Counter To Early Focus
Roger_Dodger
Join Date: 2003-03-11 Member: 14392Members
<div class="IPBDescription">Co_maps</div> In order to avoid the early game focus spawn camp, try camping your base first and getting people to level one armour first then moving out of base, this is the safest way to avoid getting ripped apart early on, plus not suffering the pain of the new respawn.
Ideas, thoughts, disagreements??
- RD
ps: Im not a big fan of spawn camping or base camping, but i find this the most effective counter to focus and the respawn of dewm.
Ideas, thoughts, disagreements??
- RD
ps: Im not a big fan of spawn camping or base camping, but i find this the most effective counter to focus and the respawn of dewm.
Comments
Basically, camping in your spawn or the most favorable position you can find, until your team is strong enough to finish the game, is always the best strategy.
Waiting till armor 1 before moving out at all is just a partial application of this principle.
To ever become interesting strategically, combat will need some incentive for both teams to move out of their base.
Co sucks when everyone is playing strategicaly
Co needs a resion to attack earlier.
maybe make it the farther you are away from spawn. the more exp you get.
so if yha hitting the chair major exp. if your camping your own hive. minor exp
This would force the marines to move out of spawn and engage the aliens otherwise the aliens would get to level 10 by sitting in the hive and the marines would be on level 1 from sitting in their spawn.
Possibly balance the trickle out by giving the aliens slightly less XP per kill. So that in an even fight the aliens wouldn't get more XP due to the trickle.
This would force the marines to move out of spawn and engage the aliens otherwise the aliens would get to level 10 by sitting in the hive and the marines would be on level 1 from sitting in their spawn.
Possibly balance the trickle out by giving the aliens slightly less XP per kill. So that in an even fight the aliens wouldn't get more XP due to the trickle. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I like this idea. It would also allow late joiners to get experience.
I once played a small combat game(~3vs3) where marines where base camping and I was on aliens. I snuck in the back way and got killed. So we agreed not to enter marine spawn at all, just wait until they make the first move. 10 minutes of immobillity later another marine joins who runs out of base a few times and gets killed, aliens level up(leap, focus), gg.
From there you'll be safe from focus so long as you move in groups, but that requires some teamwork/patience/communication
even with skulks at focus..i go for weap lv up asap to lv3.....if u take them out fast..they pose no threat..
but if u are unable to cope with teh reaction speed ...go for amror so that u can survive a while longer..
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
level 0 lmg: 9
level 1 lmg: 9
level 2 lmg: 8
level 3 lmg: 7
If skulks have focus, I really think you are better off grabbing at least one armor upgrade before rushing to level 3 weapons.
level 0 lmg: 9
level 1 lmg: 9
level 2 lmg: 8
level 3 lmg: 7
If skulks have focus, I really think you are better off grabbing at least one armor upgrade before rushing to level 3 weapons. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
While that is true (and very handy information to have) it doesn't take into account the spread of the lmg. A difference of 1 or 2 bullets doesn't seem like a big deal until you think about how many are likely to spread out away from the skulk when you're at range or dealing with the Steam-powered hitbox bugs.
Still, I'd rather have a little armor thrown in, or just settle for a level 1 hmg over a level 3 lmg.
anyways this is a topic about early focus. Focus is really lame in early game but can be overcome. all you need is a shotgun and a bit of skill. I've taken out a fade and 2 focus skulks with just my shotgun lvl 1 and resupply. (I was REALLY lucky) but all i had to do was shoot the skulks cause they couldnt hit my 1337 bunnyhoping skillzszszszszszszzzzz and then shoot the fade. early focus is kinda lame if its gotten with cloak and silence which can all be gotten very early in game and then your spawn camp master.
Usually, like spectre pointed out, I run to a favorable position about halfway between the hive and marine start, and wait for some skulks. Usually I can kill just enough to get a level. IMO, it's better to camp somewhere out in the map than it is in base. I mean come on, the marines wouldn't be stupid enough to just run around the map trying to kill skulks. That wouldn't be right. Real military forces would move slowly, and make the enemys advantages work to their advantage. The skulks can easily dominate marines if they can ambush them, and that is their main advantage. They can't very well ambush you if you don't walk into it neh?
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So increase it. Or make it proportional to your level, meaning the xp bar moves at the same rate regardless of level.
<!--QuoteBegin-FoolishOne9k2+,--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FoolishOne9k2 @ ,)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The xp flow for aliens would still cause the same problem. Aliens would then spawn camp instead of rines.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, you see, marines have ranged weapons and can sit in their spawn and shoot incoming skulks with ease, while skulks have to run at the marines(unless the marines are dumbasses and run into ambushes without looking around) to be able to hurt them.
Suffice to say, it is far easier for marines to camp in base.
considering the bigger clip, fire rate (and armor penetration? anything like that? i'm sure i heard it somewhere) the lvl 1 hmg is easily the better option over the two
anyway,
I always take lvl 1 armor first (with the exception of really small games in which my team has a very good start)
afterwards I mostly take firepower, then a shotgun
however, I seldom take mines or a welder if necessary
after getting the weapon I get, (resupply too, unless I have HMG)
I start advancing towards JP, or HA if the other team swarms with lerks
When teams leave theyr base they get auto xp (just a small amout, but its still xp), just like you would get combat life experience for being in the battlefield.
Normaly they would not get that eptra xp when staying in base, UNLESS they are under attack by the other team.
(this could be solved with a new kind of brush-based entity (for the mappers who know what i meen)