Counter To Early Focus

Roger_DodgerRoger_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.

Comments

  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    If both teams play optimally strategy-wise, combat is so boring it's not even funny.

    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.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    Best couter for focus in NS is armor 1+ and moving in sqads that have a few welders distributed among the marines. I would suggest similar strategy in combat - armor upgrades, support and welders.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    Armor 1 should always be first upgrade even if they dont have focus 3 bites is better than 2. Also I do not agree with sitting in base. If aliens push in then they are in your spawn area. Its better to move out a little and camp hallways and doors in groups and if one side gets over run the marines have time to respawn and the other groups can come back and get the aliens from behind.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    Co is most fun when you rush alot.
    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
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    I agree that distance should change the xp, but at the sametime that means no one will guard and aliens can get farther faster <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> I think it should only have a minor affect to help the good players level up even faster <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    That's a good idea, another is giving one team a XP trickle. I'd say the aliens would be best for this as it's easier for marines to sit in their spawn.

    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.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Mintman+Mar 10 2004, 12:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Mar 10 2004, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's a good idea, another is giving one team a XP trickle. I'd say the aliens would be best for this as it's easier for marines to sit in their spawn.

    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.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--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-->If both teams play optimally strategy-wise, combat is so boring it's not even funny.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It's sort of a catch-22: If you go armor 1 first, you'll be able to survive a focus bite, but won't really be able to kill a cara skulk. If you go w1->shotty, you can kill anything, but you're gonna get spawncamped in all likelyhood, and you won't be able to get a shot off.
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    I've found that pushing out at the start and hitting the hive (in a group) as soon as possible is a great way to get 2 levels and to keep the aliens tied up in their hive. From there you can get armor 1 and anything else you feel like.
    From there you'll be safe from focus so long as you move in groups, but that requires some teamwork/patience/communication
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    it all depends on who gets the initiative first......


    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-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Bullets to kill a skulk:
    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.
  • tuutti2tuutti2 Join Date: 2004-02-11 Member: 26392Members
    Armour first but if it seems that marines have advantage and aliens do not have any exp, then shotty first.
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    <!--QuoteBegin-i'm lost+Mar 10 2004, 11:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Mar 10 2004, 11:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bullets to kill a skulk:
    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.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    edited March 2004
    Say they get cara 3 and you get armor 1. They have to bite you 3 times. By the second bite the skull should be dead even at close range. This also helps if an alien tries to spawn camp and since you are harder to kill aliens get less kills. If you get shotty instead of armor if a skull is cloaked or hiding you'll die or if a skull is really good and has focus(or are bh basstards). It just slows you down 1 level to get shotty which is not a big deal. I personally like getting HA/JP first b/c I have good aim(dont need weapons) and its much harder to kill you then so less xp for aliens. Vanilla HA > than any skull/lerk in a 30 second battle(yes a lerk can bite and run a billion times and heal to win) and HA makes it really hard to spawn camp. It would be sweet if more HAs welded each other <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Personnally, I think slow XP needs to be brought back for the aliens.
  • FoolishOne9kFoolishOne9k Join Date: 2003-06-11 Member: 17278Members
    The xp flow for aliens would still cause the same problem. Aliens would then spawn camp instead of rines.(why leave base for xp when you can sit and hide for it) I personally would just join a game maybe go make food come back go ono and rip everything apart <!--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--> thus its a bad idea.

    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.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    The XP trickle was so slow that it minus well had not been there.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Well, I just came from a co game on angst. And still, idiots go straight to shotguns,hmgs, and gls right away before armor 1. One guy on the other team took advantage of this and got focus, dominated the marines until they could get armor 1, and by then he was an onos dominating them even more. Eventually we won, but we would not have had to deal with that onos, and all the marines saying "Man I wish I could be that good as onos!" the whole game, if only they had gone armor 1 first. Please, do us all a favor and get armor 1 first.

    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?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-ThE HeRo+Mar 14 2004, 09:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Mar 14 2004, 09:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The XP trickle was so slow that it minus well had not been there.
    <!--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.
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    Armor 1 is better in every possible circumstance. I've seen far too many marine defeats because of shotty rushes to deny it.
  • ShesekShesek Join Date: 2003-06-22 Member: 17617Members
    whoever said you should get to fp3 asap: with the same skill points used, you can have fp1 hmg, which deals 22 damage, much better than the 13 damage a lvl 3 lmg does (correct me if i'm wrong)
    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
  • G_I_GodlessG_I_Godless Join Date: 2003-08-06 Member: 19050Members
    How would this be?:
    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)
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Even though its not really early, armour lvl 1, scan and maybe welders. Later also use MT.
Sign In or Register to comment.