Your Goal Is Only To Secure Two Hives!

geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
edited December 2002 in Frontiersmen Strategy
<div class="IPBDescription">And so a very effective strategy is..</div> A bit of a crosspost here...

First off, why is getting two hives your only goal? <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=17387&st=47' target='_blank'>This is why.</a>

Here's what's probably the best tactic for NS right now. You need organized marines to pull it off, but then you need organized marines to pull off any victory. It goes like this:
<ul>
<li>After building basic base defences and ammo, commander has marines rush an unoccupied hive.
<li>Provided marines managed to muster enough organization to do this, the commander then builds a phase gate. turret factory, resources, turrets. His entire team should be guarding that location taking down any skulks who try to jump them. Phase gate allows for quick reinforcement. (Note you'll need an observatory for this.)
<li>Then the commander orders a marine or two to guard both base and hive (via phase gate). This is important, because turrets really are not very effective as of 1.03 you need live bodies patrolling, and welding if possible. If any skulk happens along, the marine will compensate for the general pathetic weakness of the turrets. Keeping the phase gate up is his lead concern.
<li>If you did a good job of this, you're still early in the game at this point. The aliens have maybe 2 or 3 resource nozzles max and are still relatively far from being able to afford the second hive - they may still be at a stage where they can't even afford to build a good Wall Of Arse defence barrier yet.
<li>Most commanders stop here, and that's the big mistake: you need two hive to prevent the aliens from winning, not one. So the commander immediately orders the marines to proceed to the next unoccupied hive.
<li>Commander then fortifies this hive in an identical manner. Phase gate first, then turret factories, resources, turrets, ect.
<li>Once two hives are held, it's game over. Finish off the aliens at your leisure. Keep Marines patrolling your existing fortifications to prevent any skulks rushes from taking over.
</ul>
That's the plan, and it works rather well. The already taken hive really doesn't matter. So long as the aliens are prevented from getting a second hive up (which is the lead goal of the strategy), they really can't deal with turret defences [edit: important note - you still need a live body or two patrolling those turret defences]. It should be noted that another potentially unintendended balance aspect of Natural Selection is that the marines can do just dandy if they hold a total of 3 resource nozzles. By securing two hives, you will have achieved this.

This tactic differs from traditional command strategies in that marines do not attempt to build any nearby resources. Their goal is to fortify two hives (and take THOSE resources) as quickly as possible, and with phase gates this can be done surprisingly quickly.

I've added my own little twist to the mix, and it works fairly well: <b>For the second hive, do not build any fortifications inside of the hive itself</b> - that is, at least not at the start. Instead, locate a position (preferably with a resource nozzle) that's just outside of the hive but still in siege cannon range. Build your phase gate, defences, resource nozzle there, and make sure there's a siege cannon deployed within range of the untaken hive position. Why do this only for the second hive is because you can't spare the time waiting for turret factory to upgrade.

The advantage of building outside of the hive is that the Aliens likely would not expect it, and often it's actually easier to defend than the hive room itself. Also, you have alot more flexibility about where your going to build this at. In some cases you'll even find a position between two differennt hives that is within siege cannon range and be able to tie down both hives from one fortified position!

LOS code in 1.04 prevents this from working as effectively, but you can still ping with observatory or even send a marine in (since the hive would not have been established yet.)

Comments

  • DooM_Space_MarineDooM_Space_Marine Join Date: 2002-12-12 Member: 10670Members
    Can still win with one hive... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited December 2002
    Sure, if you want to do it the hard way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> This way you don't need to go up against those nasty fades, not to mention fade / lerk umbra cloud combos.

    Actually, that's easier to do on 20+ player servers. This is more of a tactic that you need to use on 16 player servers, where aliens will usually clean your clock.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    2 ips, 1 armory, 1 obs, 1 phase. Leave 1 marine to guard. Head to the 1st hive with the rest of the troops, secure hive with PG and a RT, leave 2-3 marines to guard. Head to a siegeable area from 2nd hive, build phase and a TF and Siege. The aliens will already be trying to get a second hive by this time. After your done with that you just lockdown every hive and take your sweet time.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited December 2002
    That's a more streamlined pattern, but I worry in that varient that the aliens will overwhelm the one marine guarding base and then take down all the infantry spawns: game over. I like to put down at least 3 turrets at main base before sending marines off. (Although you might be able to recover by relocating infantry spawns and CC to the unoccupied alien hive as soon as the marines get there. If your feeling brave, you might even go without building any infantry spawns until they get there.)
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--geldonyetich+Dec 25 2002, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (geldonyetich @ Dec 25 2002, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That's a more streamlined pattern, but I worry in that varient that the aliens will overwhelm the one marine guarding base and then take down all the infantry spawns: game over. I like to put down at least 3 turrets at main base before sending marines off. (Although you might be able to recover by relocating infantry spawns and CC to the unoccupied alien hive as soon as the marines get there. If your feeling brave, you might even go without building any infantry spawns until they get there.)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It is a well proven fact that putting turrets in the base is a step closer to a marine loss. If one marine will not be able to defend the base, 3 turrets will be less than a speed bump, and a complete waste of resources.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited December 2002
    I have to disagree with that. Turrets have a very important purpose, and that's to stop a Khaara unit from getting an unimpeded means to sit and chew on a structure until it's gone. Even a good and moving skulk can get damaged by turrets - and it doesn't take much damage to banish a skulk.

    If you leave your marine base totally devoid of defences, you run the risk that an organized skulk rush will come in and overwhelm your defender, eat your phase gate, eat your infantry spawns, eat any research you've gone, then finish off the CC.

    Make no mistake, every time you go for leaving your base undefended, your banking on your marines causing enough racket to distract the entire alien team. I've been on a few alien teams that were not so easily fooled, and easily able to spare the mere four skulks it took to overwhelm the marine commander that tried this.

    I seem to recollect once this even was done on a larger population server.
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    If I see a big rush coming in the marine base, I tell all the hive people to go back through the phase gate immediately. I try to save turreting the main base until I'm at that stage where my men are going to be busy securing resource nozzels or starting their attack on the 2nd/3rd hive. Yeah, I lose an infantry portal now and again and have to pass out a welder to clean up the damage but that's still 25 resources (soon to be 32) instead of 82. If it all really goes to holy hell, I still have distress beacon and I'm only at 47 resources.

    The marines normally get used to it because I have them go back and forth even when I do have turrets. It's good to keep them in good shape you understand <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->. That and I have a profound lack of faith in turrets preventing an attack no matter which side I'm on.
  • ZuronZuron Join Date: 2002-12-01 Member: 10349Members
    take over 1st hive, then go siege the other and take it over
  • Eater1Eater1 Join Date: 2002-12-18 Member: 11106Members
    The problem with just about any phase-based hive lockdown is that until you get the TF and turrets up, your position is actually pretty vulnerable if the aliens can organize (even more so if you have both hives, as your marines are more spread out). Aliens have only to rush in, eat the two or three marines that are likely to be defending the area, and then munch at the phase gate, chewing up whoever comes in to help. The phase gate is only good for increasing the size of the defending force BETWEEN battles, but once the battle has actually begun a phase gate's use is fairly limited. An alternative to the expensive TF is using mines to protect the phase gate, which can actually work very well with only one or two packs of mines if the marines know how to place them (although it won't protect your resource tower or whatever else you want to put down without additional mines).

    Eater.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    in 1.03 locking down 2 hives is NOT the best course of action nor is it the second best course of action. Marine rush is the first. Then if that fails keep doing it and send 1 guy out to get rts. Then tech up. Then rush with jetpacks and upgraded weapons. If the aliens never get a chance to get a second hvie its more effective than locking them down. It's also cheaper. In 1.04 this may become a far less used tactic but we will have to wait and see.
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    Keep using this strategy until you come into an ORGANIZED pack of skulks. ANY turret factory will be downed at any position. An offensive gorge will screw up marines going through phase gates. And no matter how many marines you have at a position, they will be downed by skulks with lvl 3 carapace unless they have upgrades.
    This strat will work on public servers. It will not work in a pub server against a team who is organized.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> they will be downed by skulks with lvl 3 carapace unless they have upgrades.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sounds like you are 100% sure of that.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Ive been finding lately that the alien have been get there secind hive very quick. So if i can trust my marines i will not bother about building at base at all except for 1 IP and armoury.Instead i will get every 1 too a empty hive i will build CC and IP and TF there, then Obse and PG ect.
    I find if i do this thats 1 hive secured and ready for the next hive. because when u spread your res over two places at start is very hard.
    + if u keep them busy away from base and 1 or 2 guard base as well, u will end up with probably aswell. But u need to get 2 hives quick, so thats how i do it.
    I suk at english. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • MilagreMilagre Join Date: 2002-11-16 Member: 8927Members
    I find that if you're lucky enough to get their gorge before a second RT is up, it cripples the alien team so much that they take a full minute longer to get a second hive started. So go after that gorge!!!
Sign In or Register to comment.