How to win with marines in 6v6 - 8v8 pub games
Viajero
Join Date: 2012-09-21 Member: 160238Members, Reinforced - Shadow
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?
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
Sad really, it's a great early option.
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.
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.
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 :-) .
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.
Assuming your marines aren't retarded, so ignore this.