Theoretical Strategy?
DiscoZombie
Join Date: 2003-08-05 Member: 18951Members
<div class="IPBDescription">involving RTs and phases...</div> OK, rather than building turret farms at every RT like so many coms do... what would happen if instead the com used phase gates? that way every marine could get to any RT in seconds... worst case scenario: they destroy the phase gate, which costed a measly 15 res compared to 15 for a tf and like 30 more for 3 turrets. in that worst case scenario, you've still got a phase gate at all your other RTs, and one is bound to be not too far away, so your 'rines could walk from the nearest one... I haven't actually tried this, I'm just proposing it to see what people say.
I know I'm far from the first to propose heavy use of PGs... but I'd like to hear the idea's ups and downs.
I know I'm far from the first to propose heavy use of PGs... but I'd like to hear the idea's ups and downs.
Comments
You could try this with mines also.
Having just the phasegates would result in the skulk attacking the phasegate first, and killing any unfortunate marine to go through it.
Firstly: As said above any incoming skulk would just kill the pg before any marines phased unless mines were used (adds to cost), then take down or severly damage the rt before marines (who may well die anyway) reach the res point.
Secondly: And most importantly to win a conventional game of 2.0 you NEED to have at least 4rts and probably 4 not including base. This means you'll have 4-5 pgs online at once, now just try sending a marine to a location through 5pgs - going to take a while isnt it? infact without turrets/mines to discourage attacks there is virtually no chance of any marines getting through the pg to save the outpost. Perhaps with some kind of pg location choice this could work better but that's something for the S&I forum.
Nice try though
-try to organize the team (might take around 3-8 times)
-rush in singly (and get wasted)
-will NOT focus on ganging up on yer elect RTs.
IMHO though the problem is TFing every res. Marines cant afford to do it. I suggest TFing choke points, in a move of strategic area denial. Then the RTs only need an RT, since nothing can get to them.
Otherwise as we see on most maps, the RT is rushed by a few aliens who flatten it in short order - while the marines are defending two other RTs against similar numbers.
If you find and hold a choke point, its just one TF, PG, and a dozen turrets covering a route to 3 RTs or base. Much better than one set of TF/PG/Turrets at each of the 3 RTs. This DOES give the aliens one big target, but anyone who's played to endgame without f4ing will notice that bases can hold off entire teams of onii for 30 minutes plus.
IMHO though the problem is TFing every res. Marines cant afford to do it. I suggest TFing choke points, in a move of strategic area denial. Then the RTs only need an RT, since nothing can get to them.
Otherwise as we see on most maps, the RT is rushed by a few aliens who flatten it in short order - while the marines are defending two other RTs against similar numbers.
If you find and hold a choke point, its just one TF, PG, and a dozen turrets covering a route to 3 RTs or base. Much better than one set of TF/PG/Turrets at each of the 3 RTs. This DOES give the aliens one big target, but anyone who's played to endgame without f4ing will notice that bases can hold off entire teams of onii for 30 minutes plus. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The only problem with this is that very often skulks have alternate routes, though vents or simply sneaking by the turrets, and then your RTs become skulk lunch. And having one turret farm is kind of risky, because if a gorge or two manages to take down the TF, you're out over a hundred res - it's different endgame often because of the positioning of the turret farm, and the nade spammers. Just about every unmanned turret farm out there can be taken out by 2 gorges, and once the onos come out, definately kiss it goodbye.
Which is why your choke goes at an effective point, not just slapped on top of a nice double res.
"And having one turret farm is kind of risky, because if a gorge or two manages to take down the TF, you're out over a hundred res - it's different endgame often because of the positioning of the turret farm, and the nade spammers."
One turret farm rather than three - so you can jam in an effective 2 turret farms and STILL be saving res. Secondly, its got a PG, its like a minibase. No gorge can get to it without marines piling through the PG. To smash it you need a coordinated alien rush, just like endgame. Just like endgame, every marine can sit at this minibase and bounce the aliens off.
Then when their attack dies, you push out, recap the res (noting of course that you're not replacing a PG, TF, and turrets at each one - only replacing the RT. Cost effective) and take advantage of the lull to push forward to your next choke point or hive.
This maximises effect while minimising cost, and since marines will never make more res than an alien team, its highly effective.
With 2 chokepoints and a base you can deny half the map to the enemy. Holding all three hives does the same for aliens. Aliens can afford to bulk up their RTs because each alien can hold 100 points - in a team of 6 thats 600 res which could fortify most maps. And half that is easily achieved in minutes. If marines focused less on wasting res capping RTs, and more on choke points and perimeters, there'd be less marine losses.