The Art Of Having Resources

LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
<div class="IPBDescription">No really....</div> To all my fellow comms, I'm sure you know just how damn hard it is to keep resources from falling to rambo skulks. I've been thinking of good ways to keep RTs alive.
Some ways:

1. Have 1 or 2 marines guard the RT.

2. Place a pack of mines around it.

3. Turret factory and turrets.

Personally marines guarding I think is the best strat, but its not very practical (wasting valuable man power).
A pack of mines seems like the best bet to me, even thought I don't do it much for some reason <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Turret factory, pfff, yeah right I would never, unless its at base, a hive, or double res nodes (probably not even then).

From your experiances what do you guys do? I'm so tired of having to replace RTs every step of the way. Hopefully electricity will be our best friends <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> . I haven't tried using a mines for RTs yet, hopefully that would work better. So anyway just wondering what you guys do to keep RTs.

Comments

  • MadsyMadsy Join Date: 2002-11-07 Member: 7632Members
    If you have a marine you can trust, make him patrol between two restowers. It usually helps alot.
    2 minepacks at each RT will also hold the skulks on a quite good distance. (if placed correctly) 16 mines = Skulk toast.
    If the skulks go suicide to get your RT, it is still ok.because if they are busy taking out the mines, you have one less skulk to worry about. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    TF and turrets is ok if you have capped a doubleres, and made a phasegate.

    This is of course my opinion, not "the only good working strategy"
  • Wingnut64Wingnut64 Join Date: 2003-04-27 Member: 15895Members
    IANAC (I am not a Comm) but:
    With mines, place several between the wall and the RT. This not only makes them hard to see, but forces the skulk to attack it with his back to any marines that may come to save it. As a <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->, I always eat them from the corner, which not only blocks bullets, but lets me see incoming marines.

    With TFs, you obviously only place them in rooms with 2 rez nodes, which more often then not also locks down a strategic point on the map. Only take single nodes if they are either near a fortified position or between 2 locations that are. If you don't think you can hold a node, don't bother taking it, just kill any enemy RTs that pop up.
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    The best way to defend nodes is by using diversion... try and get the aliens to focus all their attention elsewhere, and the res will stay up much longer. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    example: The more skulks you have trying to fend off the marines at Mother Interface/Mess Hall the less chance there'll be skulks attacking the nodes outside Marine Start or Noname.

    Atm in 1.04, nodes are too hard to keep if you have a couple of skulks patrolling... that's why there's the electric upgrade in 1.1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    I've never seen mines on resource towers work unless you do it to those resource towers located in base. And that only because you have marines nearby. I've seen skulks (including me when playing one) jump on an RT and bypassing mines. I've gone in a band of skulks with carapace and sacrificed myself by dying from setting off two mines, leaving another skulk or two to chomp on that RT.

    And I haven't mentioned isolated incidents - this happens fairly frequently. Possibly because I get everyone into the spirit by actually doing it when I go skulk <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    Ahem, I tend to avoid the frontiersman forums, because I play aliens most of the time.

    Let me tell you my thoughts on this.

    The TF may cost lots, but boy does it annoy us...

    The mines are a waste, might as well not mine it at all, you either mine it way too tight so we can bite from a distance (the bite range is fairly long ppl!!!) or you spread them out too far so we walk right in between. If all else fails, we crawl to the ceiling and bite from the top. trust me, unless you spenf 30+ ress on 4 packs of mines to cover the entire RT, we'd STILL be able to bite it because of the range of the bite attack.

    Mind you, 2 skulks can take an Rt down in no time.

    TF too expensive,
    Mines are a waste

    Best thing are two or more rines with an lmg or a heavier gun, with a nice field of fire, and a keen eye

    Good luck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    there is no way gurading RT's ... it is just not possable.. .if u want to try and keep your RT's alive make the alien focus and somthigns other then your precious RT's.. mines are a complete waste of res since a snigle gorge can come and get all those stupid mines... tf is a waste since a single cara skulk can take down a turret in 2 rushes.,.. don't bother gurading rt.. place them in places that aliess hopfully won't pass.. (west acess cordiror in ns_tanith for example)
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--LambdaProject+May 25 2003, 11:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ May 25 2003, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To all my fellow comms, I'm sure you know just how damn hard it is to keep resources from falling to rambo skulks. I've been thinking of good ways to keep RTs alive.
    Some ways:

    1. Have 1 or 2 marines guard the RT.

    2. Place a pack of mines around it.

    3. Turret factory and turrets.

    Personally marines guarding I think is the best strat, but its not very practical (wasting valuable man power).
    A pack of mines seems like the best bet to me, even thought I don't do it much for some reason <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    Turret factory, pfff, yeah right I would never, unless its at base, a hive, or double res nodes (probably not even then).

    From your experiances what do you guys do? I'm so tired of having to replace RTs every step of the way. Hopefully electricity will be our best friends <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> . I haven't tried using a mines for RTs yet, hopefully that would work better. So anyway just wondering what you guys do to keep RTs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'll just answer the first post, What i've found to be the most effective in keeping your rsr's alive or better yet gaining rsr's from it is a combination of a few things. First, Have a pressure team, keep the aliens in a defensive position by sending 50-80% of your team to hunt gorgs/structs/rsr's/and hives ie: constantly making aliens respond to their hivesight and keep them on the defensive without any real time for recon/group attacks. Have 10-20% of your team ie: 1-2 guys depending on how big the game is go around the map and cap EVERY rsr possible withen reason ie: dont cap tram when their hive is feed. If your pressure team fails and they all die to kharra threats then assume they are going to be coming to eat your rsr's. Have your 1-2 marines take up key positions and tell them if anything NEAR them is under attack. If the rsr is to far recycle it and more then likely you will have gained at least 10-++ Rsr's out of it. This strategy works very well.

    Points:
    Pressure
    Recycling
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    the best and most effective way to guard a res node is to simple have a marine guard it, also give him a pack of mines to put around the res node, that way if he encouters a skulk then he can shoot at it and run around the mines, the skulk is more likely to hit the mines when it is avoiding the marine shooting at it

    and turrets make a nice distraction for marines to arriver becuase it takes time to chew them, turrets are just designed to hold them off, the actuall humans are there to beat them
  • PreciousPrecious Join Date: 2003-03-18 Member: 14652Members
    hmmmm lets think about this. I agree having a marine gaurd it is the best however this rarely happens. That leaves 2 choices.

    1. TF + 3T = around 60 res usualy you spend more. (do you really think 3 T's are enough?)

    2. 6 packs of mines = the same res as number 1. (thats 30 mines! I don't care how you place them this should protect it.)

    I would go with mines! marines love placing them because they get the kills. If aliens have 2 hives then T's would be the way to go.
  • Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
    It's a bit risky, but I find that the easiest way to protect resources is to set up an offensive base at a key point in the map. Don't place it right next to the hive, because that is suicide - instead, place it nearby. As long as it's near enough for the aliens to feel threatened, you've done your job. Have marines constantly rush at the hive from that location, and don't have them let up. Meanwhile, have one or two marines run around all the resources behind the offensive outpost and cap them. Usually, the aliens will be so busy trying to kill your offensive outpost that they don't bother attacking your resources. If they do, then that's your que to send your marines in to attack their hive - you'll either kill it outright, kill their defence towers, cause a general ruckus and put the aliens back on the defensive, or all three.

    Case in point: NS_eclipse. Say the aliens start in eclipse hive. Get your marines in South Loop, drop an armory, a resource tower, and a few sets of mines. From that point, tell your marines to harass computer core and power sub-junction from that base, and triad generator from main (the gorge is almost always in one of the three). Have 1 person, meanwhile, cap station access, horseshoe, and maintenence. That's 5 nodes right there that the aliens won't be paying much attention to. Once you get upgrades, move forward into computer core and power sub-junction and that brings things up to 7. At this point it's usually just a matter of clean-up as you'll have resources flying out the wazoo and the aliens won't have much at all.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->the best and most effective way to guard a res node is to simple have a marine guard it, also give him a pack of mines to put around the res node, that way if he encouters a skulk then he can shoot at it and run around the mines, the skulk is more likely to hit the mines when it is avoiding the marine shooting at it<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    While diversion's all nice and good, if you must defend your res towers early, this is the way to go. Pick two res nodes fairly close together, two packs of mines each (place them intelligently... not to kill, but to cutoff maneuverability), and send one to two marines guarding. Not neccessarily the best way to WIN, but if you want res and res towers, this works fair with minimal res cost. The expenditure of marines may seem horrible, but there's really no other way to defend res nodes cost effectively (and no, tfacs are NOT cost effective for 99% of res nodes).
  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    TBH there are only two ways to succesfuly gurad your RT's ..
    1) spwan camping
    2)killing thier hive
    smart A team would make sure your res are kept non-existent...1 poor skulk can take down all your res in 5 min... forget about controling RT's.. it's just won't happen.. unless u keep all the A dying..
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    edited June 2003
    If it is a clan game, I think I would have to agree with big fat cow. If it is a public game, keep the aliens distracted.
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