How to win with marines in 6v6 - 8v8 pub games

ViajeroViajero Join Date: 2012-09-21 Member: 160238Members, Reinforced - Shadow
edited December 2012 in NS2 General Discussion
No stats in hand but at least some anecdotal evidence of a few weeks and losing heavily as marine (+ or - 8 alien wins for each 2 marine wins) makes me love marines even more. Who does not like a good underdog!

Maybe just me but winning with marines in pubs with unknown team mates seems like a tough challenge to me. Other posts in this forum already point out to why it is such a challenge but I would like to focus on what can be done better with them in pubs.

Of the few times I ve seen marine wins almost all of them have the same thing in common: agressive marines. Marines turtling or trying to secure a second base without harassing early on seems to be a sure way to be defeated.

The agressive marines I ve seen got phase tech up and running first and dropped a gate not far from an Alien´s hive, from where harassing was constant. No turrets though.

The difficulty with this approach is that it is hard to coordinate the balance between the harassing and the expansion. On a 6v6 games that d mean probably 3 marines harassing and 2 expanding. Or maybe 4 and 1. In any event if the Alien team manages to respond in an equally coordinated manner the Marines are in for a loss more likely than not anyways. Once any of the marine harassing waves is fully wiped out that advanced phase gate is probably going to go down fast and then marine harassing is over (It ll be nice to have a tech that could reinforce or add to structures HP).

Any other ways to win with marines you guys have seen to work against your average Alien pub team in 6v6 or 8v8?

Comments

  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Mines are evil powerful in the early game before the aliens have any real counters. The more I find my marines spend their p-res on mines, the more often we do well in the game. There are no other early game things that virtually ensure an average of 2 kills without a marine having to baby sit them. Even if the alien team is good, a marine team with mines just feels very scary, where as a marine team without mines feels much more vulnerable.
  • -FLH--FLH- Join Date: 2012-11-07 Member: 168077Members
    Mines are awesome, even more so early on but sadly while not copying NS1 at all some how we're stuck on three mines for too much pres.... Makes people think "No I want my Robot Jox exo later on, I ain't wasting it"

    Sad really, it's a great early option.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited December 2012
    Arcs

    then some Arcs
    then add some Arcs
    Then throw in an exo and an Arc

    Arcs.

    In my opinion, every room you take and ever node you cap should be in order to further your ARC production.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2039718:date=Dec 4 2012, 04:41 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Dec 4 2012, 04:41 AM) <a href="index.php?act=findpost&pid=2039718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Arcs

    then some Arcs
    then add some Arcs
    Then throw in an exo and an Arc

    Arcs.

    In my opinion, every room you take and ever node you cap should be in order to further your ARC production.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Arcs are hilarious, but pretty often they end up bad. They just somehow don't work as nicely as siege turrets from NS1 (although maybe it's cause I don't really have them figured out yet).

    In many cases you can just have a train of arcs go in and take down a hive and there's nothing the aliens can do about it... but you usually lose so much res doing so you've sacrificed too much.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    In a pub? Generally the best bet is armoury,obs and phase tech start, grab 2 close RTs, get mines and/or welders up and protect your RTs with them. Once you hit 4/5 RTs get dual upgrades pumping, if you havent got an offensive PG in place by A2W2 beacon rines up and make them bioball into one hive, stand at the door and shoot it. You'd be surprised how well it works
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited December 2012
    Arcs win games stupidly easily, providing that the hive is nicely siege-able. If you're on docking next game, and the hive is in locker, make arcs and put them in courtyard in that corner of the corridor towards maintenance, then order your team to just sit on top of them and cover them. Make 3 arcs, scan 3-4 times. Game just ended. However, they're not nearly as useful if the aliens are in generator.

    Of course all of this assumes that you have a half-decent marine team, something that is rare on pubs.

    But yes, the surest way to lose on marines is to be defensive. Aliens can afford to be defensive, if they're defensive on the "fringes" of their expansion, because they can exploit the fact that their buildings make themselves. Marines can't afford that luxury.

    <!--quoteo(post=2038272:date=Dec 1 2012, 01:44 AM:name=TSADrone)--><div class='quotetop'>QUOTE (TSADrone @ Dec 1 2012, 01:44 AM) <a href="index.php?act=findpost&pid=2038272"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Signed up for this thread. Camo is ridiculous. However, if you use your TSA visor this game is a lot more fun.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice cheat... err, mod. Hopefully most server admins will have enforced the needed cons. checks to deal with it :-) .
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    You can do a lot of damage as a solo marine to low-traffic areas of the map. Mineshaft tends to see conflict over the left side of the map so kill off Crusher and Cave RTs and upgade chambers. On Docking, the Courtyard and Maintenance (top-left) res towers are also good targets. You can easily bait 3 or so aliens back when the comm starts shouting at his team.
  • grazrgrazr Join Date: 2012-10-12 Member: 162195Members
    I definately notice a marine team fairs better when using mines, and the shotgun is so circumstantial i tend not to use it at all; so it's a nice alternative. But it is awefully expensive for a disposable item that can be destroyed by gorges, lerks and even skulks if they throw enough leech things into it.

    15 res on mines that are more likely to be ignored or destroyed than get a (not so free) kill is so much of a put off.

    The only way for marines to win consistantly is to make sure you don't throw too many marines at 1 task. Don't have more than 1 marine welding or building unless it's an extractor being built because otherwise you're sacrificing map control. And make sure you have a com within 10 seconds. Too many public games are lost because noone wants to com.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    In small games the vast majority of marine wins I've seen have been 'rushes' of some sort. Usually well before Onos or EXOs etc. Early jetpack/shottie rushes can be particularly effective with skilled marines. Which is a shame since it seems late game marines just can't hold a candle to late game aliens in most cases. (unless they are the larger servers and you can throw a pile of EXOs at them.)
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    Harassing gets a little difficult when you're beyond the 8min mark and your cmdr is still refuse to acknowledge a1 even exists
  • hushus Join Date: 2012-11-25 Member: 173206Members
    Control five RP's. armoury block doorways, build ARCs, win.

    Assuming your marines aren't retarded, so ignore this.
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    edited December 2012
    Huge risk but I like it cause its different. I play shotguns right away then go right for lvl 3 weapons off the bat and ignore everything else. Can get it before cara is up sometimes and if your lucky and they didnt go crag hive, you can blow the aliens to hell. Try it some time.
  • KarpmanKarpman Join Date: 2012-11-19 Member: 172488Members
    I'll second the shotty+fast wep upgrade. With even half decent aim, rines can blow away most everything except onos and lerks that just spike. I hate it when I'm alien and the rines get fast shtties, it's depressing.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited December 2012
    Getting better helps. It may seem simple, but a surprisingly small amount of skill can overcome almost any strategy you encounter from people who haven't put in the time. At least until you get into high level play, anyway.
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