Disturbing (yet Cool) New Tactic
NumbersNotFound
Join Date: 2002-11-07 Member: 7556Members
<div class="IPBDescription">for 28+ player server.</div> I was on this 30 player server, and the aliens were doing pretty well. We both had one res node, even after a good hour of fighting, as the commander was using the strangest tactic i've seen:
He made a good 11 IPs (yes ELEVEN) and then made THREE phase gates to any location (like right outside our hive) We'd go on mad skulks rushes with 10+ people and take out marine after marine, but they would all spawn in instantly and be back before we could take down any phase gates. It was madness.
We started in cargo, went to power silo, then viaduct, they took out cargo, silo, we took cargo again.. It went on like this for a good hour and a half.
At one point they rushed cargo so hard that three def chambers and 4 gorgs health spraying was needed just to keep the hive on the brink of death.
This is such a deadly tactic, because unless three hives are reached then no real "crowd control" skills are gotten (like web, charge, acid rocket) and if they even made one electrified TF and a turret or two the game could have been over MUCH sooner.
As it was we were only starting to get the upper hand when the original comm left and the new one recycled most of the phase gates.
We eventually won when most of the marines left (awww) but it was one hell of game.. I do'nt think i've seen a better game yet actually.
He made a good 11 IPs (yes ELEVEN) and then made THREE phase gates to any location (like right outside our hive) We'd go on mad skulks rushes with 10+ people and take out marine after marine, but they would all spawn in instantly and be back before we could take down any phase gates. It was madness.
We started in cargo, went to power silo, then viaduct, they took out cargo, silo, we took cargo again.. It went on like this for a good hour and a half.
At one point they rushed cargo so hard that three def chambers and 4 gorgs health spraying was needed just to keep the hive on the brink of death.
This is such a deadly tactic, because unless three hives are reached then no real "crowd control" skills are gotten (like web, charge, acid rocket) and if they even made one electrified TF and a turret or two the game could have been over MUCH sooner.
As it was we were only starting to get the upper hand when the original comm left and the new one recycled most of the phase gates.
We eventually won when most of the marines left (awww) but it was one hell of game.. I do'nt think i've seen a better game yet actually.
Comments
Be back in about, 75 minutes.
I think you'll find that won't work any more <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
You'll hear no more from me about it.
The answer would be a few onos near the phase gate to stun incoming marines , backed by gorges and spore spam.
lol, I'd like to see it. However, a strat like this is also a serious backfire: By having high casulties, you effectivly feed the aliens to the point they have whatever they want.
relocated to pap center just to build one ip after another there keeping rughint the hive mindlessly. orges build offense and defense. rines died like flies but they just did not stop.
What you probably want to do is bilebomb the phase gates to extension, and then try and keep them holed up in their base while you try and destroy all those infantary portals.
What you probably want to do is bilebomb the phase gates to extension, and then try and keep them holed up in their base while you try and destroy all those infantary portals. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Are you kidding? Spore clouds may be weaker but they are still deadly.