A Way To Stop The Onos

TaiDaisharTaiDaishar Join Date: 2003-08-11 Member: 19417Members
<div class="IPBDescription">From demolishing your RTs</div> I'm not a great comm I admit, but I'm rather decent and have won some games as a commander, a lot of games I was very close to win, until the dreaded Onos (or lerk or a 2nd hive gorge) came up and destroyed all my RTs, when I send marines to defend it the aliens simply run away due to the way too overpowered SoF (Motion Tracking with a cost of 2 res... brilliant) or simply kill the marines.

I'm not here to talk about SoF or Bile bomb or lerks, I'm here to ask HOW THE HELL YOU STOP AN ONOS FROM DESTROYING ALL YOUR RESOURCE TOWERS?

It's either you turret farm every RT at your disposal and have a few marines next to the RT at all times with at least 1 Welder or the RT going down without any way of saving it and I see no way of saving those RTs without spending 2-3 times res of an Onii's cost.

Has anyone found the secret?

Comments

  • VashVash Join Date: 2002-11-12 Member: 8333Members
    Find a team of marines that will listen to you when you tell them "This RT at this waypoint here is under attack. Go save it."

    Electrifying all your RTs also makes it a pain in the **** for aliens in the beginning, its hard to take them out without bile bomb or a fade with metabolize.
  • TaiDaisharTaiDaishar Join Date: 2003-08-11 Member: 19417Members
    Lerk can get electrified RTs easily too, although it takes some time, getting away with a Lerk is no problem either if the attacking Lerk spots a marine coming to defend the RT.

    I was in a game with an EXCELLENT team, they followed my orders without questioning and they only suggested things or asked them, if I denied them they would agree to my logic.

    Guess what, we lost, we had 2 hive lockdowns and around 5 RTs until an Onos came along and destroyed all of my ELECTRIFIED RTs WITH TURRETS before my marines could even get half way to the RT!
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin---Vash-+Aug 19 2003, 12:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Vash- @ Aug 19 2003, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Electrifying all your RTs also makes it a pain in the **** for aliens in the beginning, its hard to take them out without bile bomb or a fade with metabolize. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But it is pretty easy with gorge+skulk combo.

    Few bites, heal spray, few bites, heal, etc....
  • TaiDaisharTaiDaishar Join Date: 2003-08-11 Member: 19417Members
    Paq is right, as of now (even as of 2.01b) Electrified RTs are more likely a waste of res, it could help against skulks but that's it, making it a temporary defence for around 5 minutes.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    The best way i know are phase gates. Build the res and some turrets around it then a phase gate. Keep 2 marines with shotties as guards and make them jump to the res nodes under attack. The turrets should keep the aliens busy till yor men arrive and kill/redeem the alien threat. Then weld and replace structures. And a phase gives you an additional bonus because marines that try to get to a certain location have to travel through a lot of phases till they arrive giving a good chance a marine is present/jumps in at the time the aliens attack. Just place it so that the turrets cover it so that they have to kill them first because aliens always try to kill the phase first. As onos i fear phase gates the most because if im low on health due to turret crushing and a hmg marine jumps in im as good as dead.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    That's all well and good Jaml but when the aliens sit on the PG blocking it, you're back to square 1 again :/

    Roo
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    edited August 2003
    Marines can hardly stop skulks and gorges from destroying their rts, rather unlikely that they'd be able to stop onos.

    <!--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-->That's all well and good Jaml but when the aliens sit on the PG blocking it, you're back to square 1 again :/<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Feature not bug, was the same in 1.0 also.
  • MobayMobay Join Date: 2002-11-05 Member: 6986Members
    Well i can turn the quistion! how do you stop marines from removing a RT, 2 DC, 6,OC? simple!! fight back!


    The only thing you can protect RT's with is human players! The AI of the turrets is well, but cant shoot unless someting is in their line of sight!

    Use electric TF and RT's and place them close to gether... the make 4 turrets, and 1 pase gate. it will defend well.


    but as manny don't understand is, The best way to defend is Having a farmer to defend...

    The farmer is a HA + HMG + welder.. he shoots the bug bugs, and weld the damages, and lets the turrets kill the small skum.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Well there really is no way to stop onii from eating all your RT's. The fact is the first onos earns its value many times over purely because its almost impossible to protect all but 2-3 rt's (inc MS rt) once onos are around.

    The only way to really stop them is:
    Stop onos, keep the aliens as on few res as possible.
    Attack the aliens. If a hive is under attack the onos will need to go back to defend it or let you take the hive.
    Another attack is try and clear all the resnodes you can find with a large marine force. Cap them and move on. The onos has to choose between saving alien RT's or killing yours.

    It isn't easy and for most games the first onos signals the end of the game...
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Huge turret farms and make them when they're necessary. This is how I usually do my games in 16-20 person games. Grab my share of nodes (usually up to 4) and electrify them all. The flow from RFK and 4 res towers affords me enough for 1 mini-farm at a hive and a few upgrades. When the first Onos shows up then it's time to reinforce the RTs with farms and you basically just keep farming all your RTs and move out to claim more RTs and farm them too. If a large scale attack threatens the life of your farms, send some men to do the dirty work. You basically just keep doing this until you've attained res dominance and maximum upgrades. From there you either stomp onto the alien hives or win as they all F4. Works everytime.

    THOUGH 2.01 threatens this strategy since they do "light" damage.

    Also, you can just use 3/3 Shotty/JPers and hunt the Onos down. You'll also be able to respond quicker.
  • keelemkeelem Join Date: 2002-11-07 Member: 7482Members
    Stay on the offensive, that way logicly they should leave your RTs alone, since their nodes/hives are being threatened. If they fail to help their team they have no res/ no hive
  • SoberanaSoberana Join Date: 2003-06-25 Member: 17695Members
    Shoot them? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • TaiDaisharTaiDaishar Join Date: 2003-08-11 Member: 19417Members
    <!--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-->Well i can turn the quistion! how do you stop marines from removing a RT, 2 DC, 6,OC? simple!! fight back!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    o.k... that was moronic, aliens have far far FAR superior mobility and they can defend their structures a lot easier even with no OCs nearby compared to marines.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    <!--QuoteBegin--Roobubba+Aug 19 2003, 01:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roobubba @ Aug 19 2003, 01:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's all well and good Jaml but when the aliens sit on the PG blocking it, you're back to square 1 again :/

    Roo <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I did not say its foolproof. If it was then we would have another uber lame strat like JP/HMG rush in 1.04. But it works well and if you let them drop things on your phase you did something horrible wrong or the aliens just used teamwork and cleared the turrets protecting the phase before you could send reinforcements and in thatn case they deserve to get it. The only things that can permanently stop onos is high tech marine equippment. This is why turret farming comms most of the times loose if there is only one smart combat gorge amongst the aliens. (celerity+regen and every outpost is done for) You have to hand out weapons and secure the nodes with manpower if you want to survive long enough to tech to HA and own. Turrets are only for support not for ownage.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Dont spend any res on it, and as soon as they start hurting recycle. That way you at least get 4-5 times the res you wasted back, and you can use it for some upgrades or whatnot.
  • FanorESFanorES Join Date: 2003-07-29 Member: 18534Members
    edited August 2003
    <!--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-->(Motion Tracking with a cost of 2 res... brilliant)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Uhm...u forgot to mention the cost of the sensorys (30 res) xP, and the fact that while marines always have MT once they researched it, the aliens must spend 2 res and time (a few seconds of evolution, but time xP) to retake SoF every time they die.

    And if any team follow your tactic, there won't be any marines to build more res towers, or take a hive, or defend the base....unless you apply this tactic in only 2 or 3 RT....

    The way to keep the onos out of the RT is avoiding that the aliens could go onos...in other words, capping as many res as you can and destroying their RT, and being careful of the aliens kills, too.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
  • grafgraverkegrafgraverke Join Date: 2003-08-09 Member: 19246Members
    edited August 2003
    <!--QuoteBegin--Fëanor[ES]+Aug 19 2003, 08:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fëanor[ES] @ Aug 19 2003, 08:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Uhm...u forgot to mention the cost of the sensorys (30 res) xP, and the fact that while marines always have MT once they The way to keep the onos out of the RT is avoiding that the aliens could go onos...in other words, capping as many res as you can and destroying their RT, and being careful of the aliens kills, too. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    erm, hate to break the news to ya, but in 2.0 Aliens can and will go Onos with only one hive!

    offcourse, with only one of three possible skills, the 1-hive Onos isn't as powerfull as his full-upgrades counterpart.

    imo the secret to killing Onii lies with a few factors.

    1 - UPGRADE WEAPONS !

    your basic lmg suxors koxor , <b>but</b> a few lmg lvl 3 càn dish out a major can of whoop-**** !
    spending all your money on equiping your team with lvl 1 hmg/gl is an exercise in futility imho!
    that res <b>needs</b> to go into research to ensure easier survival later on.
    when all is researched, you can hand out fully functional, fecking léthal weaponry plus armours/jp's as dictated by the strategy you want to follow!

    2 - PHASE EARLY, PHASE OFTEN !

    this makes <b>your</b> team the most mobile one..

    3 - PLACEMENT IS KEY

    don't spam the entrance with turrets, but choose places that cover those entrances from a few meters back. also, place some turrets that provide covering fire to your other turrets without being vulnerable to outside Gorges/Fades.
    <b>never</b> place your turretfactory in a place where it is vulnerable through any entrance, <b>including vents!</b>
    make back-up rt's and electrify them, making it costly to simply go for the single rt. (building up a tf around a hidden rt, then placing a second rt in plain view is an effective way of providing a distraction !)

    <b>building one or two siegecannons can also save your hide when it can be used to destroy an offensive wall</b>
    build those as close to the most likely point of approach, in a corner pressed against the wall. if they stand in the center of your base chances are the range won't suffice to provide support !

    4 - RADAR !

    every location you choose to expand to needs a radar, otherwise Aliens can build a sc in your extension, making it possible for them to charge in invisible!

    5 - NO TEAMWORK = GUARANTEED LOSS

    not possible to hammer on this often enough.. listen to the comm, watch out over each other, and keep repairing damaged structures.

    =======================================================

    as a final note, just this.. all this can get you a victory, but only if you have a few skilled players on your team.
    it don't need to be all "elite" but as a commander it really helps to be able to relly on a few key members!
    those players should be the ones who are the trailblazers, who are faced with the heavyest resistance. the other ones could maybe help out providing additional cover for rt's under attack, welding your offensive playa's , repairing stuff..

    anyway, I found that as an Alien, a team which works like this is véry hard to keep at bay.. <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Sign In or Register to comment.