[Metagame] - "No Obs" Build Order seems to be dominating Marine Pub Games

MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
edited December 2012 in NS2 General Discussion
It's a pretty easy setup to grasp. . .

Instead of getting a Observatory, Researching Phase Gates, Dropping 2-3 phase gates you skip all of it to save that 60-75 res for forward Infantry Portals, Mines, and other upgrades

Here's a recently game where <a href="http://ns2stats.org/player/player/12331" target="_blank">InjuredReserved</a> was commanding:

<img src="http://i2.minus.com/jrRmxaHXtyWir.png" border="0" class="linked-image" />

2:00 - Very fast expansion with a 2nd IP and Mines to cover it
3:00 - Dual Arms Lab
5:30 - +1/+1 and Shotties
7:00 - +2/+2 and Advanced Armory
8:00 - game ends

Very little room for aliens to put up a counter with advanced lifeforms

I've seen 3 or 4 games go this way, but maps like Mineshaft and Veil become the exception where long walks to double make phase a priority <u>if you control it</u>
If you don't then it's just a 2nd base. . . this even works on maps with very long walks like Refinery

The only transition is for when aliens get cloaking and then you start dropping observatories obviously and move with larger groups with mines to cover your tracks

Aliens can do a similar strat by dropping a 2nd hive immediately, but it's a bit riskier and has a less reliable spawn point than marines do

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Comments

  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited December 2012
    This is because aliens seem to fear marine bases all game long, rather than hasstling RTs and munching on IPs early game they simply ignore it and run around like an idiot. This strategy simply is too risky, 3 skulks could very easily win the game by eating your IP/power node and with no beacon an early bile rush would be game over surely?

    As for obs, its underused by new commanders. They dont get the power of phasegates and beacon yet

    As for that game, dual upgrades take around 5 RTs if Im not mistaken. Grabbing 5 RTs by the 3.50 mark and holding them would generally give marines a victory anyway surely?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited December 2012
    This strat seems to depend upon your opposing team being far more incompetent than your team. With no Observatory, you have no way of defending against a force that slips through your offense. With no PGs, the time it takes to reinforce your forward positions is at least an order of magnitude larger. Any competent Alien opponent can easily deplete your map control via attrition or obliterate your strategic assets via diversions or any well-timed strike.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited December 2012
    <u><b>RobustPenguin:</b></u>

    This isn't true. . .
    I've seen the base rushes and they fail because mines come out too soon

    Once pressure is put on alien harvesters nobody will be coming to the marine base

    <i>It just becomes suicide</i>

    ---

    <u><b>Techercizer:</b></u>

    It seems to be a reoccurring theme at this point. . .
    Someone always tosses out the "Your opponents weren't good enough" counter argument

    Fast mines remove a lot of map control from aliens
    Fights that start off 4on1 quickly turn into 1on1. . . I'm sure you've seen this happen

    -
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited December 2012
    I feel like there are counters to this that exploit the immobility of marines choosing this path. However, it definitely makes sense that this is very strong. This falls very much in line with StarCraft 2 Terran players tendency to take the middle expand. The expand is safe because their army is more powerful in a fixed posture, the enemy fears being pinned behind the forward army and thus leaves the weakpoints alone more than they should. I think, right now, in all cases the Aliens objective should be forcing the late game which requires countering aggression with harassment in the back zones on the map, if we can learn anything from starcraft 2 that is.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    My guess, 24 player server. 12v12 NS2 isn't particularly balanced imo because any smart comm will do exactly what InjuredReserved did in that match; crank weapon and armor upgrades as fast as possible. 24 players are simply too much for many of the current NS2 maps, such that a marine team can get effective control of the map without PGs or JPs (you can always spare an extra marine or two to wander to the far reaches of the map).

    My advice, stick to servers with 20 players or less. Its more balanced and the performance will be smoother.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited December 2012
    <!--quoteo(post=2038485:date=Dec 1 2012, 03:07 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Dec 1 2012, 03:07 PM) <a href="index.php?act=findpost&pid=2038485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems to be a reoccurring theme at this point. . .
    Someone always tosses out the "Your opponents weren't good enough" counter argument

    Fast mines remove a lot of map control from aliens
    Fights that start off 4on1 quickly turn into 1on1. . . I'm sure you've seen this happen<!--QuoteEnd--></div><!--QuoteEEnd-->
    Every once and a while, but I've seen people kill skulks with welders more often than that. Mines are really easy to avoid, and they're no substitute for a defensive force.

    Mine placement can even the odds in an uneven engagement, but they won't stop the enemy team from running right <i>around</i> said engagement and eating your IPs. Nor will it stop half of them from zerging their troops directly into your minefield until your pres is depleted while the other half camp the map-long supply chain your reinforcements are forced to travel. These points are moot if the engagement is happening at your base, as it has no supply lines and your force is always guarding your strategic assets. If your Marine team is spending most of their fights in their base, though, they've already lost.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2038494:date=Dec 1 2012, 04:21 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Dec 1 2012, 04:21 PM) <a href="index.php?act=findpost&pid=2038494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My guess, 24 player server. 12v12 NS2 isn't particularly balanced imo because any smart comm will do exactly what InjuredReserved did in that match; crank weapon and armor upgrades as fast as possible. 24 players are simply too much for many of the current NS2 maps, such that a marine team can get effective control of the map without PGs or JPs (you can always spare an extra marine or two to wander to the far reaches of the map).

    My advice, stick to servers with 20 players or less. Its more balanced and the performance will be smoother.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Pug = pick up game. We're talking about exclusively 6v6 games here. Pug is basically ametuer level competitive play.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited December 2012
    <!--quoteo(post=2038502:date=Dec 1 2012, 03:29 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 1 2012, 03:29 PM) <a href="index.php?act=findpost&pid=2038502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pug = pick up game. We're talking about exclusively 6v6 games here. Pug is basically ametuer level competitive play.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh wait, I read the title as "Pub".

    Can't comment on what's happening in pugs, but this strategy still seems dangerous. Especially if your opponent is implied to be tactically competent.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2038503:date=Dec 1 2012, 04:31 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Dec 1 2012, 04:31 PM) <a href="index.php?act=findpost&pid=2038503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh wait, I read the title as "Pub".

    Can't comment on what's happening in pugs, but this strategy still seems dangerous. Especially if your opponent is implied to be tactically competent.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree, there's a logic behind it as well though. As you pointed out, the supply lines are a big concern, I think many teams may not have the RTS fluency to exploit that weakness fully yet. It feels like a strong new strategy that hasn't had counters worked out for it yet. That doesn't imply counters do not exist.

    I find the whole thing pretty exciting though.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Where can you find NS2 pugs?
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    pub metagame........................................................
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=2038511:date=Dec 2 2012, 08:41 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Dec 2 2012, 08:41 AM) <a href="index.php?act=findpost&pid=2038511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->pub metagame........................................................<!--QuoteEnd--></div><!--QuoteEEnd-->
    little more respect for the 2nd cc rush. please!

    Personally i think 3 cc's is better because then the aliens will be confused.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    build order is easily countered by shade hive. LEL
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited December 2012
    <!--quoteo(post=2038509:date=Dec 1 2012, 01:40 PM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Dec 1 2012, 01:40 PM) <a href="index.php?act=findpost&pid=2038509"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where can you find NS2 pugs?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://www.ensl.org/" target="_blank">http://www.ensl.org/</a>

    usually most of the evening / night pickups are NA.

    as far as the strategy itself... I don't feel like mines are sufficient enough to hold off a competent team. they're definitely strong, borderline overpowered, but they are not a replacement for phase gates.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    <u><b>GORGEous:</b></u>

    Yeah it's a typo. . . I can't exactly change the title of a thread once it's made though unless I'm not seeing something

    But the core is still there. . .
    In a 12on12 marine upgrades dominate because you're giving them to so many people

    Mines also become insane because if each marine drops a stack <i>(commander included)</i> you suddenly have 36 mines on the field
    If even a 3rd of those are in good locations that only skulks travel, like vents, then they persist even after the enemy gets advanced lifeforms

    Mines are also the most effective against shade hive because aliens can't outrun the explosion as well, shrug it off, or regenerate if they live
    The only downside is that aliens might slow way down and avoid hallway placements much easier
  • DanielDDanielD Join Date: 2010-11-16 Member: 74960Members
    Perfectly viable to skip obs / phase gates if you aren't on veil or mineshaft. It means that if the aliens all come to your base without being seen the game is over though.. and this can happen easily in a 6v6 pug. Mines can protect only so much, if everyone uses the ceiling and drops onto the CC all the mines in the world aren't going to stop you from seeing "MARINES LOSE" on your monitor.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=2038564:date=Dec 1 2012, 05:56 PM:name=DanielD)--><div class='quotetop'>QUOTE (DanielD @ Dec 1 2012, 05:56 PM) <a href="index.php?act=findpost&pid=2038564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perfectly viable to skip obs / phase gates if you aren't on veil or mineshaft. It means that if the aliens all come to your base without being seen the game is over though.. and this can happen easily in a 6v6 pug. Mines can protect only so much, if everyone uses the ceiling and drops onto the CC all the mines in the world aren't going to stop you from seeing "MARINES LOSE" on your monitor.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Seriously. And they don't even have to kill your CC to cost you the match; they can just keep ambushing your troops as you try to reinforce until you're stuck holding your close 3 harvesters, at which point aliens eat the map and crap Oni.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    InjuredReserved has been doing this strat since beta and he's the only one I've seen do it. Stop over-hyping the viability of these strats.
  • DanielDDanielD Join Date: 2010-11-16 Member: 74960Members
    No these threads are great everything should just keep getting nerfed until the aliens are gumming marines to death 1 hp at a time, while the marines defend themselves with wiffleball bats.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=2038580:date=Dec 1 2012, 06:54 PM:name=DanielD)--><div class='quotetop'>QUOTE (DanielD @ Dec 1 2012, 06:54 PM) <a href="index.php?act=findpost&pid=2038580"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No these threads are great everything should just keep getting nerfed until the aliens are gumming marines to death 1 hp at a time, while the marines defend themselves with wiffleball bats.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Mod that ######. Now.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I really wish there was more than just one viable marine build order (fast PG), but nope. This strategy would get trashed by a competent alien team.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited December 2012
    <u><b>SixtyWattMan:</b></u>

    It's kind of a mixed bag right now. . .
    Some people like it, but others think it's junk; others still just aren't taking it seriously

    What is there to gain from over hyping someone else's strat?

    I feel like the game is finally at a point where we can talk about the meta because the game has been balanced to the bare minimal to express is

    Still others say that the strats are still linear and that fast PG is all there is

    People are smart enough with bilebomb now that sentries are no longer viable en mass

    Once mid game comes you might as well sell all of them and try to rush exo

    -
  • 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
    <!--quoteo(post=2038560:date=Dec 2 2012, 09:48 AM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Dec 2 2012, 09:48 AM) <a href="index.php?act=findpost&pid=2038560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah it's a typo. . . I can't exactly change the title of a thread once it's made though unless I'm not seeing something<!--QuoteEnd--></div><!--QuoteEEnd-->

    Let me get that for you.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited December 2012
    <!--quoteo(post=2038618:date=Dec 1 2012, 06:14 PM:name=Mouse)--><div class='quotetop'>QUOTE (Mouse @ Dec 1 2012, 06:14 PM) <a href="index.php?act=findpost&pid=2038618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Let me get that for you.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think someone ninja switched it to Pug and you changed it to Pub :P

    <!--quoteo(post=2038492:date=Dec 1 2012, 01:18 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 1 2012, 01:18 PM) <a href="index.php?act=findpost&pid=2038492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think, right now, in all cases the Aliens objective should be forcing the late game<!--QuoteEnd--></div><!--QuoteEEnd-->
    why do you think this is the case? I have always felt that it's the opposite due to the lack of scaling on the Alien side. I've had enough comebacks from w3/a3 to the point where we are always trying to drag out games if we are losing as marines.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    WAH YOU DISCOVERED AMERICA grats.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2038528:date=Dec 1 2012, 05:27 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Dec 1 2012, 05:27 PM) <a href="index.php?act=findpost&pid=2038528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->build order is easily countered by shade hive. LEL<!--QuoteEnd--></div><!--QuoteEEnd-->
    I disagree. Obviously obs would need to be added back in, but the main savings is in phase gates, which cost 45 to field 2 (with the upgrade). Fundimentally this is a strong forward positional push, Shade hive should be the weakest against this, because shade hive is best with a big elongated front line with lots of hot spots, and this strategy will mostly focus on one hot spot.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited December 2012
    <!--quoteo(post=2038676:date=Dec 2 2012, 12:27 AM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 2 2012, 12:27 AM) <a href="index.php?act=findpost&pid=2038676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree. Obviously obs would need to be added back in, but the main savings is in phase gates, which cost 45 to field 2 (with the upgrade). Fundimentally this is a strong forward positional push, Shade hive should be the weakest against this, because shade hive is best with a big elongated front line with lots of hot spots, and this strategy will mostly focus on one hot spot.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, and if you add in PGs for just a small amount of money, you remove the weaknesses vs the traditional strat completely! You might lose some savings, but you're much more secure.

    You can't say "this build is good because you can change a few things about it to make it better". You're no longer discussing the build, you're discussing a new one you made up based off of the build in question. Saying "obviously obs would need to be added back in" completely misses the point of "this build is easily countered by shade hive". There are theoretical adjustments you can make to any build to make up for any counter. This thread is about this build here. It skimps 15 res on a basic observatory and causes massive tactical vulnerabilities.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2038619:date=Dec 1 2012, 09:16 PM:name=Gliss)--><div class='quotetop'>QUOTE (Gliss @ Dec 1 2012, 09:16 PM) <a href="index.php?act=findpost&pid=2038619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why do you think this is the case? I have always felt that it's the opposite due to the lack of scaling on the Alien side. I've had enough comebacks from w3/a3 to the point where we are always trying to drag out games if we are losing as marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because onos are silly. If you can drag the game out long enough to establish a significant onos force you can almost always win. For the record, I don't mean "push to the late game" as "drop 30 whips in the first hive and sit on your thumbs"

    You need to keep the marine pushs back and be doing nearly constant damage to the back of the marine map to force as equality as possible in the late game resource counts. Aliens get more cost effective everywhere on the map except where the marine team is a giant bunch as soon as the onos comes out. I feel like aliens have a stronger postition when it comes to base trade scenarios. They tend to not lose as much investment in the loss of a hive.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--quoteo(post=2038678:date=Dec 2 2012, 01:31 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Dec 2 2012, 01:31 AM) <a href="index.php?act=findpost&pid=2038678"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can't say "this build is good because you can change a few things about it to make it better".<!--QuoteEnd--></div><!--QuoteEEnd-->

    Of course you can.

    IF AND ONLY IF they get shades do you TRANSITION to obs. There is no such thing as a flawless strategy that works regardless of what your opponent is doing.
  • pendelum5pendelum5 Join Date: 2012-10-29 Member: 164317Members
    Easily countered by Shade Hive first.
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