What To Destroy First When...?
Jetjap
Join Date: 2003-12-05 Member: 23979Members
<div class="IPBDescription">you're a lone skulk in marine base?</div> The make it short: I was a lone skulk in marine base without a TF while the thick of marine team was trying to demolishing our second hive, but I knew that at any moment a marine would appear from the pg or ips, or even the comm could surprise me. What to do?
I decided to munch their ips (2 of them) to buy some time for the team. Surprisingly, I managed to kill one ip without interference (I manage to kill a poor respawning guy and no one came via pg!) but on the second one the comm finally left the cc, dodged my attacks and killed me, so I guess I did not made much diference anyway. But what could I do? There was no chance any other kharaa would come to help me (the hive! the hive!) in short notice, and I could draw some marines away from the hive by "menacing" their base, so I munched some ips, cause:
* the cc is too tough for me to destroy quickly;
* the turrets could be rebuilt fast and cheaply;
* the proto and arms lab were tasty targets, not so tough as the cc and still important, but then again ips are faster to destroy;
* maybe the observatory, since it would go down fast and they would lose MT/scan;
* the armoury or the rt? Hmm, nah.
I played with the idea of hidding behind the cc and wait for 100 res, but that would be a long wait. So, what would you guys do?
I decided to munch their ips (2 of them) to buy some time for the team. Surprisingly, I managed to kill one ip without interference (I manage to kill a poor respawning guy and no one came via pg!) but on the second one the comm finally left the cc, dodged my attacks and killed me, so I guess I did not made much diference anyway. But what could I do? There was no chance any other kharaa would come to help me (the hive! the hive!) in short notice, and I could draw some marines away from the hive by "menacing" their base, so I munched some ips, cause:
* the cc is too tough for me to destroy quickly;
* the turrets could be rebuilt fast and cheaply;
* the proto and arms lab were tasty targets, not so tough as the cc and still important, but then again ips are faster to destroy;
* maybe the observatory, since it would go down fast and they would lose MT/scan;
* the armoury or the rt? Hmm, nah.
I played with the idea of hidding behind the cc and wait for 100 res, but that would be a long wait. So, what would you guys do?
Comments
TF not in the list since you said it didn't exist.. anywho, that's what i'd do.
PG -> IP > armory > OBS > PROTO > AL
Or, you could eat the AL first, to make it easier for your friends to kill the rines at your hive if it's dying...
if u can get more ppl there, then the pg
If you kill the armory, it's 3 hmg and gl free minutes.
Protolab requires advanced armory to be built, so if you can get that too... thats something like 4 minutes.
Then it becomes attrition, they can't replace any of the jpers or ha you kill.
I played one game where a heavy train was marching on our only hive (the other was going up), I was fade and blinked into their base. Killed the pg, the armory, and protolab and got half of an ip by the time the marines showed up. I blinked away chuckling. My team helped finish them off as they relocated to the empty hive spot. GG
ahem...yes, use an exploit to completely bend the marines over, good idea...
however, if they rush it with weapons, or attempt to do so, i'd take the armory, since it's the most expensive (after upgraded) and takes a longass while to upgrade
afterwards, if only one ip is up, then the ip
if there are two ips, i'd start munching the arms lab
ahem...yes, use an exploit to completely bend the marines over, good idea... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Didn't they make it kill anything on it in 2.01?
But anyway, I'd have to go check, but I believe the armory (proto too?) are the only buildning which will require you to re-research the technology when lost.
Hrrm... I got to test that one day.
ahem...yes, use an exploit to completely bend the marines over, good idea... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Didn't they make it kill anything on it in 2.01?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I believe they did; in fact I distinctly recall being telefragged by a phase gate in 2.01.
Indeed armory, Arms or proto. get the stuff which hurts. Preferably like it that its between you and the CC. I nailed enought rines chewing up there valued armslabs. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I've seen too many oni stuck in that bunch of marines, or gorges blocking the pg with an oc so marines can't get through.
I hope this will be fixed in 3.0 (everything thats alien will be killed).
Also, I hope the problem with lots of marines taking the pg at the same time and getting stuck on the other end will be solved. See your rush getting killed by ~2 skulks just because everyone is stuck in each other on top of the pg just sucks.
Late in game, all marines have HA with good weapons and have a phase right next to one of your 2 hives. All marines phase in and start destroying the hive with hmgs.
Here the best thing to do would be to kill the phase in base first, since that will stop the flow of new marines into the hive. Since all marines have HA and only few or none will die, you won't have to worry much about new marines appearing from the ips. Next, you go for the ips. The commander is usually smart enough to stay in the comm chair since if he dies, he pretty much lost the game. After you assured that no marines can appear into the base you destroy armslab, armory, prototype lab... pretty much all the buildings. Untill the first HA comes from the hive location, the base will already lie in ruins and the hive is quickly rebuilt.
Failing that I go straight for the IP or CCs. Usually the rines will return to base and that gives you an advantage out in no mans land. Second it'll spam the comm with base under attack messages, which is good for flustering newer commanders.
Taking out even ONE IP is very good as it'll halve the rate of reinforcement, meaning if you immediately press the advantage you can make big gains. Other things for the demented to try are hiding, evolving to gorge, and laying out sensory or OC chambers and then ripping into the buildings using the chambers for cover.
DIE ONO DIE <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
i can't believe i never thought of that.
If you nail the arms lab, rines will swarm the area making it hard to follow up with a decisive strike. Nailing the IPs leaves the base deserted, making it easier to follow up on, even if the last 2 marines have somehow managed to hold onto a shotgun.
this limits HMG and GL, and makes it so that they have to re-advance the armoury they build, which takes a good amount of time, also if you got it before a proto was dropped it means that the higher echilons of the marine tech tree are prevented for a decent amount of time.
or I go for armslabs, esp if it's shaking [which means it's upgrading so if you take it down they just wasted a minimun of 20 res]
Most com's don't notice the missing obv. until his whole team is yelling for beacon, and he realizes he can't. Or when the first team of cloaked skulks hit the base.
Also, without the obv. the com can't ping a hive during a siege, potentially saving the hive.
Plus, the obv. is one of the weakest structures. One skulk can take it down in no time.
Considering how easy it is to take down the obv. its well worth passing up some of the more tempting buildings.
1 building down = job well done
GG double post
my fault
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