Cracking Subspace On Ns_nancy
p4Samwise
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.
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
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.
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.
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.
gradually wear em down and go in for the kill.
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)
Any particular magic reason the siege didn't fire on chambers in open view?
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.
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