Res And Stalemates
11alex
Join Date: 2003-03-01 Member: 14190Members
<div class="IPBDescription">frustrating...</div> I've been playing game after game where marines have 1 res node, aliens have 8 or 9. And yet the marines can hole up in their base for a good 45 minutes to an hour, no problem, with massive turret farming and nades.
Why isnt turret density controlled like chamber density is for the aliens? It seems that would probably solve the issue quite easily.
I know this has been mentioned before. Its just so damn frustrating...
Why isnt turret density controlled like chamber density is for the aliens? It seems that would probably solve the issue quite easily.
I know this has been mentioned before. Its just so damn frustrating...
Comments
Play at a heavily admined server, with admins who aren't afraid of loosing those ""elite"" people who get angry when you slay them for dragging out a game for no reason for a long time.
Grab one or two places (double res nodes are my fav, hive on oppiset side of alien start are good two)
Build a TF 4 turrets and have a faithfull mairne asigned to welding (a freind or clanny works best) Upgrade it to electric and lay a phase ASAP. Lay 2 more turrets, an OB and then build ANOTHER TF (vary important) and set it to siege; build a siege. As res permits lay turrets and (maby) another TF. Combined that with two electafide resnodes, Lev3 turrets and a GOOD marine with a welder and you have an unbeatable combo. I have seen well planned alien attacks get torn to shreads in under a minute with maby 2-4 turrets lost. (2-3 oni, 2-3 gorges, lerks, xenoing skulks, fades throwing the're hocky helmets...)
This and shotty rushes are my staple tactics, as long as you can START it with out being disrupted it WILL work.