Strategies for Marine Commander?

Al_Ka_PwnAl_Ka_Pwn Join Date: 2007-12-26 Member: 63264Members
What is the most efficient tech tree to get as marine commander? I seem to always lose when I do it, so I thought I'd ask for some help.

I tend to go for weapons one, phase tech, armor, 1, shotguns and then just kind of adapt, but some ppl say that you should go mines first, and that you should never build a robotics factory because it's noob bait, and always research jetpacks first.

Anyone have tips to help me win?

Comments

  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Robotics, welders, mines, shotguns, all that jazz is stuff you CAN and possibly should be able to do without. Getting one of those things means you're already on the backfoot, and since you'll spend res getting 'em, you'll be pushed further back.

    I doubt your tech tree is flawed, just keep an eye out for how the team is doing. If your team can't hold 4 rt's, they can't expect the comm to do a whole lot either. Try to get a phase in 2nd tech point up as soon as you can tho, helps keeping rt's safe and makes 'em marines move around faster. :p
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited November 2012
    I firmly believe in investing in my marines:
    <ul><li>I prioritise capping res-nodes that I believe my marines will be able to hold.</li><li>Next up I go for Armor 1 and try to get two phase gates up.</li><li>I try to have Weapons 1 by about 6 minutes, with Weapons 2 well under way.</li><li>I grab shotties, mines & welders whenever I have the spare res.</li></ul>
    After that it's a strong focus on getting jetpacks and finishing off the arms lab upgrades, with additional weapons being researched only if the situation calls for them.

    In longer matches with lots of res to spare, I have occasionally used ARCs defensively with some success. Planting a couple ARCs in the nooks and crannies of a room you're trying to defend can stop the aliens from building around the entrances. Depending the room and map, this can deny structure support over fairly long corridors, upping your chances of killing fleeing a Onos and making the Gorges hesitant to attempt bile-bombing runs.
  • Al_Ka_PwnAl_Ka_Pwn Join Date: 2007-12-26 Member: 63264Members
    I'm starting to feel as if mines are the key to holding resource towers.
  • RitsukaAoyagiRitsukaAoyagi Join Date: 2012-11-21 Member: 172751Members
    How <i>are</i> mines typically used best? I know they're amazing, especially when put to good use, but I'm never quite sure on how to utilize them to their full potential. I typically just throw one down on phase gates and one on the power node in main. I also went up against a team who spammed mines all across the entire map once (it was a pretty obvious roll, they had more than enough res flowing in to spare some for mine packs), but that just felt like overkill.
  • OhnojojoOhnojojo Join Date: 2011-08-01 Member: 113400Members
    edited November 2012
    Builds can depend on the team and the map.
    For large maps like Mineshaft and veil, it would be wise to get phase gates and mines asap.
    here is my build for marine commander on veil/mineshaft.
    Take 3 res nodes. armory, obs, phase tech, phase gates to forward tech point, mines, welders.
    by the time you have phase tech researched, its most likely that your extractors will need to be repaired and reinforced with mines and welders.

    weapons one first, if your team can aim. (Next upgrades depend on how many res nodes the aliens have. If aliens have 4 res nodes or more, get w2, a1, a2, w3, a3. in that order.)
    OR
    armor one first if your team sucks at aiming. (Next upgrades depend on how many res nodes the aliens have. if aliens have 3 or less nodes, get w1, a2, w2, a3, w3. in that order)

    Get shotguns only before you anticipate a fade on the field. (Around 6 minutes) Get 2nd infantry portal when deaths start to queue up too long or at 5 minutes. Whichever comes first.
    mine up extractors, reinforce forward base, jetpacks, grenadelauncher/flamethrower (depends on the situation)




    For small maps such as Summit, Tram... (Basically the biggest difference is getting mines early, versus phase gates)
    Take 3 res nodes, armory, obs, mines, phase tech, phase gates, welders,
    Mine up key locations: (total 4 mine packs/12 mines)
    main base: 3 mines.
    choke point between hallway and a tech point: 3 mines.
    extractors 2 mines: per extractor.

    weapons one first, if your team can aim. (Next upgrades depend on how many res nodes the aliens have. If aliens have 4 res nodes or more, get a1, w2, a2, w3, a3. in that order.)
    OR
    armor one first if your team sucks at aiming. (Next upgrades depend on how many res nodes the aliens have. if aliens have 3 or less nodes, get w1, w2, a2, w3. in that order)

    Use the cushion that mines give to immediately capture a tech point or put pressure on the alien's expansion or main base.

    Get shotguns only before you anticipate a fade on the field. (Around 6 minutes) Get 2nd infantry portal when deaths start to queue up too long or at 5 minutes. Whichever comes first.
    mine up extractors, reinforce forward base, jetpacks, grenadelauncher/flamethrower (depends on the situation)
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    ARCs, lots of them. At least 3 by the 5th minute.
  • MisterYoonMisterYoon Join Date: 2012-08-18 Member: 155747Members
    Best Strategy : Capture somehow at least 70% of the map. Put phase gate down on key points. And lose nothing. That's all. Otherwise you lose, unless aliens so bad at playing.
  • umphreyumphrey Join Date: 2012-10-31 Member: 165280Members
    Well to start the game I always start by buying armory, obs, res node, res node, research phase tech instantly. Jump out and build stuff myself usually.
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