Rt Attacks

MilagreMilagre Join Date: 2002-11-16 Member: 8927Members
<div class="IPBDescription">Unconventional strategy</div> I've been toying with a new strat that I have yet to see happen in any of the countless games I've played. I was hoping for a few opinions before I tried it.

This strat does not go for hive lockdowns. When I play alien and gorge for my team, I really feel it when I lose RTs. Considering this, and the marines' range advantage, it may be possible to deny the aliens any res towers but their starting node. Here's how it would play out: fairly standard opening, with an MT rush to assist my rines. Leave two at spawn, and send the other 5 (8v8 server) out to the closest res node, capping it and moving on to the next, leaving it undefended. If it dies, oh well... I'll have another soon, and I can probably get it recycled. The whole idea will to send this 5 rine team around the entire map several times capping every open node, and killing any ones controlled by the aliens. If they are unable to get many resources, the second hive can be delayed as much as five minutes.

My question is, do you think five marines would be able to move around quickly enough to stop any res nodes from staying up very long, and do you think we'll be able to tech up to 3/2 (w/a) before they get a second hive up. Remember that they'll start with MT so they should be able to cover each other while slashing at those RTs.

Comments

  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Pretty much a standard tech-rush strategy - though I usually go for arms lab/armor upgrade rather than MT upgrade, both because it's faster to research and because I like to have time to drop healthpacks on my marines. That extra bite gives you half a second extra to find and drop a hp on your marines. It also lets me go for JPs early if I feel like winning effortlessly.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Depends on the skills of the teams. Remember, aliens have more mobility, and can take down res towers faster than you can. If the aliens adopt your same strategy, you will lose.
  • MilagreMilagre Join Date: 2002-11-16 Member: 8927Members
    No it's not a standard tech rush (from what I've seen of tech rushes where I've played). It's an attempt to deny the aliens any RTs whatsoever.
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    Whenever I'm a marine, I try to take out any RTs I see, because it absolutly cripples the gorg. If its caged and they didn't start in vent, all the better. The less RTs they have, the more you can do before having to see fades or yellow gas.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--|ds|meatshield+Mar 16 2003, 03:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Mar 16 2003, 03:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Depends on the skills of the teams. Remember, aliens have more mobility, and can take down res towers faster than you can. If the aliens adopt your same strategy, you will lose. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's called resource denial, and while it can delay the aliens a lot, it absolutely shuts down a marine team when done by the aliens.

    Aliens go around capping nodes, destroying marine nodes and putting up an OC at each one. The aliens mobility allows the entire team to get to a node when either the OC or the node is under attack. The amount of nodes you have to place is recovered extremely quickly due to the number that the Gorge places.

    I haven't come up with a good counter for this yet (don't say mines, because Sirus and I have tested mines effects on Gorges and RTs - they're not really effective), but if anyone has, I'd love to know. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DihardDihard Join Date: 2002-12-02 Member: 10365Members, Constellation
    It's much easier to destroy marine RTs because of the simplicity of hit-and-run.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    <!--QuoteBegin--civman2+Mar 16 2003, 09:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (civman2 @ Mar 16 2003, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whenever I'm a marine, I try to take out any RTs I see, because it absolutly cripples the gorg. If its caged and they didn't start in vent, all the better. The less RTs they have, the more you can do before having to see fades or yellow gas. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah same here, I usually get the Marine's start Res Node after a Base Relocation. And the Aliens never check that one again.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    What you should be doing is pressuring the hive. Spawn killing and sending out the alert to all aliens that the hive is under attack is the ultimate distraction.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Killing alien rsr's is a form of pressure which is used in match play alot except for few strats, Although they do not build rsr towers as they are ushally near the alien spawn. An average pressure strat consists of 2-4 marines plowing through the map taking rsr towers,gorgs, and dc's down while trying to stop any type of kharra expansion. They MAY lockdown their hive but only in extremem situations where you ... take out maybe 3-4 skulks without losing 1 guy. While 1-2 other people start taking up rsr nodes while everyone is distracted with your pressure group.
  • Commander_KittensCommander_Kittens Join Date: 2003-03-03 Member: 14255Members
    I tell my boys to cut anything in the open and brake anything that shoots back.

    It puts the alien's balls in a vice grip while I tek around... to bad most of the time they return the favor.
  • cybranglcybrangl Join Date: 2002-12-30 Member: 11605Members
    Well, out of an 8 person team, you may want two of them dedicated to resource patrol. This includes welding an injured ones you have as well as concentrating on killing the alien RTs. Mines help here in keeping the RTs, though they are far from perfect. Of course your goal is to deny them, not make sure you cap them all.

    I've always wanted to try this. I thought an interesting twist on this would be to pop down an armory next to the Rt and drop mines and welders from it. A wandering marine can stop by and re-mine the place and weld the damaged sturctures quickly, not to mention they would be nice pitstops to cap off you ammo.
  • MilagreMilagre Join Date: 2002-11-16 Member: 8927Members
    I've actually had a comm do that with me. Cheaper than TF + Turrets, and just as effective, but in a different way.
  • HavannaHavanna Join Date: 2002-12-24 Member: 11510Members
    Yeah, just have to add, it's not uncommon at all. Had plenty of comms do it, and I do it myself.
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