Mines Are Not Your Friends!
FadeRaven
Join Date: 2002-11-06 Member: 7436Members
<div class="IPBDescription">Evil, evil minespam...</div> My friend and I (Lt. PorQ) had been playing NS on the Alien ][nfestation server yesterday. We played about 3 games and on each one, the rines used the evil minespam "strategy".
Here's the basics... the Marines start the game with the normal Hive Rush strategy... spawn portal(s), and observatory, with phase added in later once a hive is secured. The whole team stays in base for a few minutes though, in which the marine comm spams tripmines... the insidiously evil marines then proceed to mine <b>every freakin' inch</b> of their base. Then they secure a hive. Phase + armory = more mine spammage! suicide skulkage doesn't work because 1) there are too many mines to clear 1 at a time, and 2) the rines just set up more when sufficient number have detonated.
This strategy doesn't get its evilest until the rines secure a second hive. Every time they progress to a new spot, they plop down a phase and an armory rather than siege or just phase. Two marines defend with LMG, everyone else coats the floors walls and anything they can get their grubby paws on with mines.
The comm does nothing but spam mines, and secure res points, but when he gets free time, he researches jetpacks first, to make it impossible for a lerk to sneak in too! This strat is evil!<b>EVIL.</b> And at just 8 res for a pack of 5 mines, it is freakishly cost- efficient.
How do we end this madness, brothers? How!?!?
Here's the basics... the Marines start the game with the normal Hive Rush strategy... spawn portal(s), and observatory, with phase added in later once a hive is secured. The whole team stays in base for a few minutes though, in which the marine comm spams tripmines... the insidiously evil marines then proceed to mine <b>every freakin' inch</b> of their base. Then they secure a hive. Phase + armory = more mine spammage! suicide skulkage doesn't work because 1) there are too many mines to clear 1 at a time, and 2) the rines just set up more when sufficient number have detonated.
This strategy doesn't get its evilest until the rines secure a second hive. Every time they progress to a new spot, they plop down a phase and an armory rather than siege or just phase. Two marines defend with LMG, everyone else coats the floors walls and anything they can get their grubby paws on with mines.
The comm does nothing but spam mines, and secure res points, but when he gets free time, he researches jetpacks first, to make it impossible for a lerk to sneak in too! This strat is evil!<b>EVIL.</b> And at just 8 res for a pack of 5 mines, it is freakishly cost- efficient.
How do we end this madness, brothers? How!?!?
Comments
even as gorg you cant take down mines fast enough, and it would be too early to have fades...
problem solved
So what, they want to turtle in their base? Just have one skulk running in constantly abusing their mine field. Every mine field generally has a hole, or if not blowing them up will certainly startle them. Just my opinon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Probably off-topic, but I just believe aliens to be about pressure. The more pressure you keep the other team under, the less they can do. And the more time the spend on those minefields, the less time they have to worry about hunting you down.
As to gorge spit setting mines off, it will do it only to trip mines, not proximity. When tested, the mine counted as a self kill with the mine therefore the spit setting it off is probably not intended, especially in relation to a fade setting them off.
I will report it to the bug forum.
Not unless I set down a turret farm.
On the other hand, once skulks get L3 carapace, they CAN survive a point blank mine blast and proceed to eat whatever that mine was guarding (assuming there arent any marines about).
I think the FF issue needs to be worked out so that turning an area into a disco-club is not the best way to do things as one skulk will set the whole thing off killing all the marines and detonating all the mines. As it stands now, i've suicided into mines right next to marines, and the marines ran away. That needs to get fixed. Also, when you suicide into mines, they rarely make a chain reaction and detonate their neighbors.
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Yes, but comm should research weapon upgrades. In 1.04 this upgrades mine damage too.
Instead, i'll just tell you that i've been playing since the day after launch and i am a <i>very</i> experienced skulk player. I at one point tried every thing you guys suggested. As for <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> detonating mines? I <b>really</b> wish i knew that!
I have just tested this with a gorge.
You can detonate mines with gorge attacks.
-With web u can detonate proximity mines
-With spit u can detonate laser mines
Have fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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Did not know this. The point of this mining strategy though is to quickly get res nodes and lock down both hives before the aliens can even get 2nd hive. Thats what makes it so effective. To secure an area, just drop down 2 or 3 packs of mines, and move on. Once you have the basics down, its MUCH easier to setup your turrets. And with your team moving as a group, you can't be ambushed by skulks. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
godspeed
I think I was in that game.
Were you there when they were mine-rushing our hive? It was like the standard early-game marine rush, except instead of just shooting people, they would throw mines all over the spawn area. So you'd spawn, run two feet, boom, and be back in the dead queue. Even well after we cleared the marines out, people would still occasionally hit old mines.
I should mention that this was a 24 player game, and thus subject to the marine resource/spawn balance problems. In a 6v6 game, I doubt the marines could afford to hand out piles of mines while totally ignoring resource nodes.