Alien Overpowed In Open Games /how To Win Easy

rekratsrekrats Join Date: 2003-04-08 Member: 15334Members
To win a game fast and easy there is only one thing to do.
DO NOT BUILD SENSORY
Sensory just sucks, its a defenesive strategy, you cant own the map with sensory, you cant kill marines with sensory, only n00b marines cant kill you with sensory cause they hear you (and everyone will check all res spots for hidden res towers and will check hidden hives too).
I used this strategy with some mates and we owned all open serves played on in the last week.
Zero losses as Alien.
First thing is ... 1 Gorge builds 2 Movement Chambers (WHY MOVEMENT you will ask)
2 other gorges get res towers. Rest of the skull kills marines.
1 Gorge goes back to skull and uses SILENCE ... one of the othere gorges build a 3rd movement and goes skull too. (rest of the players should get some res nodes too)
The if you have some skull skill you go creeping (like warcraft 3).
If you have skill you gain a easy 5:1 kill ration, you **** the marine res towers, you control the map, and gain a lot of res. (In some games i had 100 res, when the 2nd hive was going up)
First one with 40 res goes gorge, during change you will get 5 more res, build hive.
If hive is ready ... build 3 defense chambers, go fade and just slay everything which looks like a marine.
If you know how to play a fade you wont die so early in the game ...
Everything you have to do now is ... control the map, kill the turrent farm in the base, kill the base.

(There have to be some changes in open games cause now it realy sucks, much to easy for aliens with a little team play)
The only way i see to win a game is shotgun rush, realy skilled marine team with very good teamplay (never on open servers) or 2 hive lockdown. NS 2.0 is nice but there have to be some tweaks ....
(How do you want to win a game if you need 50 res to secure a res node from skulls ... i do not want to calculate how long it takes to gain profit from this node)

Comments

  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Sensory is quite okay
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    The counter to silence is motion tracking.

    That said, the real advantage of MC first is that you get MC/DC at second hive, letting gorges/lerks/fades dominate the map.
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    It is indeed an interesting strategy, I'll have to test it out to tell you.

    -GF
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin--Epidemic+Aug 11 2003, 09:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Aug 11 2003, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensory is quite okay <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It is quite okay I'll give you that but the other chambers are a bit more than just okay.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    <!--QuoteBegin--rekrats+Aug 11 2003, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rekrats @ Aug 11 2003, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    (There have to be some changes in open games cause now it realy sucks, much to easy for aliens with a little team play)
    The only way i see to win a game is shotgun rush, realy skilled marine team with very good teamplay (never on open servers) or 2 hive lockdown. NS 2.0 is nice but there have to be some tweaks ....
    (How do you want to win a game if you need 50 res to secure a res node from skulls ... i do not want to calculate how long it takes to gain profit from this node) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    word
  • sejsej Join Date: 2003-01-19 Member: 12488Members
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--rekrats+Aug 11 2003, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rekrats @ Aug 11 2003, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [...] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ok, your entire strategy basically hinges on the hope that the marines are idiots. All this running everywhere and capping every node on this map is greatly dependant that the marines aren't securing a hive, securing res nodes and so on.

    Also, dismissing sensory as a first chamber, you obviously don't see the advantages, yes, you can hear the alien when cloaked, but at least with sensory you can't be seen, whereas movement does the opposite, both equal problems, but sensory has a slightly more advantageous gain. I've sat many many times cloaked taking out marine after marine, who cares if they can hear you, it makes them paranoid, psychological warfare even.

    Sensory is viable, Movement is viable and Defense is viable. Depending on the strategy of the marines one chamber may become more viable than another.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--sej+Aug 11 2003, 09:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sej @ Aug 11 2003, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> pls , its turrets <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    and it's also skulk, not skull hehe
  • ArtemisArtemis Join Date: 2003-03-28 Member: 14975Members
    sensory is not just okay, it is the best of all the chambers, why? because if you know where to scatter them you can dominate the whole map easily. yes the marines can hear you, but they can't hear you if you stay still in the cloaked area. Jumping is an option too, jump and strafe and the marines can't keep their aim on you. I can't believe why you say do not build it. It's so **** powerful...
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Sensory at choke points is just as viable for locking down maps. In fact, in addition to a couple OC's I've done that strat multiple times and suceeded in blocking the marines out of the rest of hera.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <span style='color:white'>***Moved.***</span>
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    All three chambers first are viable. I used to not really "get" how to use movement first, but now I do. I'm not a silence guy... I'm an adrenaline lerk/gorge. 3moves first=heal spraying my OCs until every marine is dead :-).

    Sensory are overrated, but certainly not bad. They are only overrated because they are so poorly used. People place sensory chambers in the most obvious places, and try to pretend dropping a sensory by an res node makes it immune to attack. No self respecting marine walks past an open node without giving it a few knife slashes, and checking to see if his comm want's it capped.

    What NO ONE does anymore that I don't get, is DCs first. Yes, we all know 2.0 DCs are nowhere near as tough as 1.4 DCs. That doesn't mean you never use them... To be honest, even in the difficult 2hive lockdown with super TFs, if the Kharaa have DCs, they have a chance. Onos need the defensive upgrades to be worth their res, and even if you are locked into your hive, if you've got 2-3 redemption or regen onos... or cara onos with good DC placement, I like those odds.

    So, in good NS fashion, I'll say this: They all can work, and no one is 'better' than the others, it just depends on how you use them. Evolve or die muddah suckah!
  • Brass_PigeonBrass_Pigeon Join Date: 2002-11-08 Member: 7756Members
    Although I like sc a lot, it's true they aren't as good as the other chambers WHEN playing with publics. I just joined a game where the kharaa where just seeing they're 2nd hive getting wasted. They had sc & mc. Once it gets to that point where the marines are just a bit better than the kharaa it's really hard for them to recover.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    edited August 2003
    Most maps have two ways from the marine start to the rest of the map. Place a sensory along each but outside of siege/obs decloak ranges VERY quickly and the marines will basically be unable to leave their base until they get an observatory, and even then goings will be slow and you'll get a good amount of kill res. The delay will be plenty for you to expend unmolested for a while, and whenever the marines spend a significant amount of time with only one res node they will have real issues catching up.

    Note that this requires that skulks stand where they are cloaked, rather than suicide into the marine base. I would think that is a reasonable request, but I wouldn't try it when I have little faith in my team.

    edit: oh, right, I wanted to mention something: There is a big difference between strength and reliability. In 1.04 going defense first was very reliable, and going movement first could be potent but a failure was grisly. Sensory was next to useless without the area cloaking. When it comes to a mixed-bag pub, the reliable solution is usually best. In a highly skilled environment, cloaking seems to win the day, with movement a close second.
  • blind_turkeyblind_turkey Join Date: 2002-11-19 Member: 9343Members
    i'd just like to say that although most seem to go straight for cloaking when sense is first, it really isn't the best SC ability. I'll agree with whoever said that SC is defensive, because most people seem to use it that way. BUT. If you haven't used the new scent of fear yet you really should, it's by far the best SC ability and a highly effective offensive ability. When at full power it's much much better than motion tracking, with large range, meaning that you ALWAYS know where the marines are, and when they're about to walk through a door. This has quickly become my favourite early game skulking tool. The kills will mount up, and accordingly, so will the res. If everyone goes cloaked when sense is up first it's not extremely useful, but if a whole team of skulks went around early game with the ability to see exactly where the marines are, ooohhhhh, it's sooo gooood.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    sensory is not defensive.
    movement first rarely works on publics though its overpowered.
    (guess why flay only nerfs movement/agility/flexibility of aliens)
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Movement first may work for you "elite" guys who can "gain a easy 5:1 kill ratio", but for mere mortals like myself being able to just walk up to those blind marines and kill them before they know where you are is a lot better. And I know this doesn't work against "elite" marines, since they can appearantly perfectly pinpoint your position by sound alone and kill you in a second, but in my experience all that happens is they waste a few rounds firing into thin air before they realize I managed to get behind them.

    In short: mc first may be a nice alternative to sc for the "elite" crew, but for me sc is a lot better.
    If you want dc to help crack that 1-hive lockdown, just build it as the second chamber, not as the first.
  • StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
    Personally I find that sensory is a great help in winning games, as it makes it difficult for marines to expand easily at the beginning. Lerks, for example, can use Scent Of Fear to see where the marines are and spore them from a distance without risk to themselves. Skulks can spot marines sneaking around in dark corners of the hive room which they would otherwise miss.

    Above all, sensory is FUN. Get cloaking, and just sit in the middle of the corridor outside the marine spawn waiting for lunch to come right to you. Wash, rinse and repeat. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Noble_FadeNoble_Fade Join Date: 2003-02-24 Member: 13931Members
    edited August 2003
    Movement first is the worst choice you can make. Your whole strategy was, get movement first, cap all nodes, get more hives and upgrades, then win? You assume every skulk is a master that can take out the entire marine team with silence or whatever other crappy movement upgrade they choose. And what happens when the marines start moving around the map and destroying your nodes? Those movement chambers sitting in your hive aren't going to help there. Compare that to dropping a sensory in high traffic areas, and you'll see how useless movement is.

    <b>** Careful, be nice. **</b>
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--rekrats+Aug 11 2003, 01:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rekrats @ Aug 11 2003, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To win a game fast and easy there is only one thing to do.
    DO NOT BUILD SENSORY
    Sensory just sucks, its a defenesive strategy, you cant own the map with sensory, you cant kill marines with sensory, only n00b marines cant kill you with sensory cause they hear you (and everyone will check all res spots for hidden res towers and will check hidden hives too).
    I used this strategy with some mates and we owned all open serves played on in the last week.
    Zero losses as Alien.
    First thing is ... 1 Gorge builds 2 Movement Chambers (WHY MOVEMENT you will ask)
    2 other gorges get res towers. Rest of the skull kills marines.
    1 Gorge goes back to skull and uses SILENCE ... one of the othere gorges build a 3rd movement and goes skull too. (rest of the players should get some res nodes too)
    The if you have some skull skill you go creeping (like warcraft 3).
    If you have skill you gain a easy 5:1 kill ration, you **** the marine res towers, you control the map, and gain a lot of res. (In some games i had 100 res, when the 2nd hive was going up)
    First one with 40 res goes gorge, during change you will get 5 more res, build hive.
    If hive is ready ... build 3 defense chambers, go fade and just slay everything which looks like a marine.
    If you know how to play a fade you wont die so early in the game ...
    Everything you have to do now is ... control the map, kill the turrent farm in the base, kill the base.

    (There have to be some changes in open games cause now it realy sucks, much to easy for aliens with a little team play)
    The only way i see to win a game is shotgun rush, realy skilled marine team with very good teamplay (never on open servers) or 2 hive lockdown. NS 2.0 is nice but there have to be some tweaks ....
    (How do you want to win a game if you need 50 res to secure a res node from skulls ... i do not want to calculate how long it takes to gain profit from this node) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This entire strategy sounds vaguely familiar to most cal league clan strategys. Except for minor-medium differences in rush tactics and defensive/agressive nature.
  • kittycatkittycat Join Date: 2003-07-28 Member: 18503Members
    edited August 2003
    hahahaha

    sens = the pwn

    never cloak hives
    never cloak res
    just get a cloak where no marine will go to check.

    Then go to a nice place where marines will walk. Do not choose the obvious place. Do not cloak where marines will look. Cloak where no marine will ever expect skulk. Just cloak in the middel of the hallway. Even if marines will stare diectly at you they will not see you because the human brain will change the things that you actually see into things that it *wants* to see. To say this clear - even if the marine can see a slight shadow, his perception will accept it as not important and he will simply not *see* it.

    ( I play always with cloak and I get spotted 2 out of 1000 times because I was hanging next to a very bright light)

    Soon a marine squad will walk by. Do not attack on sight. Let them walk by. Be careful to attack when no marines is looking at you. Then kill 1 and run away, dancing all the way. This will have 2 nice effects:

    1. They will get scared and advance more carefully (and slower) and make them paranoid. So 1 skulk can keep marines busy while sneaking around and keep them from hunting gorgs or build things.
    2. They will empty their magazines trying to kill 1 skulk. marines seem to fire waaaay more uncontrolled and frantic if the skulk is very close - leaving them reloading while a 2nd skulk can attack.

    So if you do this nicely, marine will get skulked before they can reach res/hives. And you will not need to fortify the hives. Skulks are the best defense at start of game. They can reach every place in seconds and if moving in packs they can easily pwn LMG marines.

    (btw this works since 1.04 but all the new players get hammered into their heads by *vets* that def is the best and sens is crappy so that hey never get the chance to actually try it)



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