Cracking Subspace On Ns_nancy

p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
You all might have heard this one before, but...

Situation: Aliens got two hives. Marines have relocated to Subspace. They have siege, turrets, GLs, the works. You've all been there before; it can take a loooong time to crack through.

So I'm hanging out in the vent, trying to figure out what I can do that's useful, and think, "hmmm... D chambers?" I gorge, stand over that little cubbyhole at the end of the vent, and drop an O tower. Then a defense. Another defense. Another defense. Then I jump on top of my totem pole and try to build it.

Once I've built it all up, I go lerk, and fly out the way I came in. When I flap into the hive room, I hear the O chamber firing, and see marines shooting up at it, but it's obviously still there. "Save the tower!" I think, and I flap up to the pipes and umbra. A marine shoots at me. I take 5 points of damage and regen it instantly. (I had carapace.)

It was then that I realized that I was utterly invincible. Three defense chambers right next to me. An umbraed offense tower blocking the marines' shots at them. Grenades bouncing out of the vent because it's full. And me, a carapaced lerk, up there with those three defense chambers, sitting in my cloud of umbra, and spiking everything I can see.

The game was over in fairly short order; the fades blinked in, and with the constant healing from the def chambers, the marines couldn't repel them for very long. In between fade attacks, I was pretty much the sole target of their bullets, and I didn't die once.

Comments? I'd never seen this done before, and it proved extremely effective, since apparently the siege can't shoot things that are so high above it.

Comments

  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--[p4]Samwise+Apr 21 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([p4]Samwise @ Apr 21 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sitting in my cloud of umbra <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you already have 2 hives, then taking out the marine bases are usually a matter of time. I suppose this would work but it's not like a big problem at the 2 hive stage to dimantle marine outposts.
  • 2of12B0RG2of12B0RG Join Date: 2002-12-21 Member: 11285Members
    Grenades bouncing out of the vents? How is this happening? Direct grenade hits on alien structures result in an immediate explosion if I remember correctly. One clip of 4 grenades could have killed the O tower on bottom, and then gotten your D towers too. Obviously the marines sucked.

    And at the two hive stage, yes, marine bases fall easy. But not if your marines are teched enough to properly guard said bases. And those are the best games, when aliens get two hives AND marines are strong enough to kill the fades with minimal loss.
  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    Hm. It's possible that the grenadier just sucked, then. I definitely heard grenades pinging off the vent and exploding in the base. The only ones who were actually damaging the tower were the guys with LMGs, but between my umbra and the fades' acid splashes, they weren't able to inflict enough damage to actually kill the tower.

    Subspace is probably the most difficult hive to recapture, even for 2-hive aliens, because there's only one entrance, and every approach to the hive is siegable from inside the hive, so any defense chambers that are placed for reinforcements usually need to be placed very far back. In some games I've literally spent half an hour with fades, umbra, healing spray, and defense chambers, trying to crack that place. And still not making a dent.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    just get gorges fades lerk and acid spam - if the comm is spending res on constant scanning of nearby chambers to sieg em, he will not be able to replace his turrets


    gradually wear em down and go in for the kill.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    That strategy may be effective.. if the marines dont catch your little defense structure set up and jp it. Although i would suggest putting an orginized rush together via 2 gorgs, 1-3 lerks, rest fades. ALL WITH CARAPACE/ADRENALINE!!!!!! Carapace is essential!! *who cares if you die... if your entire team rush's like this you should win easly*
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Hate to say this, but acid spamming in this case usually works pretty well. 5 Fades in umbra with a gorge or two healing spamming as much acid as possible will wear them down too quickly for them to replace what they lost.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    The main problems here are the GLs and welders , which can be used ad nauseum by camping marines. Always attack their wielders first... with luck they may only drop the wrong weapon (lmg or even pistol !)
    Unlike in Port Engine , Sub's node is hard to reach so they still have a res income. Instead of hopelessly attacking the TF , just rush one turret at a time , that's already 16 res less each time you take one down. Just parasite one turret as a skulk and overwhelm it.
    If there is more than one GL gunner then make fast skulk rushes leaping around (possibly hiding behind the computer pillar to wait for lerks)
    Blinking + clawing is usually much more effective than randomly spamming acid (GL gunners can even kill themselves !) even when there are many turrets (again , attack the weakest)
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    edited April 2003
    <!--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 have <i>siege</i>, turrets, GLs, the works.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Any particular magic reason the siege didn't fire on chambers in open view?
  • BioHazardBioHazard Join Date: 2002-11-07 Member: 7495Members
    edited April 2003
    my favorite is to use the vent to lerk from... especially if you have a clear shot at the ip's or phase gate.
  • 2Moronic2Moronic Join Date: 2003-04-07 Member: 15268Members
    Yep nades explode on contact with alien structures and even aliens when hit directly. Fact, it seems a bit easer now to hit aliens with that nade, of course I could be wrong and that it was just lucky shots I had which made them explode consecutively on a few aliens(killing them instantly).
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    <!--QuoteBegin--Stakhanov+Apr 23 2003, 03:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Apr 23 2003, 03:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The main problems here are the GLs and welders , which can be used ad nauseum by camping marines. Always attack their wielders first... with luck they may only drop the wrong weapon (lmg or even pistol !)
    Unlike in Port Engine , Sub's node is hard to reach so they still have a res income. Instead of hopelessly attacking the TF , just rush one turret at a time , that's already 16 res less each time you take one down. Just parasite one turret as a skulk and overwhelm it.
    If there is more than one GL gunner then make fast skulk rushes leaping around (possibly hiding behind the computer pillar to wait for lerks)
    Blinking + clawing is usually much more effective than randomly spamming acid (GL gunners can even kill themselves !) even when there are many turrets (again , attack the weakest) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If their any good, you wont survive 3 seconds in their base. Youve probably taken solid nade damage from just entering the room. Add that on to Lvl 3 turrets, LMGs, and maybe even HMGs, you wont get close enough to swipe anything before dying. And turrets are 19 res, not 16.
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    lerk + silence + cloak = oh joy =)
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    That is if your team got movement and sensory, which would make the attack even less likely to succeed.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    you can always sneak a gorge in with 80 res and start building the hive, and have the rest of the team as fades w/ a lerk or two sitting by a couple of movement chambers, and when the marines start attacking the building hive, just use the movement chambers, pop, your whole team is inside the hive room ready to cause lots of havoc <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->



    another good strategy is if they have lerklift, becuase the lerk can lift up the gorge and fly him close to the hive, this increases the chance of the gorge being able to get into the hive room without getting butchered
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    What a bunch of dumb rines is all i can say. I know if you place those seige right they can hit those vents easy as pie.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Wow that totally misses the point? The point is discussing on the various ways on cracking Subspace, not to show off your l337 placement ski||z.
Sign In or Register to comment.