you think its right... but its not...
I've just finished my first season as a CAL commander. I've learned a lot about NS, strategy, and how to win. There are some common things that people constantly do on the marine side that are horrible mistakes. Things that in some pubs, if you don't do them, your team thinks you are doing something wrong.
Most of these mistakes come from an ignorance of the resource system in NS, and what the best ways to manage your resources are.
The first of these blunders is locking down hives. Locking down refers to placing a TF and turrets in an empty hive. This does nothing to keep the aliens from acquiring the hive. It will keep skulks and one hive gorges out, but that’s it. 2 hive gorges, fades, and oni will have no trouble making short work of any “locked down” hive. It costs SO MUCH res to lock down a place, and zero effort on the part of the 2 hive aliens to take it back. Don’t do it.
Secondly, you do not need siege cannons to kill many hives. Hives only need 30-40 shotgun shells to go down. 4 people with shotties will drop an unguarded hive in seconds. If you don’t believe me, think of all the co_ games that people shoot down hives in. Once the marines start unloading on the hive, it never takes long.
If you are seiging, don’t drop regular turrets. For each regular turret you would drop, drop a shot gun instead. Those regular turrets and lmg’s wont take down a fade, but 4 decent shotties will. A turret will rarely really kill many aliens, but a good shotgunner will take out enough to pay for that gun in RFK. (resources from kills)
Also, when the hive goes down, recycle the seiges. What do you need them there for? So you can leave and the aliens can eat them?
Third. You don’t need any base turrets. Most people know this, but I still see it. Do not put turrets in your base. Ever. Place mines instead. And for you rines who are placing the mines, place them 1.5-2 feet from the IP on each side, not directly on the ip, and not anywhere else.
Fourth. You need no turret factory at double. Ever. This is what you do. Take a pack of mines. One pack of mines. And place two mines under the legs of each RT on the back 2 legs, and right beneath them. Skulks always go to the back of the RT, and they always pass through those legs cause they aren’t solid. They will NEVER see the mine hidden underneath the foot of the rt. That pack of mines will kill 4 skulks giving you 4-12 res in RFK, essentially paying for themselves and defending double better than a t-farm would.
Fifth. This is for you comms. When you drop your base. Drop the IP as far away from the command chair as possible. Drop the observatory and arms lab on the far wall, and the armory and the pg next to the ip, but on the opposite side of the CC. This way, when you have a lone skulk munching on your base somewhere, you can get out and shoot him. To execute this most embarrassing move, make sure that when you enter the CC you are facing the exact same way you want to face when you log out. When you log out you are placed in the exact same position as you were when you hit your use button on the chair. If you are facing the far wall you only need to take a little bit of aim, and pick off that skulk before he knows what happened.
If you drop your junk right next to the comm. Chair and try to jump out, you’re doomed. The skulk is in biting distance from the beginning and he will notice you get out. If he has to cross the room, not only can you shoot the balls off him, but you can jump back in the chair if he magically crosses the distance. Because of the minimum time you have to spend out of the chair, your done for if you can’t kill him and he’s close to you from the start.
Also commanders, you do not need all your marines in one place at all times. Amazing things can happen when all your marines stick together, but you do want that one Rambo capping nodes skulks have taken down and getting the pg up at the next hive while all the aliens are distracted at the other one. Nothing is quite as satisfying, as a hive going down, followed by a beacon, sell the first pg, drop shotties and rush the other hive.
Please. also don't elec nodes. It costs about half as much as a turret farm, doesn't stop anything but one hive garbage aliens, and takes about 3 minutes to pay for itself. It requires a TF (which you shouldn't have) and its just stupid.
Last thing. Taking alien rt’s down is SO MUCH MORE IMPORTANT than putting marine rt’s up. 6 person alien team on 3 rt’s means fades can be seen at around 3 minutes into the game with decent RFK. Take out those rt’s and gorges to push fades and the second hive drop back to 5+ minutes.
Ok last thing for real. OFFENSE IS YOUR BEST DEFENSE. This is the KEY to NS. How many times have you heard, “OMG get to hive, they have pg tf up!!!!1” No alien will be anywhere but responding to the pressure on the hive. This means that they aren’t eating your stuff. Which means you don’t have to defend double, don’t need to worry about keeping your rt’s up, (esp if you got a Rambo takin care of busted nodes) don’t need to worry about if they are dropping the hive, so on and so forth. The best example of this is after you sack their second hive. Don’t lock it down, hurry to the last one and win the game. Even if a skulk sneaks out and tosses the hive back up, its gotta take so long to build. You can have the last hive down and come back for the garbage hive he threw up no prob. (Rambo can take care of it by himself with a shottie even) AND, AND, AND if that alien thew up the hive, its better than him going fade and stopping your push on the last hive.
So really. Pubs, don’t do stupid things anymore. Or I will cry.