Let Them Have The Second Hive Asap
Neoskeptic
Join Date: 2002-11-01 Member: 3161Members
<div class="IPBDescription">and why:</div> right. You might be thinking WTF is this guy on? They're going to have fades really fast!
Here's the logic:
1) most aliens have a pool of 33 rps and a huge pool accumulating in the background.
2) in a protracted battle for the second hive, this pool of RPs can accumulate to collossal amounts of RPs.
3) If they get the second hive early, LET THEM be fades.
4) if these fades die, they won't have the RPs to evolve immediately if it is still early in the game.
So:
Let them finish building the hive, and clear out the hive (you should be getting attacked constantly by skulks)
When you see fades (assuming you control the second hive) KILL THE HIVE.
then kill the fades.
Back to skulks for them, you, on the other hand, will be able use the delay to research, expand, etc.
Am I making sense?
Here's the logic:
1) most aliens have a pool of 33 rps and a huge pool accumulating in the background.
2) in a protracted battle for the second hive, this pool of RPs can accumulate to collossal amounts of RPs.
3) If they get the second hive early, LET THEM be fades.
4) if these fades die, they won't have the RPs to evolve immediately if it is still early in the game.
So:
Let them finish building the hive, and clear out the hive (you should be getting attacked constantly by skulks)
When you see fades (assuming you control the second hive) KILL THE HIVE.
then kill the fades.
Back to skulks for them, you, on the other hand, will be able use the delay to research, expand, etc.
Am I making sense?
Comments
I'm sure many of you have seen these sort of games, where they got a second hive quickly and you could tell by the webbing gorges and leaping skulks, yet it was a long time before any one of them ever evolved to a fade.
first of all, assume they have 1 hive and tons of resources, what can they do? build lurks and gorges, ohhh scary [\sarcasm]
then what can they do? build lots of offense towers? nothing 3 turrets, 2 marines and a siege can't take out
then what? oh yeah you win
with good marines, the only upgrade you need is motion tracking and siege to win. if, however you give them fades, you need to upgrade weapons and armor
And how would you go about doing that? Becomes too many ifs, I think. If you waste resources early on researching for it, if you manage to find a place to set it up, if the aliens doesn't stumble over it while running around in the general area, if the sounds don't give it away, if, once the hive is up, the aliens that spawn there doesn't run past it before you get it into action. If you manage to kill the fades that probably has adrenaline and regen or caraphase 3 now...
And I can promise you, any half-decent player that see a turret factory next to one of their hives that they are setting up will alert their team and you'll have a rush on your minibase.
Sounds like a *very* circumstancial and fragile tactic to me...
No. KISS.
A) Yes, marine rushing is not only common, but it is absolutely unstoppable when pulled off properly. I mean this literally, there is no counter to it.
2) Your strategy is very, very bad. If you let them all go fade, then they will kill you as fade. You're making the gigantic assumption that they will simply ALLOW you to kill them. A bad notion.
- Purelace
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Carapaced skulks are scary. Remember that. If they get remotely near you, say good night. I personally love ripping up marine outposts alone, even if there are 1-2 marines nearby. As long as you can get in there without them hearing you, then they are screwed. (Sneak up close, but wait a while before you rush in. Wait for building sounds also.)
I didn't say a word about it's reliability, I said I found it fragile and circumstancial and requiring a lot more if's than I cared for. And he said, if they get second hive early... ie, it refers to when you're still running around with LMG and armor, and if you're lucky enough, level 1 armor and weapons. Hell, even if you did manage to take down the second hive, you are now up against several fades whom, if they're half-decent players, will know to stay that way for a good while if the second hive goes down.
Well, I'd agree with that if it were not for one piece of equipment: the phase gate. The phase gate will make sure that a random cluster of skulks doesn't kill your marines and chomp the outpost. That's the only real fragile part. Setting up a base outside of a hive, surprisingly enough, is no more difficult and in many cases easier than setting up a base inside of a hive, and that's done all the time. If you can defend the outpost, it should be no problem.
if you are disagreeing only with the part where he said you should leave the sieges unbuilt until the hive is finished, then i agree with you...not only would that be unnecessary, it can hurt you. if, however, you are questioning the effectiveness of a siege base being set up within range of a hive, i must give you a grand 'WTF'.
Siege farms works great. I'm not questioning that. What I am questioning is the specific encounter he's describing, namely getting a turret farm + sieges up next to a hive that is being built early in the game without the aliens hearing or seeing it.
Well, if they don't see it, that's great. It'll be a large blow and come out of nowhere.
If they do see it (as you should prepare for them doing), then you should be fighting skulks and lerks under turret cover with a phasegate there. That does not in fact sound like a nightmare to me. Either they give up and leave the hive to you (probably unlikely), or they attack you under cover of turrets with a phasegate for reinforcements. Fighting under those conditions if you are discovered isn't too shabby at all.
ur on cr4ck. Everyone else seems to get the idea. umbra bad...
ur on cr4ck. Everyone else seems to get the idea. umbra bad...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--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-->ur on cr4ck.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just a lot of sugar and too little sleep. Forgot about umbra. my bad. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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why not set up base in two hives, then all you have to deal with it skulks.
It's stupid to let aliens go for the second hive at all. The starategy shoudl always be take a hive, build defense and phase gate, and have everyoen go for the next hive. Letting them get fades at a poitn where you barely have enough resources to equip your men with HMG and HA means a rather quick gg.
It's so much easier to attack the first hive after you take a hive because alot of alien players leave the first hive undefended cause all the gorges simply wander off or go teh another hive spot to defend that.
I can barely count the number of times i've stumbled onto an undefended alien hive, or even lightly defended fifteen minutes into the game.