Simple Yet Effective Counter

NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
<div class="IPBDescription">to the standard pub alien boom strat</div> if you are on a server, and the aliens ALWAYS boom (that is, all go gorge and drop a node) may i suggest some neato difference?

-right off the start, drop an ip or two, for ONE marine to build.
-listen for the hive
-based on that, estimate where the gorges will go to drop their first rt
(usually close to the hvie, or far away from MS)
-direct your riens to spread out and camp all those nodes., gotta be stealthy
-HOPEFULLY kill those gorges before they can drop (or after:)) the node. thus prolonging, and slowing down the aliens considerably.

so it's just an opening gambit, but a good one, at the VERY start (first minute) the aliens are all over the place, either gesting, or dropping a node, they can't help each other. and now that they have to wait for another 10 rez to turn back to gorge and drop it (ideally, wait for 25 res if you killed the rt they dropped), you can expand really quickly.

requirements:
-aliens who ALWAYS boom
-rines who know the map
-ample med spam

Comments

  • ThanatosThanatos Join Date: 2003-02-05 Member: 13138Members
    It´s actually not that much of a gamble.
    On pubs aliens allways **** about "get res".
    It does hurt the aliens alot if you take out an early res and gorge, even if they don´t boom.

    The only problem here is neglecting your own res needs. But it might even out if you cap the res the gorges were trying to cap.

    Once upon a time it was a feather in the hat to take out the alien gorge at an early stage. It still is but people seem to have forgotten that. These days marines focus only on what they themselfe do and not on what they other team does. Sad really.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    thanatos <--- best map ever <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .

    you can accoplish the same thing (almost) if 2 or 3 run to probable rt spots. this frees up the rest of your team to get base/rts up.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    risky if a skulk kill your marine in base...
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Yeah well **** happens.

    Its kinda hard making pub marines do what you want though.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-Niteowl+Jan 23 2004, 07:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Niteowl @ Jan 23 2004, 07:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you are on a server, and the aliens ALWAYS boom (that is, all go gorge and drop a node) may i suggest some neato difference?

    -right off the start, drop an ip or two, for ONE marine to build.
    -listen for the hive
    -based on that, estimate where the gorges will go to drop their first rt
    (usually close to the hvie, or far away from MS)
    -direct your riens to spread out and camp all those nodes., gotta be stealthy
    -HOPEFULLY kill those gorges before they can drop (or after:)) the node. thus prolonging, and slowing down the aliens considerably.

    so it's just an opening gambit, but a good one, at the VERY start (first minute) the aliens are all over the place, either gesting, or dropping a node, they can't help each other. and now that they have to wait for another 10 rez to turn back to gorge and drop it (ideally, wait for 25 res if you killed the rt they dropped), you can expand really quickly.

    requirements:
    -aliens who ALWAYS boom
    -rines who know the map
    -ample med spam <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    this is called a 50/50 rush dubbed by my old team sYn. Basically 1 person builds, while 4 others split off and try to solo gorges, because they really dont have formidable defense. Its common in clan play so not as many gorges can boom.

    It is a very good idea to do, but be wary, a base rush can screw up everything. Most pub players though, do not play well under pressure, so by hunting a gorge, and putting a few bullets in the hive, could deter an attack long enough for people to retreat to base if someone calls base rush.

    The key to winning in pubs in this game is constant pressure. Take advantage of the team's lack of ability to keep up with constant attacks, never release the pressure, keep it going. An attack on the hive doesn't have to end the game, it can pull people out of ambush posistion and free up spots for your own marine expansion. Marines spawn a lot faster than aliens too via multiple IPs, another way to keep the pressure going.
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    I call it slash and burn. I usually resrush myself (marines that is) and then order marines to attack alien res locations, and destroy them. Taking out a few res towers that haven't been up for very long really hurts alien economy, and is fairly standard (imo at least)
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Out of curiorsity...do marines benefit from more than 3 ips in 3.x?
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    One marine spawns from one ip every ten seconds. One alien spawns from every hive every seven seconds. If you have two ips then TWO marines spawn from TWO ips every ten seconds. That's how it's always worked <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I know that, but someone told me with more than 3 IPs, anything over 3 will be idle and own't be used to spawn in more marines. I hope that's not true.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    Boom has been around for a while, I am not familiar with the most recent version of NS so I don't know if it is favorable again for some reason.

    Anyways if they all go gorge and leave the hive you might as well rush the hive. If you are going to kill the gorges better to kill them after they drop the RT, to waste more res. Of course you have to make sure you kill the RTs afterward and still kill the other gorges.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-(e)kent+Feb 1 2004, 04:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Feb 1 2004, 04:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One marine spawns from one ip every ten seconds. One alien spawns from every hive every seven seconds. If you have two ips then TWO marines spawn from TWO ips every ten seconds. That's how it's always worked <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> . <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm almost 100% positive that it takes 12 seconds for each marine to spawn, and 7 seconds for each alien to spawn per hive.

    So one hive is almost as good as 2 marine IP's.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know that, but someone told me with more than 3 IPs, anything over 3 will be idle and own't be used to spawn in more marines. I hope that's not true.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That s not true try IP rushing on pubs, you will see your 4+ IPs constantly busy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TheKillingTreeTheKillingTree Join Date: 2003-09-14 Member: 20866Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It is a very good idea to do, but be wary, a base rush can screw up everything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    a simple elec tf will stop that rush
  • weggyweggy Join Date: 2003-06-04 Member: 16998Members
    What I do in small games when I comm is to listen for the hive, and then listen for eggs by the nearby RTs. If I hear and egg, I drop a res node there.

    Gorgies arent going to be able to take it out by themselves, and with pubs, the gorgies will probably just go to cap something else, something closer to my base. Or if they call for a skulk to kill the RT, I just recycle it before he can kill it.

    Once you get the res, you can keep recycling and re-dropping RTs just about all day, and they can never get any at all.
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    hmm can you afford to waste early res on that? =/
  • weggyweggy Join Date: 2003-06-04 Member: 16998Members
    Well, you have a pretty spartan base. I usually dont even drop an armory to keep my marines running and keeping pressure on the aliens. Usually all I have is 1 or 2 ips.

    Just send a team in the opposite direction of the hive to cap res, and the other team to keep pushing towards the hive to create a sort of blockade from the enemies and the base. Its amazingly effective when done well, and is the only good way I know of for marines to win in small games.
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    if aliens boom you with res then boom them back with shotguns
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Just send a team in the opposite direction of the hive to cap res, and the other team to keep pushing towards the hive to create a sort of blockade from the enemies and the base. Its amazingly effective when done well, and is the only good way I know of for marines to win in small games.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That works well in all games, and doesn't really require dropping res towers on locations the aliens might ^_^. I find doing this very effective in all manners. It gives me early warning of attacks on base, engagines the aliens somewhere away from both my base and primary resource facilities, and gets me some RKF.

    I def. Approve this!
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Dropping a few shotties early game is almost never a waste of res. The exception is when you have a team of guys who will leave the safety on and can't figure out how to fire at, I dunno, the other team. So, the only time you're at a loss for it is when you were already crippled.

    Booming is (*gasp*) countered by rushing. Shotties and arms lab upgrades all help. You can get away with having a rambo build rts if you keep the other team busy saving their hive, too!
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