Most Hives Knocked Down In A Beta 3 Game?
GunFodder
Join Date: 2004-02-15 Member: 26572Members
Was comming today for the first time in a week or so, and man this one was a doozy. NS_Origin, things going smoothly. Lokced down Furnace and Cargo Bay (hive was Ventilation).
Decided at the 6-7 min mark to seige out the Vent hive. Succeeded in doing so, then sent my team to knock out Biodome. While seiging out Biodome, my base gets run over by 2 Onos (res ****). Furnace also overrun. No wonder bio went down without much struggle. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Quick relocate to double.
Ping Furnace, see hive. Send team through Ore...slaughtered. Beacon, then send to Furnace the other route. Get phase gate up and TF. Finally get adv. armory up again. Team takes out 3-4 onos and 3 fades while seiging hive...thanks to a well-timed appearance of HMGs.
Spam JPs/shotties/HMGs/welders in Cargo bay. Order troops back to base and check Vent again...sure enough it was up again lol. Rush Vent, take it down....order them to move through vents to Biodome to take down Bio hive. Funny thing is that afterwords I learn that there was gorge egging in Furnace to try to get it up again but the ping of death got him soon after he started to gestate.
45 min later and 5 hives downed we win. That'll teach me to lock down hives. Still not sure how they got all the res to put up those hives. Best game I've played in a long long time, since Beta 2 days.
Anyone else have games full of pesky resurfacing hives like this?
Decided at the 6-7 min mark to seige out the Vent hive. Succeeded in doing so, then sent my team to knock out Biodome. While seiging out Biodome, my base gets run over by 2 Onos (res ****). Furnace also overrun. No wonder bio went down without much struggle. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Quick relocate to double.
Ping Furnace, see hive. Send team through Ore...slaughtered. Beacon, then send to Furnace the other route. Get phase gate up and TF. Finally get adv. armory up again. Team takes out 3-4 onos and 3 fades while seiging hive...thanks to a well-timed appearance of HMGs.
Spam JPs/shotties/HMGs/welders in Cargo bay. Order troops back to base and check Vent again...sure enough it was up again lol. Rush Vent, take it down....order them to move through vents to Biodome to take down Bio hive. Funny thing is that afterwords I learn that there was gorge egging in Furnace to try to get it up again but the ping of death got him soon after he started to gestate.
45 min later and 5 hives downed we win. That'll teach me to lock down hives. Still not sure how they got all the res to put up those hives. Best game I've played in a long long time, since Beta 2 days.
Anyone else have games full of pesky resurfacing hives like this?
Comments
Those fades are racking up res WHOLESALE. Overflow pours into anyone who's not got 99 res. So you end up with virtually a whole team at 99 res. Even the fades can gorge, hive, and due to overflow by the time the hive's up they'll be back to fade again.
Usually happens when aliens have had hives knocked down over and over, they're playing in such a way that they're not spending res. So when everyone overflows you see a rash of sneaky hives, especially after the third one because with that comes sensory, which means you need to ping every hive over and over to be SURE they've not rebuilt it.
Even then, if you've no sieges nearby, the aliens will just MC rush in and wipe out the tfacs. Its a very good strat but the problem is unless you can push the advantage you're going to lose out in a war of attrition. Overflow only lasts while the team has a few 99 res players. Once everyone's dropped a hive the res will stop overflowing, the fades can't afford to drop hives, and the alien team get swiftly pushed back and crushed.
The only real counter if this happens at your endgame is to either have hives in range of a lot of sieges and just ping the other 2 hives when you hear ping of death. Plan B uses PGs and not seiges - just shotty rush from one hive to the next. Plan C uses JPers and again involves a lightning sweep between hives just to be SURE of the win.
cause lets face it. You can NOT lock a hive. You can only be sufficiently warned. So hwo do we lock a hive?
build a TF close to the hive
elec
done. If they attack it we notice and if the hive goes up we also notice. win win.
I have my team phase to double and match to cargo, They encounter alot of xenos and fades but manage to push into cargo and take it down. I beacon them to same them and tell them to go to pipe. Ping cargo, its going back up
At pipe we get PG up and shotty the hive down. 2 hives back up. Beacon them again, and they go to sub, we lost double to an onos. We get to double but the onos/skulks/umbra take a heavy toll on the HA and they all go down. I quickly beacon and hand out 8 shottys and tell them to rush sub again. After many meds/cat packs the onos/skulks and hive go down. We run to cargo, walk in and kill the hive and begin to hear the beep *beep. The whole team yells OH YA.
But the beeping stops, some gorge put pipeline up
needless to say <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
5 hives, with 8v11. Stupid marines run when they see 3 hives, but we still won <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I have my team phase to double and match to cargo, They encounter alot of xenos and fades but manage to push into cargo and take it down. I beacon them to same them and tell them to go to pipe. Ping cargo, its going back up
At pipe we get PG up and shotty the hive down. 2 hives back up. Beacon them again, and they go to sub, we lost double to an onos. We get to double but the onos/skulks/umbra take a heavy toll on the HA and they all go down. I quickly beacon and hand out 8 shottys and tell them to rush sub again. After many meds/cat packs the onos/skulks and hive go down. We run to cargo, walk in and kill the hive and begin to hear the beep *beep. The whole team yells OH YA.
But the beeping stops, some gorge put pipeline up
needless to say <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
5 hives, with 8v11. Stupid marines run when they see 3 hives, but we still won <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That game was epic..
They even had a coordinated xeno. Like the second heavies were handed out, 5 skulks xenoed in marine spawn. That's one game I won't forget.
-Aes-
Check the logs. Prove that the overflow is still there, and i will admit defeat.
Unfortunately I can't find anything about overflow at all in the logs, or possibly it's hiding in one of the random beta logs that aren't in the manual/other sources.
edit: okay, it was in <a href='http://www.unknownworlds.com/forums/index.php?showtopic=55671&hl=changelog' target='_blank'>this</a> version of the 3.0 changelog, but not in the manual...
O Added alien resource overflow. So any res over 100 that is received by players will go into the pool (bug #87).
Check the logs. Prove that the overflow is still there, and i will admit defeat. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Correction. your correction was wrong.
Yes they did take it out, and they also brought it back in.
Unfortunately I can't find anything about overflow at all in the logs, or possibly it's hiding in one of the random beta logs that aren't in the manual/other sources.
edit: okay, it was in <a href='http://www.unknownworlds.com/forums/index.php?showtopic=55671&hl=changelog' target='_blank'>this</a> version of the 3.0 changelog, but not in the manual...
O Added alien resource overflow. So any res over 100 that is received by players will go into the pool (bug #87). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thank you Taboo, I missed that in the most recent log. The manual needs to be updated (as everybody says for the Nth time.
Buggy, Why recorrect someone after someone did it way before? He already said it was re-added back in, in a Polite manner, with evidence, as yours just straight out is redundant. Do you have something to prove? I was trying to help. No reason to try to put someone down because they honestly tried to help.
They just didnt lock down our hives when they were finished. As soon as they disperced, we put another hive it.
A similar sort of thing happened on ns_nothing. I guess locking down hives are very important.
One game on ns_origin, I must have knocked out....5 hives. It was easy, too, since I had 2 observatories periodically pinging each hive site.
Once I saw it going up, I sent my marines there and they died.
After I killed their 5th second hive (I never let the hives finish building), they finally F4ed.
At most you only really need to lock one hive, and make sure the remaining two are next to each other. Then just shuttle run back and forth between the two.
Its only if you let aliens out of your cordon that they cross to the FURTHEST hive and put it back up (like abandoning Biodome for Furnace, on Origin). If they're running between two hives close together then you've a better chance of catching them out, and dispensing quick justice.
If need be, put a minibase at the midpoint so rines can reequip on their runs.
isolated corners, you got the other side of the map. Hard to break of a bigger security and response time in a small area
2 hives dfar:
scattered, so good map control. Better to take in a hive cause kharaa lack of big security. (scattered over larger areas) less response time, especially incase of lack of MCs.
Pick your fave and adapt your comm technique. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
It has to be ns_hera...
I had relocated us to hera entrance and reception... their have was archiving, so we welded open our side by not theirs, and left the door shut...
It was a major struggle.. but in the end it wound up being Ventilation hive died 4 times, data core delta died at LEAST twice, archiving died twice, but went back up again... then the server died <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Someone used the reconnect bug we think... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->