Arkaine's Simple And Flawless Plan
Arkaine
Join Date: 2002-07-12 Member: 914Members
<div class="IPBDescription">Your main base is not worth defending!</div> <b>There are certain essentials to win a war.</b>
Germany screwed up when it broke its non-aggression pact with Russia, opening up a second front. Marines screw up when they try to defend both a hive and a base that is useless to them. A sure-fire way to eliminate that second front is to totally forget that main base. Defend ONE area, not two.
<b>Steps for a successful start.</b>
<b>1.</b> Tell your men what you are doing.
<b>2.</b> Build an Infantry portal.
<b>3.</b> While that is building, center your screen on each hive location and listen for the enemy.
<b>4.</b> Send your marines to a hive that is UNOCCUPIED.
<b>5.</b> Setup a turret factory, Infantry Portals, Command Console, Resource Tower, etc. (Not necessarily in that order; I haven't perfected it yet.) This will be your main base.
While the aliens are rushing your abandoned base and razing your now useless Infantry Portal, you'll be building away on your new real estate. The Commander will either take the little'uns or die and respawn at the brand-spanking new Command Console.
Any new ideas, modifications, or addons would be a plus for the human race. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Germany screwed up when it broke its non-aggression pact with Russia, opening up a second front. Marines screw up when they try to defend both a hive and a base that is useless to them. A sure-fire way to eliminate that second front is to totally forget that main base. Defend ONE area, not two.
<b>Steps for a successful start.</b>
<b>1.</b> Tell your men what you are doing.
<b>2.</b> Build an Infantry portal.
<b>3.</b> While that is building, center your screen on each hive location and listen for the enemy.
<b>4.</b> Send your marines to a hive that is UNOCCUPIED.
<b>5.</b> Setup a turret factory, Infantry Portals, Command Console, Resource Tower, etc. (Not necessarily in that order; I haven't perfected it yet.) This will be your main base.
While the aliens are rushing your abandoned base and razing your now useless Infantry Portal, you'll be building away on your new real estate. The Commander will either take the little'uns or die and respawn at the brand-spanking new Command Console.
Any new ideas, modifications, or addons would be a plus for the human race. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
None that I can see other than 45 resource points down the tube...
30 for the Command Console, 15 for the Infantry Portal
Send them to the farthest hive from the enemy.
The problem with only playing on a few servers is that people learn your style, so it's good to change it up every once in a while. That versatility article I wrote just keeps getting more and more backing to it. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
All I got was a bunch of marines waiting in the spawn shouthing "OMG MEAK TEH ARMOREH NOW OR I DON"T DO ANYTHING AND GL HMG"
ONE marine decided to listen and went to the hive, he got a CC, Turreft Factory and a few turrets up, but he didn't want to make the portal and ran off. We soon lost after that.
EDIT: actually as an extension of Arkaine's Plan you could set up an entire 'cardboard cutout' base with one or 2 turrets and a turret factory as well and one or 2 marines to protect it
The problem with putting more things in the fake base is that it wastes resources, hence why only build one infantry portal.
The only problem with 'cardboard cutout' bases is that they cost a pretty decent amount of resources. 30 resources for CCs can add up pretty quick.
I totally recommend having a backup CC in a secure Hive location, but I usually don't even build that until (I should actually say IF) they get Fades mounting constant hit and runs on my first base.
I hope our tactics and strategies evolves more towards Teamplay, I think that is the only way to truly get an edge on the Aliens. Come to think of it, I rarely see Marine victories on teams that don't make a conscious effort to take nodes and assault hive together. More and more it is becoming crucial that an attack party taking on 2nd-3rd Hive Evolution must have MGs, GLs, Welders, HA, and JPs to be successful. Combined Arms is quickly becoming the only way to go.
Some food for thought
- As the Marines, YOU are the invaders to the map. You need to think offensively. The Aliens are playing the "Defensive" role and are attempting to buy enough time from YOU to drive your Marine Team out of the map. Don't let them, keep heat on even when holding and regrouping.
- The game is not over when you take the first hive, its only just begun. However, the longer you take to secure yourself that first Hive, the more of a head start the Aliens will have on you in the race ahead.
- "Seiging" (not refering to the turret) is expensive. You can only sustain such actions a limited amount of time before the strain on your resource reserve begins to dry up from buying HMG's and Heavy Armour to replace losses. How much time you have, depends on the skill of your Marines, determination and how far behind you are in the race (ie, how fortifide the map is). So make sure when you commit, you are capable of following through. No point in securing that Hive after a strong fight only to lose it because you nolonger have the resources to build Turrets and Ammo Stations.
- For the price of 1 Shotgun, you can add 20 armour points or increase the LMG's firepower by 20% to all your Marines for FREE. Every little bit counts and can mean the difference between winning a melee and respawning. For the price of 3 HMGs, you can more then DOUBLE your Marines protection or add 60% to all the Marines Firearm potential and reduce the effectivness of Carapace and Regeneration Level 3. One time upgrades that amount to huge savings in RP's over the long run.
Not to be picky or anything, but you technically need 4.8, since stage 1 costs 20R, stage 2 costs 40R, and stage 3 costs 60R, and HMGs cost 25 R <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
And I thought stage 3 only adds 30% more?
Yep, upgrade those guns. It funny seeing people upgrade the armory (35R) then not having enough R to spawn HMGs and launchers <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->