Dual Hive Aliens Vs Ha/hmg
Ekaj
Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
Some people seem to think the game is over once the marines get a steady supply of heavy equipment, but they can be still be stopped easily if the team cooperates a bit. The trick is having a gorge on the front lines to web the marines, once that’s done they’re easy to take with any of the offensive lvls, especially fades. The gorge should keep webbing instead of attacking. If one of the heavies comes out of the web and opens fire on a nearby alien… well HMG is just uber deadly at close range ;o
If a group of marines are making a push for an area, gorges will need to build defs in groups, so if one group gets sieged or taken over the aliens can fall back to the next defensive point. If you have a group of aliens on site defending against a push there’s no point in making offensive turrets, defs and webs will help much more. So basically I’d like to see more fall back points, more offensive webbers and less turrets (when there’s aliens there as well).
It’s generally good to have 1 gorge building and webbing where the action is and one building little defensive groups around the map (consisting of about 3 defs, 3 offensives, and a few webs on the floor). It’s important to spread them out instead of building huge walls of lame, because that way the marines’ progress will be constantly hampered instead of just having to build a siege for one wall (which will end up taking out surrounding alien controlled nodes as well), they’ll have to fight through it all, once the defensive gorge gets a basic structure of defensive positions around the map it can go build them up into walls of lame at specific parts of the map that are most critical to hold, such as hive entrances (the positions the marines can siege hives from).
If a group of marines are making a push for an area, gorges will need to build defs in groups, so if one group gets sieged or taken over the aliens can fall back to the next defensive point. If you have a group of aliens on site defending against a push there’s no point in making offensive turrets, defs and webs will help much more. So basically I’d like to see more fall back points, more offensive webbers and less turrets (when there’s aliens there as well).
It’s generally good to have 1 gorge building and webbing where the action is and one building little defensive groups around the map (consisting of about 3 defs, 3 offensives, and a few webs on the floor). It’s important to spread them out instead of building huge walls of lame, because that way the marines’ progress will be constantly hampered instead of just having to build a siege for one wall (which will end up taking out surrounding alien controlled nodes as well), they’ll have to fight through it all, once the defensive gorge gets a basic structure of defensive positions around the map it can go build them up into walls of lame at specific parts of the map that are most critical to hold, such as hive entrances (the positions the marines can siege hives from).
Comments
that and i want to encourage any train of thought that doesnt involve ditching your team when u think you have lost. we all have made great comebacks, this advice will help that be a regular occurence
Marines have almost no counter to umbra.
Umbra owns all.
Grenade launchers are the only thing that can stop it.
You get umbra before they get GLs 99% of the time. Use it.
You have to shoot twice for every one web you want to put on them. Once to start the strand, again to anchor it. Only after the second end is attached to something will they be webbed.
Yes, I love file extensions too.
Point is, don't give up just because marines have HA/HMG, its not version 1.00 anymore, you have a chance! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
absolutely.
the only reason this was a valid tactic before was because the siege bug made it so walls of lame were invincible. now that the sieges actually destroy walls, it IS important to force them to set up as many siege camps as possible.
the web tactic helps, but you really can't rely on it. it may slow the marines down some, but i can garauntee you it will never stop them. the gorges will really truly have better things to do at thsi stage of the game than sit around actively working at webbing things. yes, DO lay webs. yes, DO lay a lot. but never ever let yourself believe that webs are your first priority.
umbra, however, IS very scary for marines. the only thing they can really do is concentrate fire on the lerk to either kill it or force it to retreat. that, however, is not hard for them to do. it only takes 12 bullets from an un-upgraded hmg to kill a carapace 3 lerk, 10 if its fully upgraded, and 4 if the lerk doesnt have carapace and umbra or not, thats gonna happen pretty damn fast, especially with 2 or more smart marines (by smart i mean they shoot the lerk, not the fades).
all said, however, i DO agree that 2 hive aliens should not panic at the sight of a full team of ha/hmg marines. that fight is more even than either side knows...i dont think youd be too surprised to learn that most marines are scared to death of fades <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
One at Nancy lasted atleast 2 hours I believe and the aliens finally one it by concentrating on attacking their main base and I harrased the noname hive.
The other was at Bast, the marines captured feedwater and it ended up by constant push back and forth they would move in on one of our hives, we defended it, then we pushed them pack to feedwater and would almost take it out, that went on for a long time. The marines finally took out our engine room base just as we took out the defenses in feedwater, then the server crashed <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Go partner up. Fade + gorge/lerk can put a hurt on HAs. Hell, a lerk with umbra can solo HAs. Ever seen a fade get up close and ugly with two HMG marines, one in HA, and walk away? I can do that as a lerk, with adren and umbra. With a fade partner, its even easier.
Oh, and the nasty marine has a knife, tremble, tremble. Just bite him. Dodge a little, he charges, you bounce up and over him while spinning and biting. Next!
Lerks, with practice, kick much butt. Offensive webbing is fun (been there, done that, amused the fades no end) but a spot of bad luck, and that HA HMG will blast your pudgy behind back to the hive. Umbra lets you get away with more.
Well.. Those must have been some pretty unskilled marines, considering they'd be able to gib you in 2 secs or less if they could aim at all, or maybe they were damaged badly and didn't have welders. Most marines with HA/HMG can solo quite a few skulks at once. But anyways a team of HA/HMG marines that sticks together and welds often can easily take any fades that come in swiping (although it gets harder with multiple aliens at once) and can just weld off acid spam or sniping lerks. This strat was made for use against confident teams.