Shade rush counter
Calego
Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
Alright so this was touched on a while back in another thread of mine but I wanted to ask again for a more in depth answer.
How does one counter Camo first Aliens?
Assume its something like 3 minutes in and you've only just become certain that they're camo. What now?
This is what I've gotten before in a nutshell.
How does one counter Camo first Aliens?
Assume its something like 3 minutes in and you've only just become certain that they're camo. What now?
This is what I've gotten before in a nutshell.
Mestaritonttu wrote: »There's no such thing as camo counter really, scans cost money so you're just making a trade of sorts. Skulks don't become useless when camo is removed, just normal skulks. Also scans only last 10 seconds, (cost 3res), so it's hardly the end of the world...
Marine side the best shot from my experience is to rush phase/obs into 3 tech points. If the alien team is really good, just camp your team in 1 tech point with obs till you get phase and then get the third one.
If you manage that, aliens won't have a 3rd hive, meaning they'll be lacking cele/adren which is helpful endgame.
If aliens secure 3 hives with camo start, they've basically won the game.
But I've never commed against a decent camo team. I've only ever seen late camos, and then it's simply a matter of scanning around, since your rt's are already up, and you can't bite an rt while being invisible...
Comments
mine the pg
I guess the biggest thing is how fast you can adapt your strategy and convince your troops to completely change how they've been playing (In pub games where one guy can cap a few res nodes on his own or with one person backing him up).
Once marines have an area, it is much harder for camo skulks to take out a base compared to if they had celerity or carapace. It is just the initial act of securing a location that takes marines longer.
Correct! Obviously you will need to scan your team during this to ensure safety. Normally aliens will hold back when you scan so they can be used to buy time to fortify the area. With 2 hive locations locked down you just need to get armor so you can push out with less fear of cloak and mainly hold your ground. Late game they will either not have speed/energy or armor/regen. This will make their late game tech less effective. Once you hold off their eventual onos push (assuming normal pub logic) then they will be at a large econ loss at which point you then make a big push on the most exposed hive.
Also keep in mind that holding good obs placement in the map will not only counter shade but give you better map awareness all game to properly counter pushes. Let the aliens be cost inefficient and attack into you until it is time to flip the board over. Patience is key to win once you have a 2 hive lock down in place.
What you should not do is try to rush out tech other than general upgrades. Remember cost efficiency is key here.
Simply put its no longer a res node war but a tech point war.
Send your team in one direction to take nearest tech point, put up obs...phase, then depending on map push to a third tech point, obs and phase.
You now have 3 res nodes and tech points (aliens will only be able to get 2 hive...so have to do without shift or crag) and your team should be turtling these points...camping near phase gates.
Tech up with weapons upgrades, those onos will be slow or weak so you want to be able to do more damage.
Build CC's at these three locations to allow for a beacon if you get pushed, JP's are your main marine tech (as you can fly away from a skulk that suddenly is munching on you....not so as an exo (besides the Onos are weak so the extra guns of an exo are a waste.
Once you have these 3 secure, you can try to take down res nodes that aliens may have near your bases.
Actually expanding yourself is not really needed but it is important to hurt the alien economy at least a little.
Camo first does work for aliens sure....but not if the marine comm has half a clue about what to do and a team that listens.
Personally I like shade 1st as I think these games have a slower building early game and mid game as marines have to care about tech points instead of just worrying about res nodes.
A lot of marines have very 1 dimensional marine strats with a lynch pin of holding a lot of extractors.
Shade means this is not possible for marines to do as they are spread too thin to cover all res towers and not be solo or pairs.
I think this is tech tree brings something to the field that creates a slower and longer game at lower tech levels.
Secure Tech points, preferably so the aliens can't get three hives.
Dump PG and Obs at every point, have strike squads take out alien res and tech up, as you will be stronger if you can hold.