Playing The Game To Win
devicenull
Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
When the game starts out you need to get res nodes, and deny marines nodes.
DO NOT ALL GORGE AT ONCE!!! This is important, a team full of gorges will get nowhere, and you will probably loose. Have about 1/4th your team go gorge at a time, the rest of you should be pestering marines, and attacking marine start. Usually there is no need to go to anything other then a gorge, until the 2nd hive is up. If you do it before this, your just wasting res.
Get one person on your team to save for the hive (hopefully a person that gets a lot of RFK)
If the marines keep rushing an area, make sure its not a distraction. You must keep the marines on their toes.. keep rushing marine start, if you only get two bites on something, your doing good. Enough of the two bites add up, eventaully the marines have to spend res to either defend it, or weld it. Plain skulks should have no fear at all of dieing, they are free.
When its finally time to evolve, make sure you don't end up with all onii. Get some lerks in there, along with fades for hit and run attacks. An entire team of one species will be decimated, as soon as the marines get the counter for it. Don't be an idiot and onos every time, you are hurting youself and your team. If you can't seem to do good as one species, only play as that species for a day, get some upgrades, and learn how to play. Learn what works and what doesn't. Learn how to support your team, and not just go onos all the time.
If you haven't figured out that onos rushes don't work, you really need to pay attention to the game more. You can't just fit 4 onoses into marine start, it just won't work. And when you do kill the marines base, <b>go straight for the IP</b>, don't worry about anything else. Have one group of people taking down all defense, while another rushes for the IP/CC and takes them out. If you all die, but succede in taking down the IP and CC, thats a sucessful attack. Don't retreat from anything, unless they all have HMG's, then let them go towards one of your hives, and kill their base.
Also, dont just go in one pattern over and over again (DMS) Try something different.. who knows it might just turn into the next JP/HMG rush.
Know your enemy too, read the frontiersmen strategy forum, learn what the comms will do to you, scout the marine base, para the marines. Don't leave them in their little corner, and deny them all their res nodes, be in their face, constantly attacking, learning what they are doing (cloaking works very well if they don't have an observatory). <b>You MUST keep attacking them</b>, if you don't you will find HA and HMG's in your hive.
Use of chambers:
<b>Defense</b> - You all know, you live longer with this
<b>Movement</b> - My favorite, you wait somewhere where marines will go, then sneak up behind them, they won't hear you coming, and won't have a chance to react. You get the kill, then you move your spot a little, and catch the marine when they try to shoot where you were before.
<b>Sensory</b> - This is really only good if you have enough res to form a network over the whole map. Otherwise, you need to set them up in good places to camp. Near marine res nodes are good, along with near marine start. Make sure there are no gaps, and you should be fine. Note: Pheremones are pretty much worthless, scent of fear is much better
Order of attack in marine start: (If you divide yourselves into 2 teams, <b>bold</b> is one team, nonbold is the other, otherwise follow the order)
Phasegate - Stop heavily armored marines from coming
<b>Observatory</b> - Stop distress and rebuilding of phase gates
Turret Factories - Stop turrets
<b>Armory</b> - If there are a lot of marines dead, and it may take you awhile to kill the IPs then take out the armory, so you don't find HMG's popping up in your midst, otherwise ignore it
IP - Take these out, you win
<b>Comm Chair</b> - Can't let them rebuild
Leave everything else in their base, deactivated turrets don't hurt you, neither do any of the other structures. If you can get all of the above taken out quickly, its GG time.. Otherwise just repeat the rush
DO NOT ALL GORGE AT ONCE!!! This is important, a team full of gorges will get nowhere, and you will probably loose. Have about 1/4th your team go gorge at a time, the rest of you should be pestering marines, and attacking marine start. Usually there is no need to go to anything other then a gorge, until the 2nd hive is up. If you do it before this, your just wasting res.
Get one person on your team to save for the hive (hopefully a person that gets a lot of RFK)
If the marines keep rushing an area, make sure its not a distraction. You must keep the marines on their toes.. keep rushing marine start, if you only get two bites on something, your doing good. Enough of the two bites add up, eventaully the marines have to spend res to either defend it, or weld it. Plain skulks should have no fear at all of dieing, they are free.
When its finally time to evolve, make sure you don't end up with all onii. Get some lerks in there, along with fades for hit and run attacks. An entire team of one species will be decimated, as soon as the marines get the counter for it. Don't be an idiot and onos every time, you are hurting youself and your team. If you can't seem to do good as one species, only play as that species for a day, get some upgrades, and learn how to play. Learn what works and what doesn't. Learn how to support your team, and not just go onos all the time.
If you haven't figured out that onos rushes don't work, you really need to pay attention to the game more. You can't just fit 4 onoses into marine start, it just won't work. And when you do kill the marines base, <b>go straight for the IP</b>, don't worry about anything else. Have one group of people taking down all defense, while another rushes for the IP/CC and takes them out. If you all die, but succede in taking down the IP and CC, thats a sucessful attack. Don't retreat from anything, unless they all have HMG's, then let them go towards one of your hives, and kill their base.
Also, dont just go in one pattern over and over again (DMS) Try something different.. who knows it might just turn into the next JP/HMG rush.
Know your enemy too, read the frontiersmen strategy forum, learn what the comms will do to you, scout the marine base, para the marines. Don't leave them in their little corner, and deny them all their res nodes, be in their face, constantly attacking, learning what they are doing (cloaking works very well if they don't have an observatory). <b>You MUST keep attacking them</b>, if you don't you will find HA and HMG's in your hive.
Use of chambers:
<b>Defense</b> - You all know, you live longer with this
<b>Movement</b> - My favorite, you wait somewhere where marines will go, then sneak up behind them, they won't hear you coming, and won't have a chance to react. You get the kill, then you move your spot a little, and catch the marine when they try to shoot where you were before.
<b>Sensory</b> - This is really only good if you have enough res to form a network over the whole map. Otherwise, you need to set them up in good places to camp. Near marine res nodes are good, along with near marine start. Make sure there are no gaps, and you should be fine. Note: Pheremones are pretty much worthless, scent of fear is much better
Order of attack in marine start: (If you divide yourselves into 2 teams, <b>bold</b> is one team, nonbold is the other, otherwise follow the order)
Phasegate - Stop heavily armored marines from coming
<b>Observatory</b> - Stop distress and rebuilding of phase gates
Turret Factories - Stop turrets
<b>Armory</b> - If there are a lot of marines dead, and it may take you awhile to kill the IPs then take out the armory, so you don't find HMG's popping up in your midst, otherwise ignore it
IP - Take these out, you win
<b>Comm Chair</b> - Can't let them rebuild
Leave everything else in their base, deactivated turrets don't hurt you, neither do any of the other structures. If you can get all of the above taken out quickly, its GG time.. Otherwise just repeat the rush
Comments
Thx..
Now if only I could get everyone to read this
I believe it removes just one of the upgrade types (armor or weapon, not sure which), and the other type is tied to the resource tower (you lose them if you lose your last resource tower). I'm not sure about this though.
The fact is that if you want to win, Defence is the way to go. Why? Silence gives you a free bite, yes, but a godd player will kill you with a sotgun even with silence, and with lvl1 armour, the second bite will hit him in mid air and send him flying, resulting in himgetting a clear shot at you.
Movement also denies regen for onos/fades, so does sensories. The main reason I dont like sens however, is that not many people can use em...
When you get into the marine base, go for maries first, then IPs. Keep going until you win.
If you doubt me, ask someone really good...
All of this will change when the arms lab bug is fixed. My god that will change late game a lot.
Onos and fades do not need regen. They should have adren. lerks supporting them with spumbra (spores and umbra) and adren. gorges healing them. Fades and onii by themselves are not the game winning answer... teamwork is.
Once that arms lab bug is fixed, that should be the first thing you hit, to soften everything else up.
You will lose all upgrades weapons or armor if they are only at lvl1. If they are above lvl1 they will not go away as long as you have at least 1 res node up. If memory serves me right this hasnt changed in 3.0 and I dont believe it will change in release ie: There is no bug its just circumstances are confusing.
Ps: If their main node is the only one they control I suggest taking it out first as it will take all their upgrades wether they be lvl 1 or up out even if their arms lab is still built.