Gl And Endgame

MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
<div class="IPBDescription">how to counter?</div> An HA/GL with welder and turret support is practically the ultimate base defender. He prevents gorges from bilebombing, penetrates through umbra, is impervious to spore clouds, is tough to kill by other means, and deals a lot of damage. Several HA/GL together can even prevent skulks from reaching the base to xenocide. Web is hard to use on them if the base is on a higher level, as is the case with Eclipse's marine spawn.

Right now, the best counter is to get some redempting oni, rush the base, and devour the HA/GL, but it looks like Flayra is going to prevent oni from redempting if they are digesting a marine.

So what can aliens do to counter GL at endgame?

Comments

  • interiotinteriot Join Date: 2003-01-22 Member: 12586Members
    No doubt, unless someone knows of a solution to this, it may be a serious problem. We were playing a 10v10 pub match with everyone inside the eclipse marine start, and they were holed up in there for 45 minutes, their grenade spam holding back several coordinated Onos rushes.

    I thought 2.0 was supposed to make endgames faster, but grenade spam = extra res for marines, so it doesn't matter if you take their RT down, they only need to wait a little bit to rebuild it.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    Organised chaos from the aliens side I feel is the answer to this one, 3 or so Onos, a couple of lerks, fattehs and a fade. Fade can be a great distraction, get adrenaline and regen, blink into spawn and just bounce around all over the place, they cant hit you and if you do get hit regen should help. Now send in the rest of the pack and just go mad, umbra, charge, heal etc. you're bound to come out tops in the end.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    The thing I do is sneak in as a lerk and spike them till they drop

    The problem that lies however is the TF first,which can rip any alien lifeform apat IF turrets are farmed and have GL support

    So I take that out frst,then comm rebuilds,it's like a very vicious circle of doom for lerks,because

    A) They are all suited in HA,impervious to spores
    B) They keep rebuilding the TF,annoying
    C) Turet farms that rip through any lifeform in a matter of seconds

    The only way I can think of is to rocket spam the HA/GL....works slowly but it can work,provided that the commander doesnt medspam his whole marine start.

    The only real way I can think of is try to get through the backdoor and take out the TF and GL/HA
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    One thign your forgetting rave, all his HA/GL should have welders too, they could weld faster than a lerk (even a primal scream lerk) can hurt it, and ultimately 1 or 2 direct hits from a GL will kill you.
  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, Constellation
    Heh, my post in that marine strategy forum is pretty much the same as this one, but on the other side of the coin. I'd also like to hear a solid tactic to deal with turret farms/GL's/welders, because I've played several games that have run for over an hour where the aliens eventually give up, and one team finally loses to the player difference game-ender.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    edited August 2003
    " their grenade spam holding back several coordinated Onos rushes"

    I think thats the problem right there. In endgame, Onos are just too big and easy to hit. Sure you might have some luck with rambos running out, but in the base its hopeless. I spent an endgame last night begging the aliens to use skulk bombs. But no, they went mass onos, got shot, came back, got shot, came back, camped outside with onos and picked off rambos until noone ramboed, rushed the base, got shot....... etc etc etc.

    Skulk bombs worked, got kills, but the 3 aliens doing it had no luck convincing their team to do it either. Those 3 aliens weren't perfect themselves until they started coordinating their runs. Then we started getting crushed.

    Its a cheap and effective strat - skulk bomb the base and when its quiet (they're welding like mad) THEN rush with Onos.

    Another tip - when you do break the base, don't bash the turrets or obs. Exercise some initiative and smash the IP or TF. By the time you mash a turret, marines will be back in the game and hosing you. There's no point mashing an obs because they can all see you as soon as you attack. Don't go in dribs and drabs because its easier to shoot one target.

    *MASS* skulk bombs flatten the marines and then you can rush the IP and mangle it. That'll cost them res to replace (if they can replace) and it also means successive rushes will be a lot easier.

    If you notice they're all in normal armour, then there's nothing stopping you laying down some lerk poison to weaken them for the skulk bomb.

    BTW if you're endgaming and you're gorge, don't worry about webbing outside the base because if you're constantly hitting them then they won't try breaking out. Trying to break out when you have only 1 RT is suicide. The game is over. Don't web, just go skulk bomb and blow them to kingdom come or lerk them up.
  • L3onL3on Join Date: 2002-10-24 Member: 1589Members, Constellation
    In the amount of time it takes for the marines to get turrets and HA and and Grenade launcher in thier base you should be able to get an onos to devour him.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin--L3on+Aug 6 2003, 03:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (L3on @ Aug 6 2003, 03:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the amount of time it takes for the marines to get turrets and HA and and Grenade launcher in thier base you should be able to get an onos to devour him. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    your right, if their team has full HA and you team has no onos and still 1 hive, then your team has lost form the start
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    <!--QuoteBegin--L3on+Aug 6 2003, 09:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (L3on @ Aug 6 2003, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the amount of time it takes for the marines to get turrets and HA and and Grenade launcher in thier base you should be able to get an onos to devour him. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You havent tried to navigate trough the turrets have you?
  • strangepIMPINstrangepIMPIN Join Date: 2003-03-30 Member: 15045Members
    The key to success is a good mix of all classes combined with SPLASH DAMAGE <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> you will take out a turret farm with a bunch of gorges in no time ! just let an onos attract the turrets to it and the will be down after some tries. xeno could work, too, but more experienced players will kill you before xeno near buildings or will weld them fast. Teamwork is the key. get 1-2 lerks for umbra and spore support, 1-2 gorges to heal, build defs near buildings, and of course for bilebomb ! one bilebombing gorge will take out any building quiet fast. Let the others fade or onos... the base will be down in no time
  • L3onL3on Join Date: 2002-10-24 Member: 1589Members, Constellation
    in most marine starts the turrets are short enough and the ceiling is high enough that the onos can jump over then, and onos with redemption before the 2.01a patch could easily devour the HA marine and redeem back to the hive then letting gorges take care of the turrets, also an onos with carpace should be able to get to an area in the marine start where he is more protected from turret fire
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    massive gorge rushes are suprisingly effective, though you need celity over adren (most dont realize this) or there is no way youll get past the grens alive. fade blink works well. also the weilder has been nerfed big time, its damage and building repair is now 4 (was like 16, thats a 75% decrease). so damaged buildings take a long time to fix, and when they are being fixed the fixer is adding his gun to the d. Its also usaly a good idea not to have more than 2 or 3 ono, cus they get in each others way.
    fades are also nice, if short lived, not only for the acid spam (place mc around the spamers if you can) becaouse blink can take you past the turits (which will usaly miss becaouse of your speed), this is good to fallow with skulk bombs (the turrits are otherwise engaged so the skulks got near free run). sometimes the grenaders even try to launch some at the fade flying around the turrits, wich makes a break in the explosive wall.
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    The main reason is people are afraid to die at the endgame for some reason. If you have superior res flow, dont worry about lossing a 10res gorge!!.

    Even with a TON of gernades a couple of fades should be able to blink in to the GL launchers, and this is where it gets tricky. The fades are going to die...quick. But in those 30-40 seconds of total chaos, the aliens have to let loose their best base destroyer, the bilebome and offensive webs. You mentioned a ten of 10, 4 fades, adn 6 gorges will take a base REALL quicky, and dont forget the nice thing know as acid rocket, blink in throw a few and blink out to keep them constantly welding.

    You may loose your entire force, but the point is that you can afford it if its close to endgame. Cause if you take out those HA's, you can then spore/xeno/bb them to death quickly afterwards. Try it, I am pretty sure you will see better results then with onos. Though enough onos with charge will destroy any base even better.
  • Noble_FadeNoble_Fade Join Date: 2003-02-24 Member: 13931Members
    Some turret farms are so think that you can't even leap a skulk in to xeno, it's instant death when you peak around the corner. Same thing with Fades and Lerks, anyone dumb enough to try and fly or blink around them is going to die horribly. The only thing I've found effective for turret farms and gl spam at that point is to stand back as a Fade, as far back as you can from the base with a clear view of the turrets, and rocket them all down, one by one. Usually anyone trying to weld them gets killed themselves. This takes a hell of a long time but it works.
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    Acid rockest most definately do wonders at taking GL/HA's. But the blinking with umbra support has been proven to work for my teams a good amout of the time. And I am talking 10+ turrest.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Something needs to be done to correct this. Look at this mess.... Please note that I say "We've been trying that since 80 minutes" I said this because someone suggested us "nub aliens" bilebomb the turret farm in marine start. Heres a taste of the problems turret farms create. Its not the constant killing, the gametime is whats wrong. If we can correct this scenario it might work better. "Marines X,Y,Z,T Have HA HMG. They trample through and end the aliens lives as they deserve. A quick game end"
    "Aliens A,B,C,D Have Onos, lerk, gorges support, co-ordinated very well. Marines refusing to lie down and die have HA GL, and a turret farm, causing a 90 minute cleanup. Where as marines have 10 minute cleanup at MAX" Its just on pubs when a cranky commander wants to prolong the inevitable.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    HMMM, they need to reduce the health of turits, but maybe increas rate of fire, that way its easier to use splash to blast em down.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    edited August 2003
    Actually the biggest problem I saw was the Onos HUD. If you go Onos, and Onos only, and keep charging the base, they can sit with one RT and wait you out. You will not make any sort of dent, and as long as noone leaves the base they will have plenty of res for turrets.

    The solution is to get in and hit fast. This "Use Onos and jump the turrets" caper won't pay off, as Onos is slow in the air and thus begging to be ventilated. The solution is a MASS skulk bomb rush. Not one, not 2, but 4 or more. No marine, no turret, NOTHING will stop a mass skulk bomb. And because skulks are cheap, you need only give them something like celerity and carapace and keep bailing towards the base while two friends sit outside and watch for a rambo. Once the base loses a stack of marines, in go the campers. Nail any marine still moving and failing that bail for the IP. If you die, tough, respawn at the hive and come back for another go.

    This will end a stalemate a lot faster than camping outside with 5 onos and hoping the marines get bored, trust me.
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