that results in rine wins every game
Credits go to newborn for fudging around as a comm until he figured this one out, it probably would never have been thought of otherwize. Basicly this is all but a glitch that exploits the fact that a electrified res node pays for itself within three minutes. Unfortuneately aliens require four minutes to get a fade.
What you do is have every marine rush out of base with the exception of one, who's job is to build a TF and later ips. All the marines rush the closesest 2 res nodes to marine start and work together tooth and nail to put them up as soon as possible at all costs. The commander drops only a TF in base, and as soon as the two res nodes are up he electrifies them emidiately. At this point the marines are holding 3 res nodes at less then one minute into the game that cannot be taken down until the very earliest 4 minutes into the game. That means that for at least one minute you have a guarenteed positive res flow from three nodes, more or less the best you can hope for in a game without electrifying nodes anyways.
After this point the com builds one or possibly two (up to his discretion and dependent on how many of his team members are dying) Ips and an armory. Hopping out of the chair to help your in base TF builder build is a good idea here, as your base is exceptionally weak before the IP's are up, expecially if more then one or two marines have already died and are unable to spawn yet. Now that you have three undestroyable nodes working towards your expansion, its time to really drive in the screws. Get your marines to move through the map capping every node possible and emidiately electrifying them. With a little luck you should be able to at least have five nodes capped before the aliens even have lerks or chambers, even if you can't afford to electrify one of them immediatly. If you have done it right you should have effectivly sealed possession of five res nodes while restricting the aliens to a MAXIMUM of five nodes, that you can now devote all your energy towards killing due to the fact that you need to spend nearly no further resourses or marine time worrying about defending the majority of your nodes. And with an incoming res flow from five nodes, you can extreamly rapidly afford to upgrade and tech up. The last game I played we did double obs double arms lab and still had an average of 50 res in que at all times that the comm dropped as shotties.
Continue taking nodes and electifying them as much as possible, and if you grab a hive node use your insane res flow to immediately drop a PG by it, as an electified node with a pg beside it is all you really need to lock down a hive from a team of skulks, which is what you will be seeing for the vast majority as the aliens are restricted slowly to 2 or less res nodes.
Of course by this time fades are on the map and maby even onos, the aliens may even succeed in taking out one of your hive lockdowns and getting hive 2, but that is really errelivent because you have 7 electrified nodes on the map in you can easily afford to equip your whole team of L3 armor marines with L3 shotguns and HMGs, so just make the fades overwhelming task of single handedly taking down 7 electrified nodes harder by gaurding them as much as possible with HMG or shotty marines.
I'm positive that there are probably extreamly effective counters to this style elec rush, expecially since you don't drop ips until after people are already dying, but the fact is they are counterintuitive to the general play style of the alien game, which is to fight for the early nodes and defend thier own nodes enough to afford fades and the hive. If the aliens do not attack base they really have no chance of defeating this stratigy, because this stragtigy extreamly rapidly denys them the res they need to GET the hive up and GET the fades they need to destroy the electrified nodes.
If you doubt this works, I welcome you to cruch the numbers. having 3 untakable nodes instantly on the map is undenyable progressive res flow, and they won't be taken out for quite some time, giving the electricity more then enough time to pay for itself. It is really comparable to starting the marines with 3 nodes in the begining of the game rather then one. The great thing is it only requires reasonable marine teamwork too, enough that your average marine team who would have a chance of winning the game normally will easily be able to muster. It isn't like a mass alien cloak rush which requires intense ammounts of cooperation, it plays like a normal rine game, just with a MASSIVE starting boost.
Try it some time, I can all but guarentee it won't dissapoint.