"I crap all over your computer lab!"
MaximumSquid
Join Date: 2010-07-20 Member: 72593Members
I originally thought that making a <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122316&st=0&gopid=1998708&#entry1998708" target="_blank">Khammander tutoria</a>l was going to be easy, but the strategies become surprisingly deep once you get past the basics
So I'm a bit behind, but here's one of the highlights that won me a game by itself:
<img src="http://i48.tinypic.com/fjp8pf.png" border="0" class="linked-image" />
Using cyst spam to deny computer lab made marines take 2 or 3 times as long to secure the node
This gave my team more than enough time to rally and boot out any one axing or reloading their gun on the cysts
Crossroads which was completely undefended remained unchallenged by anyone for over 5 min and very little action after that
What's really interesting is that it didn't work nearly as well when I did it in another game at Reactor Core:
<img src="http://i46.tinypic.com/2gtx4dj.png" border="0" class="linked-image" />
So while denying works you need to pick the best rooms for it as RC is much easier for marines to take over
A similar strat is to drop a hive to deny a tech point <i>(very expensive)</i>
I found cyst spamming to be a much cheaper alternative:
<img src="http://i46.tinypic.com/11trehd.png" border="0" class="linked-image" />
Probably the biggest test of cyst spam though was a game that went for over 30 minutes where my team had 5 or 6 res nodes, but could not get a second hive
I was reverse res locked at 200 and spent the whole game lining the halls with cysts until the marines finally got flamethrowers
Bottom line:
It's a very, very inexpensive way to buy your team time when your first hive isn't a shift
So I'm a bit behind, but here's one of the highlights that won me a game by itself:
<img src="http://i48.tinypic.com/fjp8pf.png" border="0" class="linked-image" />
Using cyst spam to deny computer lab made marines take 2 or 3 times as long to secure the node
This gave my team more than enough time to rally and boot out any one axing or reloading their gun on the cysts
Crossroads which was completely undefended remained unchallenged by anyone for over 5 min and very little action after that
What's really interesting is that it didn't work nearly as well when I did it in another game at Reactor Core:
<img src="http://i46.tinypic.com/2gtx4dj.png" border="0" class="linked-image" />
So while denying works you need to pick the best rooms for it as RC is much easier for marines to take over
A similar strat is to drop a hive to deny a tech point <i>(very expensive)</i>
I found cyst spamming to be a much cheaper alternative:
<img src="http://i46.tinypic.com/11trehd.png" border="0" class="linked-image" />
Probably the biggest test of cyst spam though was a game that went for over 30 minutes where my team had 5 or 6 res nodes, but could not get a second hive
I was reverse res locked at 200 and spent the whole game lining the halls with cysts until the marines finally got flamethrowers
Bottom line:
It's a very, very inexpensive way to buy your team time when your first hive isn't a shift
Comments
^^Awesome tip, how long does it stay active? I'd love to see someone hallucinate a whole base (with different structures, maybe even a few aliens)...
But that requires teching shade.
And no one in their right mind techs shade first or second hive....
Hive's often get scanned as marines will start pressuring it and the hallucination will get poofed
Plus 15 for and advanced shade which might require a mature shade first
Ideally UWE should implement some sort of 'cyst drawing' system, where you can just drag cysts to a destination and it automatically covers the path in cysts at a maximum distance from one another. It would also make that part of the alien khammander a lot less annoying.
Also, use your p.res as a commander, those 3 hydras and clogs you can place as a gorge with your p.res can make a big difference between losing your upgrade or harvester and not losing it, early on. (In any case, they will always win your team extra time, so there really is NO reason not to use that p.res when you're the commander) And for the love of god, jump out and defend if no other players are nearby. It really bugs me when a commander is calling out for someone to defend the hive against a ninja marine when he could just jump out of the comm chair and defend it himself.
This. A million times this.
Cyd`ie
This saddens me. I like whips :(
<a href="http://www.youtube.com/watch?v=PZdY_M9n24c" target="_blank">http://www.youtube.com/watch?v=PZdY_M9n24c</a> (Skip to 4:29 if the rest bores you)
They are, at the least, entertaining. =)
Actually, in all seriousness I might try that in games where the marines are suppressed and we have way, way too many resources.
because they don't solo marines? come on...
if you're a gorge you can defend a room against 1-2 marines, carefully spit and then hide behind the whip. without the whip, you get pushed back and can't do anything to stop them on your own.
is it worth 15 resources to support a gorge like that, arguably not, but they should NOT be strong enough to solo a marine. that would be terrible.