Slashing And Elecing Marines:

killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">Is this the only way?</div> 2.01 has been out long enough that most marine teams run out and cap and elec all the nozzles they can. Aliens cap some nozzles and do what they can to prevent this but marines generally make good headway.

This changes when 1 aliens gestates to a fade, blinks around the map, uses regen (VERY important), and kills the marine nozzles. The Fade blinks away at the sign of any trouble. From then the game continues on unpredictably, usually resulting in a 2nd hive at some point.

Is this the only way for aliens to solve that first rush? It is possible for a gorge and 2 skulks 2 take down towers but this requires a lot of man-power, is not as flexible, takes longer (due to energy), and a single marine can ruin the whole setup. Any other suggestions?

Comments

  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    well you could get an onos, but id take twice as long for res and moving to each rt.

    or you could get a groge to oc each rt, but that takes ages.

    fades best bet imo

    or get skulks to kill rts before they elec
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Despite going out of style, the whole ambush-the-marines-before-they-get-there tactic still works quite nice. Or go rush their spawn if they're all far away from home.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Electing nodes is costly for the marine team and 1-2 regen fades can take them down quickly enough for it not to be to big of a problem. Before you start taking out elect nodes try to take out non-elect nodes as they are easier to take down in the first place. Once 2nd hive comes up adren/regen fades should have no problem in this task along with bile bomb gorgs who should also help in the effort. I suggest the aliens try to hold 4-5 nodes almost the entire game so the elect nodes dont neccessarily mean aliens lose, they just mean its going to be a hard end-game. Map control is key in fighting elect nodes.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    How about trying a bit of actual teamplay instead of mass rambo, and just have a gorg+skulk combo take out the electrified nodes?
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Well for one, thats two to three aliens that are practically out of the game while they are taking down electric nodes. On top of that, thats two to three less people helping stop marine expansion, and that can be worse than them having too many nodes for a long period of time. Sure, you take down their electric nodes, but hey, now that they were out in the map so long, they have a huge phasegate network, plus a turret farm in a bad spot for you. So now while youre busy trying to get rid of their outposts, they go out and recap res, and possibly re-electrify, if they know there weren't fades taking them down. Hopefully the comm isn't too stupid and keeps electrifying nodes after he knows fades are taking them, because that will allow you fades to go off and do more important things, while skulks go back to killing nodes. I hate to say it, but basically the best way to stop this marine tactic is dont let it happen. If possible guard the nodes closest to their base, in two skulk teams. That way, if they do start electrifying it, chances are you two will get it before it finishes upgrading. If not you'll probably damage it so bad that you can just go chew it a little when you spawn and it will die.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Rushing spawn is only so effective, because most slash-burn type comms will just put up two ips in some forgotten vent, and relocate there.

    Game quickly becomes cat and mouse, with marines concentrating on wiping out alien res, and aliens getting more and more paniced because all the builders are starved and the hoarders won't put new structures up.

    At an allotted time, the rines charge, cutting a swathe through the res-starved aliens and splatter the hives. GG.


    Alien counters can be to aggressively purge the map of marine presence. This doesn't mean finding and killing their base (because their base will be bare) it means killing their rts, killing their men. If you get lucky, you nail their IPs and try and stop them building more. Careful spending will help the aliens, it really requires decent teamwork, and sadly at least half the average alien team will be screaming that its their res and they'll spend it how they like.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--Necrosis+Dec 15 2003, 10:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Dec 15 2003, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Rushing spawn is only so effective, because most slash-burn type comms will just put up two ips in some forgotten vent, and relocate there. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Or use a single electrified TF.

    I mentioned the 2 skulks + 1 gorge as a counter, and the following problems exist:
    - it puts 3 men out of the game, and this can be considerably lengthened when trying to organize the group to move toward a specific nozzle.
    - Without adrenaline the gorge can not keep up. The nozzle takes a very long time to die.
    - even one marine can ruin the whole setup. Skulks are essentially sitting ducks around the nozzle.

    Killing marines before they actually get a nozzle up is difficult to say the least. You can stall them, (which I mentioned) but they will eventually get some up. Of course it is wise to find the unelec'd nozzles, but this can be tricky if they are deep in marine territory. Electricity is a faster upgrade now anyways.

    So does this mean a regen+fade is still the best option? Is anything but DC virtually suicide for a decent marine team? If electricity research time was decreased that might help significantly I think; forcing marines to either gaurd nozzles or leave them unprotected and vulnerable. But as for the here and now I am at a loss.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    edited December 2003
    Gorg+skulk combo is almost mandatory, especially since regen fade is far more efficient in containing marines then 2 skulks or gorg+skulk. And you don't really need adren upgrade to take out nozzles, just have skulk pull back to heal when his hp goes to red. Sure it takes a bit longer to take out the rt, but gorg needs time to accumulate resourse for building a new rt in the place of the eliminated rt anyway.
    Whenever regen fades have to waste time on killing more then a couple of electrified nodes, you know that your team has no coherent teamplay. This is why you won't see many electrified nodes in clan play, they'll simply call in a gorg to healspay the skulks that destroy the node, that's 45 res loss vs 15 res for vanilla rt. Even recycling electrified rt will give you the 30res hit, as upgrades aren't counted in recycle payback.

    And how are they supposed to make that "pg network" or "turretfarm" if they don't have resourse nodes? This isn't 1.04 where resourse didn't matter all that much, in 2.0+ resourse are your life blood.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I dunno, I mean you can use movement for celerity, speeding up reaction time, it also makes you attack a little faster so skulks can get an extra bite into an elec tf before dying. Adrenaline is handier at two hives, when you can bb stuff like crazy though.

    Sensory allows cloaking, which makes ambushes easier. It also brings our favourite wallhack, which means finding rines is a lot easier. You need a good team for this though, since it relies on spotters and seekers, as well as someone saving to drop second hive very very quickly (since if the rines switch from slashing to an outright attack, your sensory boys will get swisscheesed).

    DC is always the one to choose because any noob can use it, though if you're on a team of noobs then you can expect to lose to a competent slashburn comm.

    And fades are certainly the evo of choice in most games, due to their flexibility.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--Necrosis+Dec 16 2003, 10:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Dec 16 2003, 10:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dunno, I mean you can use movement for celerity, speeding up reaction time, it also makes you attack a little faster so skulks can get an extra bite into an elec tf before dying. Adrenaline is handier at two hives, when you can bb stuff like crazy though.

    Sensory allows cloaking, which makes ambushes easier. It also brings our favourite wallhack, which means finding rines is a lot easier. You need a good team for this though, since it relies on spotters and seekers, as well as someone saving to drop second hive very very quickly (since if the rines switch from slashing to an outright attack, your sensory boys will get swisscheesed).

    DC is always the one to choose because any noob can use it, though if you're on a team of noobs then you can expect to lose to a competent slashburn comm.

    And fades are certainly the evo of choice in most games, due to their flexibility. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Celerity does not speed up bite speed. It only raises base ground and air speed.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Remember that electrification is costly as hell. If the comm has 5 electrified nodes, he wasted 150 res on electrification. For every electrified resource tower that a fade takes out, you waste 45 of the comm's res. So yes, fades are the best counter to electrification.
  • monstermonster Join Date: 2003-02-12 Member: 13443Members
    <!--QuoteBegin--BOBDOLOL+Dec 16 2003, 08:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ Dec 16 2003, 08:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remember that electrification is costly as hell. If the comm has 5 electrified nodes, he wasted 150 res on electrification. For every electrified resource tower that a fade takes out, you waste 45 of the comm's res. So yes, fades are the best counter to electrification. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But one fade can't wipe out 5 Rts in time before the the Rts paid for themselves and also generate enough resources for heavy equipment. (Marines will rebuild Rts as well)

    So I guess you'll have to use multiple fades =\
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Of course multiple fades work best. By the way, when the marines rebuild those rts I'm assuming the comm re-electrify them as well... so another 30 res wasted!
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    i like 2 gorges (with redem) and 1 skulk (with regen). the early fade goes off and kills marines. with 2 gorges healing you, you only need to stop to rest. if attacked chances are only the skulk will die. as you take rts down the gorges take turns droping rts in there place.
    useing 2 gorges and 1 skulk in place of a fade alows you to take down and more importantly put up rts faster. the fade dose what a fade dose best, killing mariens.
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    One overlooked aspect of electrified RTs is the type of upgrade you're basically forced to take as a fade. Regen is really the only way to go unless you have a gorge nearby or like to make long trips back to the hive for every RT you take down. Once a second hive is finished, you're left with a sub-optimal upgrade. Metab + carapace > regen. Sure, regen will heal during combat, but you won't be any more effective since you'll need to scoot once your hp runs low anyway.
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    <!--QuoteBegin--Sizer+Dec 17 2003, 12:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sizer @ Dec 17 2003, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One overlooked aspect of electrified RTs is the type of upgrade you're basically forced to take as a fade. Regen is really the only way to go unless you have a gorge nearby or like to make long trips back to the hive for every RT you take down. Once a second hive is finished, you're left with a sub-optimal upgrade. Metab + carapace > regen. Sure, regen will heal during combat, but you won't be any more effective since you'll need to scoot once your hp runs low anyway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the point is, regen heals constantly, to metabolize you have to hid yourself, unless you like to have holes scattered through your body. You can regenerate while moving (and blinking). You don't waste as nearly as much time as metabolize does.
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    <!--QuoteBegin--Skydancer+Dec 17 2003, 12:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skydancer @ Dec 17 2003, 12:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Sizer+Dec 17 2003, 12:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sizer @ Dec 17 2003, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One overlooked aspect of electrified RTs is the type of upgrade you're basically forced to take as a fade.  Regen is really the only way to go unless you have a gorge nearby or like to make long trips back to the hive for every RT you take down.  Once a second hive is finished, you're left with a sub-optimal upgrade.  Metab + carapace > regen.  Sure, regen will heal during combat, but you won't be any more effective since you'll need to scoot once your hp runs low anyway. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    the point is, regen heals constantly, to metabolize you have to hid yourself, unless you like to have holes scattered through your body. You can regenerate while moving (and blinking). You don't waste as nearly as much time as metabolize does. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    By the time two hives are around, marines will have upgrades sufficient to rip a fade apart without much effort. Carapace counters this to an extent. I can last far longer around marines than any regen fade. This is especially true vs heavy duty weapons, when all a fade can do is blink in, hope for a swipe or two, then blink out. In that situation, a regen fade will probably blink away before it can do anything. On top of that, there is a great risk of getting killed while blinking. When I have more armor that aborbs more damage, and lasts longer, I can do more before it's time to blink.

    Once I'm far away, sure, it will take a little longer to get all the health and armor back. But once I have it back, I'm better off than a regen fade would be.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Many people prefer regen on a fade even when they don't plan on taking down electrified rt's, so your point doesn't stand. You might prefer carapace, but most people don't.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Regen rocks all. Carapace lvl 3 will counter lvl 3 weapons, but nothing more. I guess it would be more useful if its end game and you have a few dcs nearby, but personally i HATE retreating to metabolize.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Cara and adren are handy for tough rines foes, since you can blink like a madman and still have plenty of energy for spam metabolise. But thats just me.

    Second, I only said that I thought celerity speeded up the biting - to me it certainly *looks* like its faster, but I'm prepared to accept I'm wrong on it.

    Third - the fade really is the best way to counter flexible marines, since its equally flexible itself.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--killswitch1968+Dec 14 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ Dec 14 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is this the only way for aliens to solve that first rush? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Depends on the team size. In small games, where aliens make bank on res, you might as well grab a few RTs near the hive, and wait for fade.

    In large games, where aliens get shafted on res, you can probably spare some skulks to actively guard RTs (or choke points; use the map view and common sense). As much as people bag on sensory, a few well-placed SCs can act as a significant defensive force multiplier for the aliens in the early game.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    If the Marines elec all (or most of) their resources I find it a lot easier to win as alien then when they don't. The reason is that it takes 3 times as long for the RT's to turn a profit, this means that the Marines tech very slow. You should have your first Fade ready to start taking down the RT's just about the time their first RT starts running at a profit. At this time, Marines will have no upgrades, so they will have trouble on the map.

    If they don't elec, they will most likely have armor 1 after a minute, and weapons 1 a minute later. Once you get your first fade they will either have wep level 2 or MT, if they're focusing on upgrades, which will mean that they are now probably quite dominant on the map. A 0/0 Marine is far more likely to get killed by a skulk then a 1/1+MT or 1/2 Marine, these upgraded Marines pose a more real threat to fades and will take on lerks better.

    Anyway, the way to counter the slash tactic of course depends on your choice of first chamber.

    <u><b>Defense</b></u>
    This tends to be the easiest way to handle Marines that go elec, since taking down the nodes require no teamwork, just a fade. If they don't elec this becomes less effective, its real strength is that it allows one alien (that happens to be extremely fast and hard to kill) to clear out all nodes before they turn a profit. With D first, getting an early Fade (or two) is more important than an early hive.

    If you go with D I suggest getting fewer nodes. Capping the two safest and easiest to defend ones and leaving the rest. Instead of having say 5 gorges cap nodes you can have 2 cap, and the rest build OC/DC setups at the nodes and hive. The Marines will now in order to use their strategy have to go into tactically bad territory, where aliens will have healing and support. Also, due to closeness and the low number of areas to defend, there should be little or no chance of a successful Marine attack. Since Aliens have few and easy to defend nodes, they can concentrate on taking down Marine nodes instead of defending their own. Ib RTS terms I guess you could call this Turtling beating Rushing.

    <u><b>Movement</b></u>
    This is in my opinion the strongest counter to the non-elec slash strategy. Without electricity, Marines rely on keeping pressure on aliens on the map to keep them off their nodes. Movement gives the biggest combat advantages to skulks, and more specifically allows to attack nodes or ambush building Marines silently, or get around to attack/defend nodes quickly.

    If Marines chose to go elec when you have M, you will have to use some basic teamwork to take them down. The minimum required is gorge+skulks, where the gorge has adrenaline. This means it is somewhat weaker against the elec strat since you will basically have to use at least two aliens to do a job that one could do with D chambers, and you're a bit more vulnerable doing it.

    With M first you can and should get more res nodes then with D. M won't help defend the nodes statically as D does, but it will make your skulks more effective node defenders. Cap 4-5 nodes and use skulks to defend them. You will need to cap more nodes for another reason too, you really need that second hive as quick as possible. M <b>will</b> give you a very good starting position, but the Marine upgrades will reduce that effectivly, especially with MT. But with more nodes, higher RFK and no need for early Fade, M allows for an extremely quick second hive as well as the ability to defend it by teleporting to it.

    <u><b>Sensory</u></b>
    This is really the <b>ultimate</b> anti-slash chamber. With a sensory network, or just the upgraded cloaking, it becomes extremely easy to defend areas early in the game (pre-obs). SoF makes it impossible for Marines to move anywhere unnoticed and that combined with a sensory chamber near every node you cap, basically renders the whole slash strategy useless. If you go S first, you want to spend as much res as possible immediatly, on nodes and chambers. At <b>most</b> two persons should be saving (one for hive, one for evolution/backup). You should cap as many nodes as possible and put up as many sensory chambers as you can afford, feel free to spend any remaining res on OC's.

    If the Marines don't switch strategy, they're toast. The problem is that unlike Aliens, for Marines it is easy to switch strategy. A competent Com will as soon as he realises you went S (which will be very early), completely change his strategy. The two basic ways to handle sensory is to either build a load of observatories and simply keep attacking, under scanner sweep protection, or to secure areas slowly and strategically. The first option takes a very active Com, but will be devastating if he is competent. Uncloaked skulks are no match for Marines with medspam. The second approach is easier, in its laziest form, the Com will simply chose to relocate to a Hive and the game will be almost won. It is usually impossible to stop Marines taking a hive in this scenario, so your only chances are to either go M second and try a Teleport rush inot the third hive (alternatively GorgeGang+Onos), or go D first and get big evolutions (Fade/Onos) quickly, before the Marines get HA or turtle the Hive too much. Or the Com can just start electrifying every res he takes, while advancing slowly, which will be almost impossible for you to take down/stop.

    Without either D or M, it is close to impossible to take the last hive against a competent and upgraded Marine team. Bigger evolutions will either be too vulnerable (no D) or to ineffective (no M). If you know, or have a good reason to suspect, that the Com will try a slash strategy, feel free to go S, but be prepared to lose painfully if he pulls off a successful strategy switch. With S you will have to make sure you drive your advantage home as fast and hard as you can. With a bit of luck you will catch the Com off guard and get a fun and easy win.


    This turned out to be a pretty long post, off to bed now.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--Stoneburg+Dec 17 2003, 11:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Dec 17 2003, 11:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the Marines elec all (or most of) their resources I find it a lot easier to win as alien then when they don't. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've been on both sides of the "non-elec rush to HA" strategy, and it's quite effective. And frustrating for the aliens.

    Without electricity, it's very easy for the aliens to eventually regain control of the map. However, by then, a competent commander has enough res to fuel a killer HA train. And the aliens have no res to mount a defense, because they've been building infrastructure (hives, RTs, chambers).
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    The important thing with taking sensory is to make damned sure you kill the marines before they cotton on. This usually means some coordination.

    Hopefully 1 or 2 people will get a glut of res, combined with the man hoarding for hive, which means you can very quickly drop hive 2 and its associated DC/MC.

    If however you go sensory, then sort of wander about picking off lone rines, you can expect a concerted retaliation from the marines which will cut through your defence like a knife through butter, especially if they have shotties.

    If you go sensory, hit the enemy as quickly as possible and rack up as much res as you can in the short time you have before the comm switches strats.
Sign In or Register to comment.