Arkaine's Simple And Flawless Plan

ArkaineArkaine Join Date: 2002-07-12 Member: 914Members
edited November 2002 in Frontiersmen Strategy
<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-->

Comments

  • WingWangManWingWangMan Join Date: 2002-11-03 Member: 5856Members
    This strat works best if everyone knows what you are trying to do. I managed to pull this strat off several times with some success and failures. What is the major downside to this strat?
  • ArkaineArkaine Join Date: 2002-07-12 Member: 914Members
    <!--QuoteBegin--WingWangMan+Nov 17 2002, 09:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WingWangMan @ Nov 17 2002, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What is the major downside to this strat?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    None that I can see other than 45 resource points down the tube...
    30 for the Command Console, 15 for the Infantry Portal
  • WingWangManWingWangMan Join Date: 2002-11-03 Member: 5856Members
    I'm also thinking amassed skulk rushes might foil this plan, mainly because you need that single infantry portal up while your guys are heading to the hive to secure it asap. There's no doubt there will be casualties during that time.
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    Yes, like every strategy there is a risk. For this to work, you have to assume that the marines get to the "hive" without getting killed.
  • ArkaineArkaine Join Date: 2002-07-12 Member: 914Members
    <!--QuoteBegin--Crazed Monk On a Mission+Nov 17 2002, 09:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crazed Monk On a Mission @ Nov 17 2002, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes, like every strategy there is a risk. For this to work, you have to assume that the marines get to the "hive" without getting killed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Send them to the farthest hive from the enemy.
  • WingWangManWingWangMan Join Date: 2002-11-03 Member: 5856Members
    In that case, this strategy will work best if the aliens do not occupy the center hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Interesting idea - I'll have to give it a try sometime...

    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-->
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    I tried this once, even told the marines what I was gonna do.

    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.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2002
    I once used a variation of this plan on Bast when my base was about to be overrun by onos and fade. When all seemed lost 2 -3 of my marines decided (or I told them to, I forget) to take the engine hive which had been weakened by 2 siege turrets that I had put in the top right of our base. They took i without much hassle and I built a CC there then hopped out of the one at the MS and held off the aliens with the remaining marines for as long as we could. Then we respawned at the Engine hive which had been furnished by one of the marines who had killed the hive, when I respawned he offered me the chair and I took it and led the marines to a resounding defeat, but damn it was fun <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    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
  • dkuredkure Join Date: 2002-11-08 Member: 7714Members
    <!--QuoteBegin--Mouse+Nov 17 2002, 11:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Nov 17 2002, 11:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The problem with putting more things in the fake base is that it wastes resources, hence why only build one infantry portal.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Mouse+Nov 17 2002, 11:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Nov 17 2002, 11:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    As Marines we gotta stop thinking that if we capture one hive the victory is ours. This was once an effective strategy but as we all know, nowadays it is hit and miss at best.

    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.
  • BlackRocBlackRoc Join Date: 2002-11-07 Member: 7538Members, Constellation
    I thought of this plan too but its hard as hell to get some ppl to listen. They rather sit there andwhine about weapons and armor 1 minute into play.
  • SpamuraiSpamurai Join Date: 2002-11-06 Member: 7242Members
    There's risk to everything, even keeping your original start point. Whether your marines are slaughtered attempting to take the first Hive and using it as a base, or whether they fail to defend the start point from the Skulk Rush. The first 60 seconds of the map are perhaps the riskiest of all, just throw the dice and commit to the gamble. Don't go half assed at it, focus and determination are critical skills for a "good" commander to have.


    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.
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    edited November 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->For the price of 3 HMGs, you can more then DOUBLE your Marines protection or add 60% to all the Marines Firearm potential<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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-->
  • SpamuraiSpamurai Join Date: 2002-11-06 Member: 7242Members
    Heh, I don't remember the exact Math, but Armour Upgrades go 20/40/60 and I thought Firepower did the same aswell. Either way, its still cheap and in the later stages a definate need as HMG's and GLs barely scratch Fades if they havn't been upgraded at all yet.
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