My Mid Game Sucks

stiltonstilton Join Date: 2003-09-07 Member: 20646Members
<div class="IPBDescription">a little help?</div> As a commander i definately have noticed that my middle game sucks and is where i usually lose games (i've notived this for other comms too). I have no trouble getting those 4/5 rez and maybe a few turrets in abse and at a hive, starting upgrades, getting pgs and holding aliens to only 4/5 rez too. It seems that right around this time is when aliens start onosing (if not sooner) and my team and its organization go to hell. i can have my guys defend hive and base, but then my other rez get taken out. i can have them go on an offensive, but then 1 smart alien can take down all kinds of stuff. i try send everyone out except for 2 guys to patrol pgs, but again organization is out the window. hmmm -- not a specific question question so much as some pointers to help my mid-game stop sucking.
thanks guys
«1

Comments

  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    Lol, I had/still have the same problem. Then I see some ppl command on COFR. (damn, COFR is an awesome server. GJ stoneburg and others for making such a good server) don't stop and only research. Give out some shotties and group up some ppl to go around the map and destroy the alien rts, you may want to cap them, but you don't have to. The rest of the team can rambo or whatever, but the main point is that you have people with shotties shooting alien rts. This leads to you getting tech and HA, and maybe putting up some Tfarms and seiges while the aliens are stuck defending thier rts and maybe a hive.

    Also, on defense, I noticed that they don't care about defending rts as much as defending the phase. which makes sense to me now. It's easier to defend cause you can drop it anywhere. and the rt can be protected by marines phasing through to get somewhere.

    I dunno, seems that giving out shotties at teh beggining of the mid-game makes for easier wins.

    for those of who who disagree, this is not THE definitive guide, just some things that helped me.
  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, Constellation
    This is exactly my problem. I can get the nodes I need, and keep pressure on aliens nodes, but it all goes to hell in mid-game, especially once they get an onos to run around and wipe my nodes.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Marines will always lose a war of attrition. They simply can't cap nodes or build defences faster than aliens.

    Thusly at midgame you need to be aggressive and effective. Once you've nailed first hive you want to seriously start charging into two, and from there straight to three.

    Otherwise you find yourself on the receiving end of an Onos rush, or a massive chamber wall, etc.
  • Ph33rPh33r Join Date: 2003-08-22 Member: 20076Members, Constellation
    well when i comm i try not to let them get onos's its the best way. I have 4 or 5 of my rines to waypoints then the others (wich is 2 or 3 rambo) its really effective. Time they get onos's you will have full weapon upgrades a team with shottys and lvl 2 armor and HA is about done or jp depends on the map. They can go onos all they want when that happens.

    You just got to also make sure you dont have a very good skulk killin all of ure rines wich he gets the res for. Thats what you have to watch out for when you have rambos.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    edited September 2003
    <!--QuoteBegin--Necrosis+Sep 7 2003, 08:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Sep 7 2003, 08:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Marines will always lose a war of attrition. They simply can't cap nodes or build defences faster than aliens.

    Thusly at midgame you need to be aggressive and effective. Once you've nailed first hive you want to seriously start charging into two, and from there straight to three.

    Otherwise you find yourself on the receiving end of an Onos rush, or a massive chamber wall, etc. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Amen. A lot of commanders think it's a good idea to just sit back and relax during mid game, waiting to tech to HA. This simply doesn't work -- by the time you get that HA squad, your men will be facing several onos, making a ha train impossible.

    Mid game is especially stressful, and people often just breakdown during such periods. I often find my heart beating faster and unable to make proper decisions in the middle of a particularly intense game. Try taking a few deep breaths to get your mind back on track -- it helps a lot. Also, midgame decisions can be made a lot easier if you have a goal or plan to stick with in the first place. Remember: Think ahead.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Midgame is hard <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Capping more res isn't really possible unless you're doing it on the way to assault a hive, so count that out. Getting maxed weapons levels, at least armor level 1, the armory upgraded, and researching either JP or HA is vital if you expect to have a positive endgame, so work on it if it's not done yet. You also have to somehow balance a decent res flow while preventing the kharaa from getting 3, preferably even 2, hives. The only way to do that is to be aggressive, because you just won't be able to defend fast enough to win a war of attrition.

    I would recommed a mid-game shotgun rush (cost ~ 40 res) while capping any res along the way (not electrifying at this point, usually. bilebombs and onos), and spending any extra res you have on upgrading. If you're lucky, even a failed shotty rush will result in a few dead gorges/lerks/fades/hopefully onos and you having enough res to send out a better equipped force next time they spawn. RfK really rewards aggressive play.

    As for how this actually pans out in game, I couldn't tell you. As a comm, I usually get distracted at this part of the game, and have only actually remembered to drop shotguns and try this once. It at least seemed better than not dropping shotties for a midgame rush, but I'll leave it up to you guys to test it more thoroughly for me.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    if youve managed to keep some stable res translate it into some decent aggression and enjoy long life.
  • stiltonstilton Join Date: 2003-09-07 Member: 20646Members
    thanks for the ideas guys -- common theme here seems to be sgs and aggression. whether to put the two together or not i guess is a matter of taste (ie sg rush). i guess i'll have to keep comming and trying all this out.

    here's another one for you guys:
    i usually comm on smaller size servers (having 10-14 peeps playing), but i usually find larger servers easier to comm -- just me or is that same for u? it just seems onos are able to own more on smaller servers and outposts are harder to defend .....

    neways, thnaks ya'l
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    Once you hit 10 minutes give out 3-5 shotguns and do something.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    I always aim on securing two key locations , to effectievly seal off the map from at least gorges and onos'...this means denying either two hives or most parts othe RTs(try holding cargo and chemical in tanith)
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    edited September 2003
    The problem mid-game is if aliens have 2 hives and a lot of res, so I tend to try and make sure that doesn't happen. Some people get fixated at the hive though. The hive, to me, doesn't matter that much. I'd rather the aliens have only 2-3 RT's and 2 hives then 4-6 RT's and 1 hive. I usually manage to get aliens down to those 2 or 3 RT's when the 2:nd hive is on the way, since the aliens are so fixated on defending the hives now you can easily distract them and take out their nodes.

    Oh, and as I have said before, it is imperative that your armory is upgraded when the 2:nd hive comes online. Also, don't be afraid to hand out a GL/HMG or two, they are extremely effective and as long as you keep them in a squad someone will be able to retrieve them most of the time.

    Look for an opening to take down one of the hives before the 2:nd one comes online. The time from when they start hive #2 to when it is up (3 minutes) is when they are most vulnerable. 2 hives to defend, and no umbra. If/when the second hive comes online, I tend to shy away from rushing it. It's too easy to defend with umbra so you need either a HA squad with GL's or a siege outpost to take it down (or both) which is a big investment and usually not affordable right now since you are spending your res on tech. Just make sure you keep on the offensive so the bugs don't get a chance to bile your bases.

    The reason Marines often lose the mid-game is because they are in a good position (aliens advance rather "choppily", the step from 1 hive to 2 is rather big) and become desperate to preserve their good position, this leads to a defensive position that leaves the (unharassed) aliens time to organise and take down the Marine structures. The big boost of the 2:nd hives is really in hive defense (umbra) and base destroying (umbra and bilebomb), so keep them away from your stuff by attacking, but don't attack their hives unless you can afford to do it for real. Skulks don't benefit much from a second hive and if you keep them low on res it should still be some time for the onos.
  • ScoutScout Join Date: 2003-08-19 Member: 19989Members
    edited September 2003
    shirtgun attacks work very well in the middle game, as has been said.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    If you don't do something to the aliens, they'll find something to do (ie, take out res nodes) Thats why you have to keep going. Be agressive and the aliens won't have the time to even glance at your resnodes.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Remember if you keep the pressure on rushing the hives then the aliens will be forced to respond. While this means you might give them some rfk, it also means you've time enough to build another outpost, or cap some nodes behind your lines, or tech up.

    If they get, say, 15 res from panting your squad (we'll assume LMG basic) you'll have capped 2 res, or built another base. Which longterm will make a lot of profit.

    I think the comms sometimes fall into the trap of med and ammo spam for very little res gain.

    Anyone who doubts the wisdom of constant aggressive behaviour despite the rfk should play aliens for a while. When the marines are down on RTs, you rush them back to their spawn, wall them in, then cap the rest of the map while teching up to Onos. Marines cannot counter, other than futile breakouts. Keeping the pressure on aliens allows you to do the same to them (although you need a bit more skill since you're walling up several "bases" at once).
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    The problem with marine midgame is fairly simple:

    Most of the time, you're stuck fairly even with aliens as far as res nodes. This means that, in all theory, you should be fairly even in terms of tech/power. And, in fact, you are... However, aliens have a far easier time at this point of launching attacks, defending, and so forth, because their command structure is a distributed system. They still have certain weaknesses that can stop attacks, though... One is the hive. Nothing will make oni turn around faster than "Your hive is under attack!"

    Thus, smoke and mirrors will work wonders... Hitting Biodome with two lights while you get a heavy weapon (or maybe heavy armor!) squad to march on Fusion will likely knock down a hive in the midgame (oni will be running towards Bio, and if you take the hive out fast, won't mc over in time)... Maybe hit three res nodes at once?

    In the end, it's going to be a lot easier to organize an offensive at this point than a preclusive defensive strategy. Most of the time.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    <!--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-->Thus, smoke and mirrors will work wonders... Hitting Biodome with two lights while you get a heavy weapon (or maybe heavy armor!) squad to march on Fusion...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Of course this tactic will also cause mass confusion on the alien team playing on ns_tanith, when the marines from ns_origin show up in their hive <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    edited September 2003
    In a marine squad, each weapon/marine you add to the squad makes it exponentially better. Aliens get the same thing, only teamwork isn't as effective for them. (not saying it isn't effective, but just not as much as marine teamwork. Unfortunately, each individual alien is waaaayyyy stronger than each marine (onos or fade vs. anything the marines have) so what usually happens is, some aliens attack a location, and force the entire (or most of) the marine team to respond or lose teh location. Then 1 onos shows up somewhere else, and eats that location.

    Now nowhere have I found a way to counter this, other than taking the initiative and attacking, which i kinda see as unfair, because teh aliens have an obvious advantage.

    If marines defend and aliens defend aliens win
    If marines defend and aliens attack, aliens win
    If marines attack and aliens defend, marines win
    If marines attack and aliens attack, it goes 50/50 depending on the skill of the players.

    If there's anything wrong, correct me, I wish to learn.

    edit:: just to add, the only reason aliens would defend is if they were pressured by marines into defending. Meanwhile, It's kinda natural for marines to sit back and defend while they tech, which is why marines fall into the trap of only defending... The teching is quite a disadvantage.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    IMHO its not as simple a solution as defending and attacking.

    You've to take into account that lategame marines are very powerful, consistently so, whereas (barring redemption) aliens keep spawning in as the common skulk. Secondly, this distinction between the teams keeps the game fresh. Otherwise you end up with chess, having set moves and gambits.

    Marines lose if they don't play to their strengths. For that matter, so do aliens. And thats all the worthwhile extrapolation you can make.

    If you want a game where everything is "balanced", set up a program where two computer players randomly generate a 0 or 1, and in a draw will re-generate the numbers.

    It'll be fair, and balanced, but it'll be the most boring thing ever.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    edited September 2003
    Yeah, I know, I shouldn't bring up balance and such... but there IS a reason pub games are usually won by aliens.

    and When I say attacking and defending, I mean there IS a distinction between Marines actively trying to take something, and rambos all around getting slaughtered (or marines sitting in base). Unfortunately, Alien Ramboing is powerful enough to be considered attacking.

    I do agree that Aliens and Marines have to play thier strengths, but due to the nature on the game, the marine's biggest strength is close teamwork, and that is something that is hard to find, leading to marines losing most of the time.

    The main point of my previous post was to find a way to actually defend multiple locations at once as a marine. Alot of marine strategies and coms seem to put an emphasis on Tfarming up certain locations. I'm wondering if there actually is a way to do it right so you don't lose bases one at a time to a single onos.

    Edit:: I have to point out that in a battle between lategame marines and lategame aliens, the aliens usually win... Onos and lerks vs. HA hmg/gl... umbra, stomp, devour half and gore the rest...
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    Whenever you find yourself asking "what should I do now?" consult this handy reference guide.

    <b>1. Captrue RTs
    2. Upgrade stuff</b>

    Its really that simple
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->Of course this tactic will also cause mass confusion on the alien team playing on ns_tanith, when the marines from ns_origin show up in their hive  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I have this habit... Of calling Furnace Fusion. And Central Reactor... I guess it's cuz I adore the style and textures of Tanith that I have to slap its names onto everything else. I probably need some sort of ns_tanith support group.

    <!--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-->The main point of my previous post was to find a way to actually defend multiple locations at once as a marine. Alot of marine strategies and coms seem to put an emphasis on Tfarming up certain locations. I'm wondering if there actually is a way to do it right so you don't lose bases one at a time to a single onos.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    In 2.01d... Nope. Not even 50 gazillion turrets will stop onos, not even double tfacs, or triple tfacs... Only thing is a mine stack, and that's risky at best. Or marines, but, basically, that's the problem... Hard to get 'rines to patrol.

    <!--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-->Edit:: I have to point out that in a battle between lategame marines and lategame aliens, the aliens usually win... Onos and lerks vs. HA hmg/gl... umbra, stomp, devour half and gore the rest... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    5-6 heavy L3/L3 marines should be able to roll over most things if you get them fast enough, assuming combined arms (shotguns too!) and that you move them out early enough. If they have three onos and a lerk umbraing, that could be a problem, but otherwise, the combination of 8 grenades, 2 hmgs, and 2 shotguns can normally send up to 2 onos packing... With three, the problem arises where it's easy for two to stomp the entire force while the other kills (one often has a hard time getting all the marines with 1 stomp, meaning it requires multiple stomps and thus mad adrenal drain).

    That said, yes, it's hard... On the one hand, I've seen 4 L3/L3's take down 2 onos and a lerk, and I've also seen 6 L3/L3's die to one onos... Best bet is to deny the aliens stomp (easier said than done, I know).

    <!--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-->Its really that simple <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, no it's not. That's far too defensive a ideology.
  • DrowningDrowning Join Date: 2003-08-09 Member: 19219Members, Constellation
    A word for all of you:
    -If you're sitting having all your marines guard, electrify, turret, you're playing a defensive game. In 2.0 where jp/hmgs are gone, a defensive game will not win. Get out and kill some nodes.
    -Get upgrades. Turrets are not more important then upgrades. Upgrades are essential to your team's survival.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    So what about Tfarms? do they still have a place in marine life? if so what kind of role/how many turrets? I can;t seem to get enough to stop skulks and fade yet my upgrades are suffering too...
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Rather than 4-8 mini-tfarms, you want to go for 2 big honking great chokepoints to stop alien movement.

    People may say thats bs, but as a gorge its how I stop marines moving around the map. One big OC DC nest in one choke, same at another. Marines can't move, can't get to res, GG.

    Do the same against them - expand, choke, and consolidate the rt behind you. That way you spend minimum res for maximum gain - and because the tfarms are so huge, you can afford to spend more time following and helping your men, rather than "GET TO THE x TFARM QUICK!!"
  • HolzfallerHolzfaller Join Date: 2003-08-31 Member: 20418Members
    My problems normally show themselves in the endgame. Example- A team with 1 or 2 vets and a mix of grunts and newbies fair well while I mange to upgrade, built def and hold a hive or 2. But when It comes time to give out the gunz and toyz for the blitz to victory, then the aliens seem to get a second wind and fight back alot harder , destory my rts and strongholds, till the only thing left is the main base. It is a little discouraging but I'll say this we Always give them a good fight, mainly because instead of giving up for droping a dozen turrets, I drop shottguns and gls and they go a long to putting the enemy down, and gives marines time to play with thier favorite toyz
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    kay, one more question... When you've got HA and HMGs etc. but the aliens are destroying all your res nodes, do you go and save the nodes/put up new ones or do you go straight for the hive?
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Hive. Assuming they have two hives (they really shouldn't have three), you will halve their reinforcement, remove their strongest anti-structure weapon (bile) and their strongest support weapon (umbra), not to mention the Onos stomp feature. Onos without stomp and umbra is a piece of cake for a group of Marines. Once the second hive is down, you cap it and have the team move towards the last hive. In the meantime, you have a light or two running around the map recapping, while aliens scramble to defend their hive or organise to rush your base (which two packs of mines will stop).

    Rule of thumb: Whenever you kill a hive, the aliens will go for your base.
  • UntitledUntitled Join Date: 2003-02-09 Member: 13348Members
    Always try to capture the middle of the map. From there, you can stike any place very effeciently. If not that, then just go kill alien rts.
  • eikoeiko Join Date: 2003-05-24 Member: 16669Members
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    mmmm what if they have 3 then? or are in the process of getting thier third? i.e. it wasn't locked down tight enough and the onos have finished off the phase.
Sign In or Register to comment.