well i think that strategy depends on a lot of quality of alien team and their willing to defend 2nd hive (and/or rts), since there's cases when they think like "oh i might get killed there" and keeps lurking in the ceiling . But gotta try this 'cos it sounds fun and imho HA & HMG vs. fades is all what NS i about <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I hate turrets. That strat is really based on the aliens not getting carapice fast. If I'm the gorge on the other team, I usually get 1 or 2 RT's depending on how well my team is doing. Then put up 3 DCs. A lvl3 carapice skulk will eat the TF before the 1 or 2 turrets that are hitting him can kill him.
Of course both TFZ and Sleepless always ping 300+ for me, and for most NS players up further north. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
But we're with you in spirit fellow non-humpers. Although I guess I should go make a spray paint, "Get in the phasegate or I'll tell your girlfriend what you humped at the battle of Hera."
Psht...cristian, ya I remember you. No, my strat was working fine, I think you should remember very well that I also got EJECTED mid game!!
Ya, that kinda **** the game over for us... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
You shouldnt eject a comm half way into his strat, he might actually be onto something. And we did have one hive, with all the RT's running smoothly, we were doing very good by the time I was ejected.
And I really dont remember three cara skulks here in this game tearing up the rines...I think somethings being made up here. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
But to the turret thing, there are not 'two turrets'. There are about five or six there, and it is in a tight corridor to where there is not much room to dodge the attacks. There are no blind spots. As long as we have a welder go around every ten minutes everything stays intact. And boy, never knew you were cristian. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> You did good. But you complained a lot. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Anyways, I'm skeptical about this strat to say the least. Unupgraded marines and turrets? No tech tree until way later? What do aliens have to fear? Why do you get to lock down a hive if you've built so many turrets at the RTs? It may be no coincidence that you prefer 10/10 and 12/12 player games, where marines (correct me if I'm wrong) get excessive resources in the current version.
Don't get me wrong, I hope this strat works well (well, sort of). It's good to have something different from the same old etc. But I don't like lots of turrets or desperate hive lockdowns very much, nor big games where marines should win anyways. And obviously I haven't tried this strat. I am just skeptical I guess.
Maybe on some servers, it's more important to simply get your entire team to _do something_ than to fail to get them to do the right thing. But what do I know? I'm not any good. I wonder what the big wigs will think ...
edit: Shouldn't this thread should be moved to the frotiersmen strategy forum?
No upgrades VS level 3 cara = marines shouldn't be able to get anywhere on the map if the aliens are any good at all. Yeah, you'll probably be able to hold your 1-2 turret farmed nodes, but you won't have the tech necessary to fight off 2 hive aliens when they come around because you spent WAY too much while playing Sim Turret, and the 2nd hive WILL be built much sooner than you think thanks to your total lack of aggressiveness.
Marines control the map in the early game. You're essentially giving away that control for free. This will NOT win you games against good aliens.
I just stick the armory in the worst place possible in every base, ie corner, or near my comm chair. this way only about 2 marines can get ammo at a time, and by the time the 2nd time the humpers die to a skulk because there back was facing the entrance they get the point.
i only realised about humpinb after reading this thread it is such a downfall to the marines if they spent more time attacking they might win a bit more <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
That's a great strat, but I got a much better one.
You start by building 3 ips. You then build 2 armories so they can get ammo faster. After that, you drop an obs and recycle it so you can ping all 3 hives to find where they are located, and still get some money back. After that, a tf in the base is appropriate. Build 6 or 7 turrets in the base, that should stop the monsters. Upgrades are useless, I agree with you, so no arms lab. They can take on carapaced dogs no problem, because everyone in pubs has great aim. Then you send everyone to their hive and have them try to fight the skulks.
<!--QuoteBegin--zymurgy+Jun 8 2003, 04:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (zymurgy @ Jun 8 2003, 04:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> because everyone in pubs has great aim. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Along with your strategy, that might be the dumbest thing i ever heard.
Once again, turrets are NOT TERRIBLE. They actually do their job if you place them right, not be a **** and just place em anywhere. You have to cover all blind spots, thats it. That skulk will eventually go down, and I dont know what your talking about here..
<!--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-->...necessary to fight off 2 hive aliens when they come around because you spent WAY too much while playing Sim Turret, and the 2nd hive WILL be built much sooner than you think thanks to your total lack of aggressiveness...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I told you, with everyone out and about, and no need to keep rebuilding these damn res nodes, the marines can secure TWO HIVES. All the marines dont go the same way, ya know. Then, I place one armoury in the closest hive to their main hive, and get upgrades at my main base. Now all these stupid marines might be "female dogging" about the armoury placement, but I have placed it in the spot where they are constantly moving towards the marines main hive. I place a proto lab in that hive, and soon relocate to this place, since all of my res nodes are secure, I'm getting a constant flow...and by now I have level one upgrades on guns, and level two is going up at that moment, the ccarapaced skulks are dead meat. All it needs is one final attack with JP's and HMG's. The game is over, GG.
No armory strategies are the fastest and most effective ways... of being ejected. They may be wrong or even moronic to eject you , you still don't have a chance of convincing the majority or even have them obey you , aside 1 or 2 experienced soldiers perhaps.
Exemple : as we owned Atmosperic processing (and the marine team) in a Bast - Feedwater game , the next game I went comm and tried to make my rines stop attacking down the starting lift as they were slaughtered. 2 IPs , one obs and no armory , giving them waypoints to the vents to Engine and Tram. Lift going up and down , no one enters the vents. They keep getting killed , then finally one fellow regular reaches the vent and Engine. I drop the Engine RT , then an armory here , ordering the rest of the team to build it. Got ejected , first thing I see is an armory in the middle of the base. The comm then proceeds to tech and beats the alien team with a plain JP HMG rush (no hive in refinery , we're knifing the Engine one... aliens prolly had unexperienced gorges)
I'm deeply ridiculed and the other comm doesn't stop bragging. "GG"
i've sen you on h20 quite a few times. your strat really sounds like it work work. besides all the ejctecting stuff. if i knew that aliens were coming, im low on ammo, and theres an armory in the hive, i'd be running my a$$ off to get there asap <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
But gotta try this 'cos it sounds fun and imho HA & HMG vs. fades is all what NS i about <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
But we're with you in spirit fellow non-humpers. Although I guess I should go make a spray paint, "Get in the phasegate or I'll tell your girlfriend what you humped at the battle of Hera."
Ya, that kinda **** the game over for us... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
You shouldnt eject a comm half way into his strat, he might actually be onto something. And we did have one hive, with all the RT's running smoothly, we were doing very good by the time I was ejected.
And I really dont remember three cara skulks here in this game tearing up the rines...I think somethings being made up here. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
But to the turret thing, there are not 'two turrets'. There are about five or six there, and it is in a tight corridor to where there is not much room to dodge the attacks. There are no blind spots. As long as we have a welder go around every ten minutes everything stays intact. And boy, never knew you were cristian. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> You did good. But you complained a lot. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Anyways, I'm skeptical about this strat to say the least. Unupgraded marines and turrets? No tech tree until way later? What do aliens have to fear? Why do you get to lock down a hive if you've built so many turrets at the RTs? It may be no coincidence that you prefer 10/10 and 12/12 player games, where marines (correct me if I'm wrong) get excessive resources in the current version.
Don't get me wrong, I hope this strat works well (well, sort of). It's good to have something different from the same old etc. But I don't like lots of turrets or desperate hive lockdowns very much, nor big games where marines should win anyways. And obviously I haven't tried this strat. I am just skeptical I guess.
Maybe on some servers, it's more important to simply get your entire team to _do something_ than to fail to get them to do the right thing. But what do I know? I'm not any good. I wonder what the big wigs will think ...
edit: Shouldn't this thread should be moved to the frotiersmen strategy forum?
Marines control the map in the early game. You're essentially giving away that control for free. This will NOT win you games against good aliens.
-=Twilight=-
You start by building 3 ips. You then build 2 armories so they can get ammo faster. After that, you drop an obs and recycle it so you can ping all 3 hives to find where they are located, and still get some money back. After that, a tf in the base is appropriate. Build 6 or 7 turrets in the base, that should stop the monsters. Upgrades are useless, I agree with you, so no arms lab. They can take on carapaced dogs no problem, because everyone in pubs has great aim. Then you send everyone to their hive and have them try to fight the skulks.
Along with your strategy, that might be the dumbest thing i ever heard.
<!--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-->...necessary to fight off 2 hive aliens when they come around because you spent WAY too much while playing Sim Turret, and the 2nd hive WILL be built much sooner than you think thanks to your total lack of aggressiveness...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I told you, with everyone out and about, and no need to keep rebuilding these damn res nodes, the marines can secure TWO HIVES. All the marines dont go the same way, ya know. Then, I place one armoury in the closest hive to their main hive, and get upgrades at my main base. Now all these stupid marines might be "female dogging" about the armoury placement, but I have placed it in the spot where they are constantly moving towards the marines main hive. I place a proto lab in that hive, and soon relocate to this place, since all of my res nodes are secure, I'm getting a constant flow...and by now I have level one upgrades on guns, and level two is going up at that moment, the ccarapaced skulks are dead meat. All it needs is one final attack with JP's and HMG's. The game is over, GG.
Get everything secured, take two hives, forward base close to hive, kill hive. (Thats all.)
Exemple : as we owned Atmosperic processing (and the marine team) in a Bast - Feedwater game , the next game I went comm and tried to make my rines stop attacking down the starting lift as they were slaughtered. 2 IPs , one obs and no armory , giving them waypoints to the vents to Engine and Tram. Lift going up and down , no one enters the vents. They keep getting killed , then finally one fellow regular reaches the vent and Engine. I drop the Engine RT , then an armory here , ordering the rest of the team to build it. Got ejected , first thing I see is an armory in the middle of the base. The comm then proceeds to tech and beats the alien team with a plain JP HMG rush (no hive in refinery , we're knifing the Engine one... aliens prolly had unexperienced gorges)
I'm deeply ridiculed and the other comm doesn't stop bragging. "GG"