanders being more loose with turret factories. Sending two or three marines to one side of their active hive and setting up a TF with 4 or so turrets will do wonders to alien morale. All the inexperienced players will be distressed over the turrets on that side of the hive, and possibly keep throwing themselves at it to kill it, while the experienced players try to get them to leave it alone. All the while you cap nodes, upgrade, etc etc. Dont put it close enough where they can hit it, and heal easily, or else it will be a waste. IF they take it out, it will be time wasted on it(theirs), and you may be able to get at least half the res back from turret kills. If they DONT take it out, you have a siege point already halfway complete for when you are ready to do it. It's a win win situation if done properly. Try experimenting with it, placing a TF+4 turrets at random choke points. It does wonders.

    Also I might point out doing this late in the game will be wasteful. Do it early, or don't do it at all.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Run out of base, cap nodes, kill stuff, get armor 1 asap or maybe mt if you feel like mixing it up then armor 1, rush weapons 3, keep ugrading your stuff (obs, armory, proto when nessacary, phase tech and the like) then upgrade armor futher. Hand out shotties as needed, preferably a little in advance if you've got a good shot, and keep the aliens as contained as possible. Phase's are basically required for taking out a hive that's going up, 'less you're gonna shotgun rush it.



    Basically, kill more than they do and don't die, while dominating the map and the res nodes in the process. Simple stuff works the best.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    The stuff I've been seeing which WORKS, would have to be the old rt slash and burn.

    Rines rush right out of base, make for a key map location, lame it a little, and expand out from there taking down any res they see. Second squad is locking down a hive, then both units work towards each other.

    On most maps this is gg with a marine win. Once you've nailed a key chokepoint AND a hive, you can rush straight for the second hive and then piledrive into the third. As long as the hives are kept locked or at the least knocked down regularly, marines will inevitably win.

    Very hard to counter, as on a LOT of servers it seems aliens are getting more and more clueless as to how to teamwork effectively.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Listen for their hive, everyone rushes there. drop an armory close by and spam mines. Mine up the hive. Then you can drop some shotties or just have everyone shoot the hive with lmgs.
    It's also a good idea to drop a cc and 2 ips close by so lost marines are replaced. It really is an all-or-nothing strat.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I typically like to relocate to a central position on the map. Most marine starts are HORRID places, both to defend, and in their positions with regard to the rest of the map. With few exceptions, I like to reloctae either to a hive, or preferably an important choke point with lotsa res nearby. Primary access corridor in Eclipse is a great spot. It's directly north of Power Sub junction, direct east of Station Access Alpha, and a short run to Comp Core and Horseshoe.
  • MamboKingMamboKing Join Date: 2004-03-06 Member: 27169Members
    edited July 2004
    <!--QuoteBegin-|ds|meatshield+Jul 30 2004, 10:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 30 2004, 10:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I typically like to relocate to a central position on the map.  Most marine starts are HORRID places, both to defend, and in their positions with regard to the rest of the map.  With few exceptions, I like to reloctae either to a hive, or preferably an important choke point with lotsa res nearby.  Primary access corridor in Eclipse is a great spot.  It's directly north of Power Sub junction, direct east of Station Access Alpha, and a short run to Comp Core and Horseshoe. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The problem I have with that (relocating) is if you have good rines you wasted about a minute of time. With bad ones probably 2.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Reloactions are <i>usually</i> a bad idea, but there's always an exception occasionally.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    Yeah relocations take an awfully long time and are often risky. Some that I enjoy are:

    Nancy--relocate to Mess hall. Best point on the map, relatively easy to defend....plus MS on Nancy is claustrophobic. If you can control the area above the ladder with sieges, you've got decent access to all hives w/ little opposition.

    Caged--relocate to Generator or Double...either lock down Gen hive by default or have an easy go at Vent and Sewer...

    Lost--Alpha Continuium (sp) or Equilibrium hives. MS too damn far away from action.
  • EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
    I have and always will live by the phase gate network, 4-5 PG's (depending on map size) is what I rely on. Everything else I react and adjust to, i.e. fades, upgrades, alien expansion etc. but always but a good focus on getting phase gates and stronghold/staging areas setup in key areas around the map. Remember walking from point A to B is wasted time when you can teleport instead! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->


    Usually the placings go along these lines:

    1st: In MS obviously
    2nd: Try to secure a central location, like double nodes which are almost always centrally located (except tanith, in which case you want to try and secure cargo room, the best staging area in that entire map for marines) Or at the very least anywhere that can be held, but at the same time drastically reduce travel time to a minimum of 2 hives.
    3rd: Usually first empty hive taken.
    4th: Typically placed outside first hive targeted for destruction, either their starting or newly placed on. The 4th is where you hope to turn the game from a game of teetertotter to a downhill slope of doom for the enemy.
    5: Typically not necessary, but if last hive is resiliant this can shorten travel time to and fro.


    Aside from that, basic node and upgrade strategies work great. I'm a personal big fan of motion first, especially if you plan on setting up a phase network fast(Which can be good or bad, you basically take money risk on putting your PG's up around crucial resource areas that let you spread out and take anywhere from 4-6 nodes from the ensuing network, patrolling around them as needed, but its also risky and only recommended for highly organized games/teams)
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yeah motion can be a good upgrade to have early for your marines with initiative. It allows them to keep their minimap open watching the aliens move around, and protect nodes and other assest without having the commander inform them of structures under attack.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    kekkekekek motion rush ^_____________________^
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    <!--QuoteBegin--= Vicious =- Eclipse+Jul 31 2004, 07:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-= Vicious =- Eclipse @ Jul 31 2004, 07:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have and always will live by the phase gate network, 4-5 PG's (depending on map size) is what I rely on. Everything else I react and adjust to, i.e. fades, upgrades, alien expansion etc. but always but a good focus on getting phase gates and stronghold/staging areas setup in key areas around the map. Remember walking from point A to B is wasted time when you can teleport instead! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->


    Usually the placings go along these lines:

    1st: In MS obviously
    2nd: Try to secure a central location, like double nodes which are almost always centrally located (except tanith, in which case you want to try and secure cargo room, the best staging area in that entire map for marines) Or at the very least anywhere that can be held, but at the same time drastically reduce travel time to a minimum of 2 hives.
    3rd: Usually first empty hive taken.
    4th: Typically placed outside first hive targeted for destruction, either their starting or newly placed on. The 4th is where you hope to turn the game from a game of teetertotter to a downhill slope of doom for the enemy.
    5: Typically not necessary, but if last hive is resiliant this can shorten travel time to and fro.


    Aside from that, basic node and upgrade strategies work great. I'm a personal big fan of motion first, especially if you plan on setting up a phase network fast(Which can be good or bad, you basically take money risk on putting your PG's up around crucial resource areas that let you spread out and take anywhere from 4-6 nodes from the ensuing network, patrolling around them as needed, but its also risky and only recommended for highly organized games/teams) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This strategy sickens me.

    I am appalled by people who insist on 4 or more PGs.

    The problem with an extensive PG network is that it disperses your marines, rather than rally them together.

    When the marines spawn in from the IP, they look at the PG and think, "ooh...shiny" and phase through. What happens if you wanted them to phase to your hive siege spot but they just phase through to another place and rambo off?

    Two phase gates are the optimal amount. One in MS, and one at the place you want to destroy. Extensive PG networks is another way of playing defensively, as you focus on protecting your own assets rather than attacking their's.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Bacon (Beacon for the young uns) > free roaming rines.


    Especially if you accompany it with "ok phase through to X".

    PG intensive strats are confusing for your average Kharaa as it gives you more spots to attack, and you've no idea which one the rines will be in. As evidenced in a BM clan match (iirc) the entire alien team could be rushing the pg on one side of the hive, while the marines are at a SECOND pg on the OTHER side of the hive, rushing in and shottying the hive to hamburger.


    If you DO opt for a multi-gate strat, make sure you can afford it... constant beacons can be costly if you're rushed while you've no beacon juice, and second don't fall into the trap of laming up every place you put a PG - remember that PGs are largely disposable and excellent ways of distracting aliens, who are trained to snafu PGs on sight.
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    If you're in large games aswell 9-10 players, ip's at different locations works well aswell, seeing as the kharra don't know where to expect their hives/WOL's to be attacked from.
    Unfortunatly, in clan games or 6v6 pubs, it wont work due to the small number of rines, just scatterd out all over the shop.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Even in 10 man teams if you have IPs everywhere then you're relying on your men dying so that they can respawn, sometimes even at the same IP.

    With a PG you have some choice about where the rines will end up.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Too many phasegates = too slow to get to wher eyou really want.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    All depends, how many is too many?

    Personally I find 4 is still pretty acceptable, it's basically 3 clicks and you're there.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    also i've seen this strat used and hives go down faster than expected:
    a marines 'sneaks' into the hive (careful not to damage any structures or the hive) and sets a a pg ONLY. Then if the marines are spread out all over the map the comm will distress ASAP and everyone phases in and everyone shoots the hive. And even with lvl 1 lmg the hive will go down surprisingly fast.
    Everyone then phases back out and the phase gate is recycled.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-j3st+Aug 1 2004, 11:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (j3st @ Aug 1 2004, 11:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> also i've seen this strat used and hives go down faster than expected:
    a marines 'sneaks' into the hive (careful not to damage any structures or the hive) and sets a a pg ONLY. Then if the marines are spread out all over the map the comm will distress ASAP and everyone phases in and everyone shoots the hive. And even with lvl 1 lmg the hive will go down surprisingly fast.
    Everyone then phases back out and the phase gate is recycled. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    .... Rushing the hive?

    I ALWAYS get armor 1 first. It is ThE most important upgrade in the game. Follow that up with weapons.. but you see, alot of people neglect the importance of armor 2. Armor 2 forces the aliens to get 4 bites off to kill you (Although after the 3 bites you have 5 hp). If you are bit once you get a med pack and you can take another 3 bites before you fall. It's way more affective then most people think. Skulks don't expect to have to bite you 4 times to kill you.

    BTW, Unfortunately fades/onos still kill you in 3 hits. Onos kills anything in 3 hits no matter what... excluding heavies <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • AesyrqweAesyrqwe Join Date: 2004-03-15 Member: 27357Members
    The quicker you get Armor 1 the better. It's always my first upgrade, followed by Phase Tech and Weapons 1. Armor 1 allows your marines to live longer, and take more territory.

    -Aes-
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    A1 is very handy against aliens on some servers, as they will attack individually or in groups of 2 max. That way you will ALWAYS outnumber them, and thus luck alone will allow for you to hit and kill them.



    On servers where the aliens actually teamwork, A1 is still pretty handy as it'll level the playing field against cara or regen.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-j3st+Aug 1 2004, 11:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (j3st @ Aug 1 2004, 11:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> also i've seen this strat used and hives go down faster than expected:
    a marines 'sneaks' into the hive (careful not to damage any structures or the hive) and sets a a pg ONLY. Then if the marines are spread out all over the map the comm will distress ASAP and everyone phases in and everyone shoots the hive. And even with lvl 1 lmg the hive will go down surprisingly fast.
    Everyone then phases back out and the phase gate is recycled. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's sad how often on pubs I can't even convince my marines to do THIS. Forget more complicated strats, even with a mike half my team never listens to "PHASE TO THE HIVE DAMN IT".....it's pathetic really.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    Yeah, I waste 15 res for the beacon and then half of my team phases and gets slaughtered after awhile because they are understrength and the other half is still in MS getting ammo...

    Mind you armory humpers are very unlikely to last past their first clip or so...but they will never run out of ammo! They need to let the comm "turn off the armory" or ration ammo...two humps and leave please...if not I take away armory privilages all together.
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    Man if you didn't need the adv. armory I bet good comms would recycle it on pubs soon after the distress.
  • AesyrqweAesyrqwe Join Date: 2004-03-15 Member: 27357Members
    <!--QuoteBegin-Dantemss+Aug 2 2004, 05:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dantemss @ Aug 2 2004, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Man if you didn't need the adv. armory I bet good comms would recycle it on pubs soon after the distress.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    When they make me real mad, I like to recycle advanced armories just to get my point across..

    (usually at that point we've already lost to where an adv armory wouldnt make a difference)

    -Aes-
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Thats why you play on servers that have a nice regular base full of players that actually follow orders. Thats right, there are actually servers that you can say 'Phase through' and all of them will actually phase through. Amazing isn't it? If your marines arn't following orders, get off that server, and find a better one. More often than not, the 'bad' marines usually go for the larger servers: 20+ players. Find a nice 16 player server.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    On the 20 plus servers bad aliens more than balance out bad marines - a team of 10 res hoarders means even the most gaming-challenged marine can wade through to the ONLY hive.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    I wish there were marine starts where I could put an armory into an unreachable spot. Be able to drop weapons and advanced buildings, but make people unable to hump it, unless they boosted to it. Maybe that'd teach teamwork? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Or maybe put it behind a dorr I can have welded shut.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    edited August 2004
    That'll teach them to eject you the next time you're comm. Teaching teamwork is useless because people don't want to learn. Find a better server.
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    lets see...
    in competetive matches just listen to your commander and communicate with your teammates. make sure you can aim//know your maps & where you can expect aliens to come out.

    for pubs, just have all the expereienced players rambo like mad.
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