The Art Of Having Resources
LambdaProject
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.
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
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"
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.
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-->
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-->
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-->
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
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
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.
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.
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).
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..