If I Can Do This...
p4l
Join Date: 2003-06-18 Member: 17461Members
<div class="IPBDescription">there is a real problem.</div> I'm not a real anti TF'er. Or at least I wasn't. But I just played a horrible game, and I was responsible for it being horrible. It became a test to see just how crappy a win I could get, and I got it.
Aaaaanyways, playing on ns_origin. I think that's the name, with laser drilling? I took over as comm long after the marine team was screwed out of any chance for a real win. They were putting up a 3rd hive, and had all the RTs but marine spawn and laser drilling. My team wanted to make a 'cool last stand', and who am I to dissapoint? I teched to HA, after dropped a good 15+ turrets in marine spawn, and another 20 at least in laser drilling.
I'll skip the crap, but in the time/res it took aliens to **** away laser drilling, my 9 marines were all wearing HA and bearing hmgs or GLs, and of course welders. I had 2 sieges, and maxed turrets, and alot of res. I didn't know what to do with all that res... so I started the evil leapfrog. I made my entire team move forward about 20 meters away from base, to computer area on the way to biodome. They made it through a WoL with only 2 casualties, which I replaced. Then a new TF, and again like 20 turrets slowly came up as their onos kept either redeeming (Unable to get in past the 'wall' of turrets I'd setup in order to devour before redeeming, too). 1 siege, and some scans... move along another 20 meters. Repeat. Recycle old TF and turrets. I actually leap frogged from marines start all the way to biodome, and sieged it. Then I put up a super turret farm in biodome, recycled all the old stuff save RTs, and started this same process, moving towards furnace. When I got almost all the way to furnace, the aliens started F4'ing. I would have stopped this, but it became somewhat amusing to both teams to see how this could happen...
Yes, they were using teams of 3-4 onos. Yes, lerks umbrad. They tried xenociding en masse, bilebombing, at one point I even let them get a heal station to run to as they bilebombed, but to no avail. The random gorge would still fall to the unlucky turret simultaneous blast.
So before you start talking about lame... I know it is. The point was whether it could be done or not, and it was. Before you shout 'noob aliens', keep in mind this alien team was much better than the marine team. They had dominated until I got in and started this lameness. Now I know everyone's first response to anyone saying anything is overpowered is to leap on them and say 'duh of course use team tactics' or any other rehashed excuse, or to list a half dozen theoretical methods of dismantling said overpowered item. But try it, see the real lame. FoL that's the new term, start using it. So really... maybe I should put this in suggestions cause we desperately need a limit on the number of turrets in an area. If I can do this, there is a real problem.
Aaaaanyways, playing on ns_origin. I think that's the name, with laser drilling? I took over as comm long after the marine team was screwed out of any chance for a real win. They were putting up a 3rd hive, and had all the RTs but marine spawn and laser drilling. My team wanted to make a 'cool last stand', and who am I to dissapoint? I teched to HA, after dropped a good 15+ turrets in marine spawn, and another 20 at least in laser drilling.
I'll skip the crap, but in the time/res it took aliens to **** away laser drilling, my 9 marines were all wearing HA and bearing hmgs or GLs, and of course welders. I had 2 sieges, and maxed turrets, and alot of res. I didn't know what to do with all that res... so I started the evil leapfrog. I made my entire team move forward about 20 meters away from base, to computer area on the way to biodome. They made it through a WoL with only 2 casualties, which I replaced. Then a new TF, and again like 20 turrets slowly came up as their onos kept either redeeming (Unable to get in past the 'wall' of turrets I'd setup in order to devour before redeeming, too). 1 siege, and some scans... move along another 20 meters. Repeat. Recycle old TF and turrets. I actually leap frogged from marines start all the way to biodome, and sieged it. Then I put up a super turret farm in biodome, recycled all the old stuff save RTs, and started this same process, moving towards furnace. When I got almost all the way to furnace, the aliens started F4'ing. I would have stopped this, but it became somewhat amusing to both teams to see how this could happen...
Yes, they were using teams of 3-4 onos. Yes, lerks umbrad. They tried xenociding en masse, bilebombing, at one point I even let them get a heal station to run to as they bilebombed, but to no avail. The random gorge would still fall to the unlucky turret simultaneous blast.
So before you start talking about lame... I know it is. The point was whether it could be done or not, and it was. Before you shout 'noob aliens', keep in mind this alien team was much better than the marine team. They had dominated until I got in and started this lameness. Now I know everyone's first response to anyone saying anything is overpowered is to leap on them and say 'duh of course use team tactics' or any other rehashed excuse, or to list a half dozen theoretical methods of dismantling said overpowered item. But try it, see the real lame. FoL that's the new term, start using it. So really... maybe I should put this in suggestions cause we desperately need a limit on the number of turrets in an area. If I can do this, there is a real problem.
Comments
Edit: Sorry, I'm a tard. Just played a game with drill access so it was on my mind.
SecretFire, he distinctly typed "laser drilling". Laser drilling and biodome are on the same map.
~Jason
Maredtext: That's the part that got me. They first made a 2-3 onos rush, and all redeemed. Of course not everyone on their team had the res to onos, but eventually they managed to start 'threatening' me, at which time I just had 2 guys come back and GL spam. It was by then I think 4-5 Onos (And it was 12v10 Kharaa favor BTW). The TF was 'nestled' on the Biodome side of marine spawn, and the onos were entering from the Laser drilling side. So by the time they would get over there to try to go for the TF, they would be redeeming.
The took Biodome from me once, but I just scanned and my old siege TF which I was literally seconds from recylcing before hand, just blasted them. 4 Onos went down on the first hive hit, not sure what species they were. This 'strat' involved me recycling all my old TFs. In reality, a true lamer wouldn't even do that, literally creeping out from his base all the way to a hive. And imagine if it had been done from the start, with us grabbing 4-5 RTs and maybe a hive? Ouch.
This is the kinda stuff I have been talking about when I say that marines are way over powered compared to aliens but, Most commanders are to ah, not intelligent enough, to get it.
!??!?!?!?!@!!!
They claimed that this game, which had lasted for an hour and a half, was "boring" and taking "too long" even though it was the Aliens lack of coordination that delayed their initially expected victory. And when they actually started LOOSING to a well comm'ed Marine team, they just gave up and left? ARGH!! Personally, that was one of the BEST damned games ive ever played as a marine. The feeling of being pressed into a corner (literally), gambling EVERYTHING to shoot your way out, and actually succeeding? Near euphoric. It was a hell of a game, right up until the Aliens decided to quit. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Anyways. No real point to this story <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Just wanted to say that it CAN be done WITHOUT a whole lot of turrets. Yes, we did have turrets (duh), but the most our comm ever invested in turrets was about 8-10 to protect our main base (which he frequently replaced). Everything else he invested in HA, Shotguns, HMGs, the occasional GL, and a motherload of welders. We pulled it off - and just BARELY pulled it off - without resorting to a mass of static defences. Very fun stuff; definitly one of my favorite games of NS to date <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Of course, if the aliens had any sense, they'd be grinding away at your turret wall with acid rockets and xenociding skulks, not useless redeeming oni.
Deacon- I would hope not... it was really boring. Initially I was giddy at the fact that it worked, but the idea of playing more than one game like that is painful. Also, see above on whether or not other strats worked.
MaredText- Well, there was no way they could 'rush' to the TF, because the turrets were sort of netted to prevent an onos from getting to the TF. They had to jump repeatedly, and considering the placement, they each would have a misjump or two, which is all it would take. As far as just charging the turret wall, I can't honestly say I paid attention to WHAT attack they were using, but they were either goring or charging the turret wall. Yeah, of course they would usually get one or two... but only when my HAs weren't there. If the HAs were there, in general they would lose at least one onos each 'rush', to focus fire.
Anyways, the whole point of this game was to see if there was any way they could break it. They couldn't find one. That's the point I'm making. Not that OMGOGMOGMGOM!!!!111one my TF BEAT OHNOS! OHNOS! OMG REDEMPTION DEVOURING ONOS OMGOMGOGMGOMGOMGMO. No. I don't much care about that...
The point is that with enough turrets, you can literally crawl wherever you want. And if you are moving from marine spawn, there is likely only 1-2 'battlefronts', so split your marines to those two and you'll be fine. And imagine if I had, say, taken a hive early and expanded from marine start towards the hive. It would have been much faster.
Well, the reason I suggested xeno and acid rocket is because those are the only two splash-damage weapons the aliens have. Splash is key to taking out structure clusters because:
1. It damages more than one structure at once
2. It damages people trying to repair, build, and cover
3. It has (trivial) knockback, which can often knacker marine aim
I wasn't in the game, so I can't comment usefully, but I've had good results with fades + gorge + lerk. It's non-trivial getting everyone to work together, and the gorge usually gets the shaft if the marines counterattack, but it seems to do well against marine-reinforced turret walls.
!??!?!?!?!@!!!
They claimed that this game, which had lasted for an hour and a half, was "boring" and taking "too long" even though it was the Aliens lack of coordination that delayed their initially expected victory. And when they actually started LOOSING to a well comm'ed Marine team, they just gave up and left? ARGH!! Personally, that was one of the BEST damned games ive ever played as a marine. The feeling of being pressed into a corner (literally), gambling EVERYTHING to shoot your way out, and actually succeeding? Near euphoric. It was a hell of a game, right up until the Aliens decided to quit. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Anyways. No real point to this story <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Just wanted to say that it CAN be done WITHOUT a whole lot of turrets. Yes, we did have turrets (duh), but the most our comm ever invested in turrets was about 8-10 to protect our main base (which he frequently replaced). Everything else he invested in HA, Shotguns, HMGs, the occasional GL, and a motherload of welders. We pulled it off - and just BARELY pulled it off - without resorting to a mass of static defences. Very fun stuff; definitly one of my favorite games of NS to date <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Evo.. was i your comm? i did something very similar if not exactly the same on mineshaft last night....??
Possibly. I don't really remember who commed (mostly because you only see the first 5 letters of their name <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->). About all I can recall is that they were wearing a tag of some sort, though I can't recall what it was. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Maybe a full tag+name would jog my memory?
Cuz otherwise all I remember was having fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
What's w/ the obsession with 'lame'? It's not lame, he has to be a damn good commander to have pulled that off.
Good job <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
You DID have the res and techs.
The rines DID back each other up.
The aliens DID make some mistakes (uneffective oni) or was somewhat uncoordinated.
So the game was at hand.
Also it sounds like although you had poor teamplay at the start it got better and surpassed the aliens. And they let you have more that one RT? If I'm playing against dominating aliens I have 0-1 RT.
IMHO this is as lame as base rushing, it doesn't make for fun games but it is nessecary.
And were the gorges webbing hmmmm?
My guess is that you were facing nubie redemption Onos' when they should hav taken regen or cara and were only concerned in devouring then giggling then running away, instead of using a mass charge like they should have done.
Sounds like you had REALLY newbie aliens, cos otherwise, the story, is impossible.
Umm..
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now I know everyone's first response to anyone saying anything is overpowered is to leap on them and say 'duh of course use team tactics' or any other rehashed excuse, or to list a half dozen theoretical methods of dismantling said overpowered item<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Like he said...you can throw the same "no teamwork" excuse in every time and think you are right. The fact is a well managed <b>turrent</b> farm is nearly impossible to kill.
And i'm a bit too lazy to go and find whoever said it, but I don't think Charge does any damage to structures.
How charge works:
1. You press the attack button ONCE.
2. You will notice that the onos screams and you can move faster. Your adrenaline bar slowly falls. Charge lasts till you run out of adrenaline and there is no way to interrupt a charge once started. It ONLY ends when your out of adren.
3. In that time if you run into a marine or a structure you do massive damage (more than bile) as long as you press your forward key. Standing by the structure does no damage. You must keep your forward key pressed.
Some tips.
-Use charge only if your adren. bar is full or else your charge will be shorter. Initiating a charge costs extra adren so if your low on it initiating consumes all your adren. and your charge ends instantly.
-Never switch to another weapon while charging. If you consume adren with it your charge will end sooner.
-Before you run out of adren use the speed gain of charge to retreat
-Using the adrenaline upgrade from the movement chamber makes charge last much longer since you still gain adren while charging. Naturally you gain less than you consume but you gain some precious seconds.
-Charge is an outpost crusher. Nothing kills a res and some turrets faster than charge. Just be cautious about surrounding marines. Its wise to charge them first since charge does massive damage to units too. (Light armor marines die nearly instantly)
Edit:typos