Bulletproof Strategy
r3dsk4r3
Join Date: 2003-05-13 Member: 16257Members
<div class="IPBDescription">works 99.999999999%</div> now that you are here... this strat may not be entirely bulletproof. you could lose if say, your whole team gets disconnected, or they introduce nuclear weapons on the alien's side. other than that, my grandma could win using this strat. joking. but it works well.
this strat is for ns_veil (thank you typical skeleton)
start: yell at your team and tell them that they have to listen.
start off by dropping a tf, and tell the vets you aren't going to lame up base. then after the tf is built drop an ip on the end that has the pistons on it. move to skylight res, drop and electrify it. move to overlook and drop the res. move to sub-sector 5b, and drop the res.
by now you have spent your starting res, and have 4 res towers to work with. ideally, this should take somewhere around 3 mins. the alien team should be clueless to your strategy at this point.
drop a tf in front of the res tower at sub5, then drop a turret on the upper level on each side of the stairs, one to block the stairs, and then two behind it. this may take a min of so to get the res, but this placement is VERY effective. then, move to dbl.
dbl (nanogrid) is easy to take, just take your whole team, and lmg whatever structures they have placed. at most, you should run into 2 ocs. i had a team of lmgers (4 maybe) take out the 2 ocs and accompanying gorges without a problem. notice you have no armory, so you will have to drop ammo. then...
in dbl (nanogrid). place the left rt (from comm's view), then place a tf next to it. put one turret in between the platform and the wall, door side, and two slightly further up on both sides. i really don't know why, but this arrangement works really well. drop the other rt, and then lame up double, making sure that you put turrets way up front so they can shoot INTO the vent. its not good enough to shoot AT the vent, you want INTO. so way back.
regroup at base, drop armory, and arms lab. you have 6 res towers, good job. you can elec the overlook res, but the aliens usually leave it alone, i guess its a 'out of sight, out of mind' thing. start upgrading, preferably dropping another arms lab, then obs, phasetech.
move to the left side of cargo transfer south . drop a pg. if you are brave, i.e. you have good rines, drop it in the slow bend right next to the hive, if you are a ****, drop it back in the corner of the adjacent room. after you get a few good men in there, drop a tf, some turrets, and upgrade to siege. remind your rines of the 'one build:one cover' rule.
if they hump the armory instead of phasing, recycle the armory. its not upgraded yet, so no big deal. they might eject you, but if they do they are **** and you don't want to play with them anyways.
if your team has an iq > 0.4, then the hive should be down.
right about now you are thinking, this guy is pretty cocky about this strat. i will just reply and tell him that he will get owned by fades because i am cool like that... but i've beaten stacked alien teams, (the whole team looks like [ret]xxx TYP:xxxx afdh-xxxxx |Cpl|) you get the idea.
reality check, you have 6 or so rt's. you should have at least 2/2 upgrades.
to lockdown the aforementioned hive, place the tf and pg in the bottom nook, and then place a concave arc of turrets (5 or so) to block it off. if you do this right it will be nearly impossible to attack only one turret at a time, which will really **** off onos later in the game.
from this point, its really your call. you can further lame up the hives to protect against onos. but they only have 3 rt's unless you are an idiot and let them take topo. thats the max.
or you can not be lame and regroup, hand out shotties (which will dominate bc you should have 3w/2a at least).
i ususally like to siege the last hive (don't know the name) from the upper entrance. the stairs can be used to your advantage. like before, if you are brave, close to the hive on the stairs, if not, up on the little overlook. build the usual stuff, and then siege. if you chose the upper base, you will have a ****** of a time trying to siege. but its possible.
end of game.
feel free to correct me on the names of stuff, as i obviously need it. or submit your logical, helpful, and english suggestions on a way to improve this strat. but like i said, i have been testing this strat. i won 4/5 games as of about 30 mins ago.
note: if you are going to flame me, try the strat first. simply saying "omgzz., a pwnos will jus eat your whole base nad you will be dead beacuse you didn't put up <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> . " yes, i didn't say to put up <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> , but after you see the first fades/onos, most people will put them up. it depends on the game.
and assuming a <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> will just come and kill the base, because you said so, is like me saying the the entire alien team will get mad packetloss and you can kill them while they are sitting there twitching. its just hypothetical.
the key here is to be agressive, and secure res and a hive early. just like any other strat, if you keep the pressure on the aliens, it should be a piece of cake.
i just ran across a reply by CheesyPeteza, he says it best...
"Most important thing is to take the fight to the aliens and fight on your terms, not theirs."
this strat is for ns_veil (thank you typical skeleton)
start: yell at your team and tell them that they have to listen.
start off by dropping a tf, and tell the vets you aren't going to lame up base. then after the tf is built drop an ip on the end that has the pistons on it. move to skylight res, drop and electrify it. move to overlook and drop the res. move to sub-sector 5b, and drop the res.
by now you have spent your starting res, and have 4 res towers to work with. ideally, this should take somewhere around 3 mins. the alien team should be clueless to your strategy at this point.
drop a tf in front of the res tower at sub5, then drop a turret on the upper level on each side of the stairs, one to block the stairs, and then two behind it. this may take a min of so to get the res, but this placement is VERY effective. then, move to dbl.
dbl (nanogrid) is easy to take, just take your whole team, and lmg whatever structures they have placed. at most, you should run into 2 ocs. i had a team of lmgers (4 maybe) take out the 2 ocs and accompanying gorges without a problem. notice you have no armory, so you will have to drop ammo. then...
in dbl (nanogrid). place the left rt (from comm's view), then place a tf next to it. put one turret in between the platform and the wall, door side, and two slightly further up on both sides. i really don't know why, but this arrangement works really well. drop the other rt, and then lame up double, making sure that you put turrets way up front so they can shoot INTO the vent. its not good enough to shoot AT the vent, you want INTO. so way back.
regroup at base, drop armory, and arms lab. you have 6 res towers, good job. you can elec the overlook res, but the aliens usually leave it alone, i guess its a 'out of sight, out of mind' thing. start upgrading, preferably dropping another arms lab, then obs, phasetech.
move to the left side of cargo transfer south . drop a pg. if you are brave, i.e. you have good rines, drop it in the slow bend right next to the hive, if you are a ****, drop it back in the corner of the adjacent room. after you get a few good men in there, drop a tf, some turrets, and upgrade to siege. remind your rines of the 'one build:one cover' rule.
if they hump the armory instead of phasing, recycle the armory. its not upgraded yet, so no big deal. they might eject you, but if they do they are **** and you don't want to play with them anyways.
if your team has an iq > 0.4, then the hive should be down.
right about now you are thinking, this guy is pretty cocky about this strat. i will just reply and tell him that he will get owned by fades because i am cool like that... but i've beaten stacked alien teams, (the whole team looks like [ret]xxx TYP:xxxx afdh-xxxxx |Cpl|) you get the idea.
reality check, you have 6 or so rt's. you should have at least 2/2 upgrades.
to lockdown the aforementioned hive, place the tf and pg in the bottom nook, and then place a concave arc of turrets (5 or so) to block it off. if you do this right it will be nearly impossible to attack only one turret at a time, which will really **** off onos later in the game.
from this point, its really your call. you can further lame up the hives to protect against onos. but they only have 3 rt's unless you are an idiot and let them take topo. thats the max.
or you can not be lame and regroup, hand out shotties (which will dominate bc you should have 3w/2a at least).
i ususally like to siege the last hive (don't know the name) from the upper entrance. the stairs can be used to your advantage. like before, if you are brave, close to the hive on the stairs, if not, up on the little overlook. build the usual stuff, and then siege. if you chose the upper base, you will have a ****** of a time trying to siege. but its possible.
end of game.
feel free to correct me on the names of stuff, as i obviously need it. or submit your logical, helpful, and english suggestions on a way to improve this strat. but like i said, i have been testing this strat. i won 4/5 games as of about 30 mins ago.
note: if you are going to flame me, try the strat first. simply saying "omgzz., a pwnos will jus eat your whole base nad you will be dead beacuse you didn't put up <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> . " yes, i didn't say to put up <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> , but after you see the first fades/onos, most people will put them up. it depends on the game.
and assuming a <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> will just come and kill the base, because you said so, is like me saying the the entire alien team will get mad packetloss and you can kill them while they are sitting there twitching. its just hypothetical.
the key here is to be agressive, and secure res and a hive early. just like any other strat, if you keep the pressure on the aliens, it should be a piece of cake.
i just ran across a reply by CheesyPeteza, he says it best...
"Most important thing is to take the fight to the aliens and fight on your terms, not theirs."
Comments
southwest hive: sub-sector 5B [access?]
southern hive: cargo transfer south.
southeast hive: pipeline.
that strat does work, occasionally. the things that stop it are..
a) aliens do an effective skulk rush and manage to kill your marines.
b) you lose more marines than intended and the one IP doesn't bring enough back quickly enough.
c) the aliens all rush the early lockdown.
d) the aliens first hive IS sub-sector.
e) the aliens do a multiple-skulk rush against overlook or skylights, which reduces res (isn't a full counter.)
f) the aliens build up nanogrid (double res) effectively.
g) they lerk like crazy and spore your marines to death.
h) as mentioned, early fades storm the base or kill your res without issue.
the strat doesn't take into account the obvious variables. it's not fool-proof, just ideal. truth is, marines die, skulks rush, fades come early, spore kills, and onos .. well.. onos are onos.
still, when it works it does work, as I've done very similar strategies on veil.
NO matter which map.........Have a good day
But if you're joking then n/m cos i missed it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
If there is a possibility of several things going wrong, the one that will cause the most damage will be the one to go wrong.
Corollary: If there is a worse time for something to go wrong, it will happen then.
If anything just cannot go wrong, it will anyway.
If you perceive that there are four possible ways in which something can go wrong,and circumvent these, then a fifth way, unprepared for, will promptly develop.
Left to themselves, things tend to go from bad to worse.
If everything seems to be going well, you have obviously overlooked something.
Nature always sides with the hidden flaw.
It sounds like a strategy that will work, since I've been on many games on veil where the marines aggressively grab RTs and a hive then move to double and then win. You have to use the alien's tactic against them and blitzkreig all the way. But ya gotta remember another one of Murph's laws:
If it's stupid but it works, it isn't stupid.
Nothing works all the time, it depends on the skill of the players, their pings, and a good comm.
Remeber: Electrified RTs can be killed by lerks and fades, your marines can be owned by a few skulks...The Base can be rushed right after people left etc..
Theres no such thing as a foolproof strat...
1.) I was being <i>sarcastic</i> when i said it was foolproof.... thought that was obvious.
2.) Yes, I can make a strat that requires the aliens to have a certain hive, i just did. If they have sub5 as a hive, do something else. or else you will have a hard time dropping that rt.
3.) I'm assuming that the fades are more concerned with their hive being sieged than an elec resnode all the way across the map.
4.) I just ******* said, i have tried this against good alien teams, and it worked.
did anyone actually read the post?
btw -- since veil is a symetrical map, this strat work equally well if they start in sub -- just start building towards pipeline (topographical 1st, then c-12, then pipeline, etc.....)
anyways, good strat, just don't be afraid to improvise when you get some aliens who know how to play.
stilton
- You get upgrades very very late
- You waste a lot of res on dropping ammo
- You aren't going after alien RT's (until 5 mins into the game)
And frankly, when something as passive as that is tried it usually fails if the alien team is on the ball. Here's what they will do:
- Cap the whole Map. They will have 6 RT's for at least 5 minutes (until Marines arrive at nano).
- Skulks will attack Overlook and West Skylights all the time, no way will you have 4 RT's once you've lamed up sub.
- Attack your base (you have one IP)
Your unupgraded Marines will provide RFK, and with 6 RT's for 5 minutes the second hive will be started 3-4 mins into the game, and fades will show up. When the first fades show up, you will STILL have no upgrades (you don't drop an armslab until you have lamed up Nano), all your base are belong to them.
Yeah your strategy will work against am umorganised or lazy alien team, so will every other strategy if you have some Marines that can shoot.
Oh yeah I guess I kinda missed the turreting up part I dont do that, it wastes too much time. Try it without turrets and you'll find it goes faster and will give you a solid chance to win. Phase tech is important though as are those upgrades that are not mentioned. You just have to be ready to adapt when the aliens start throwing counters at you like fades and o towers in spots you wouldnt expect or wouldnt expect so many. Siege is cheap and if your marines can guard with out turrets all the better.
Dont wait too long to put down that armory though because it doens have to upgrade sometime...
Oh yeah one more edit this of course is dependent on talent level of your team, esp if you have a group go hunting as they are your most important people.
did anyone actually read the post? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
A "good" alien team wouldn't fall for this.....
In my Principles of engineering class.. i had to thoroughly research murphys law... and found it to be much more complicated
Murphys Law:
"Everything that can go wrong. will go wrong, at the worst possible time, and most likely causing the most damage possible."
P.S. it always happens no matter what...lol
~Jason
NO matter which map.........Have a good day <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I use the same as aliens... If you are carefull to build OC's 10 sec. from IP's & just out of siege range I agree this almost always works.
Enhanced to be even stronger if you keep them on defense with a small skulk rush at the same time.
I really hope this is a joke.
BTW turrets are NOT HOT. They just don't do anything. A regen fade will take down a 6 turret tfac with NO DAMAGE, if he get to a pos where only 2-3 can shoot and he cournchs.
Anything less then 4 turrets and a regen skulk can take out most tfarms.
An onos will laugh at 12 turrets.
You are right about one thing, marines need to be aggressive. VERY aggressive.
Alien rts should not be unopposed, thats how aliens win.