Where To Push, Where To Give...

KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
<div class="IPBDescription">When do you give up an area?</div> In NS a commander CANNOT just go around spending 3512541362 resources to keep a heavily fought over node from falling. If the node is:
A) next to an enemy hive.
B) A double node room anywhere near the enemy hive.
C) A room that the aliens want for some reason or another.
Then: Let the room fall, conserve those resources and take all the other nodes on the map while the enemy builds tons of defence in that one room. Playing hera I just won without much trouble, by giving up 2 of many commander favorite rooms, the holoroom(2 nodes) and hera entrance and reception (1 node, next to marine base and hive) BUT because I did this I saved my resources from those rooms and took 2 hive rooms from the start of the map, depriving them of fades and umbra/web/leap abilities. After that I simply saved resources up and bided my time untill I had enuf to outfit everyone with Heavy armor, GLs and HMGs + welders.

Comments

  • Colonel_VeraColonel_Vera Join Date: 2002-11-10 Member: 7974Members
    Distractions are always good Khaim and using such a node to lure the enemy into a lull may work... less the aliens are smart enough to see past the plot. In other news , Marines somehow don't LISTEN and therefore will not retreat thinking that they can hold it / it is uber important. ... Just today these sobs wouldn't listen to me0 they kept fighting for this bloody nozzle when i told them to take a nearby hive; they didn't listen and soon after i lost the other hive i had taken due to my team going for another Nozzle instead of backing up the 1 guy we had at said Hive. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> sometimes i wish i could send them to the firing lines


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  • reborebo Join Date: 2002-11-01 Member: 2734Members
    no offence, but i somehow cant think that alien team was particularly skilled. It must need a <span style='font-family:Impact'> Massive </span> amount of resources to seal off Processing, which you have to do, to deny access to two hives. I think in most circumstances loosing reception = game over for marines.
  • baby_seal_clubberbaby_seal_clubber Join Date: 2002-11-05 Member: 7141Members
    It's always been my philosiphy that there are a few places on the map that are key control points, and the rest are just in between. I try to gain all the resource nozzles I can, emphasizing defense on the key points of the map. If I lose an unimportant point, I let it go until I get the rest fortified. When you control the map, it's easy to get those points back that you previously lost. When you control the map you choke off resources for the other team and divide and conquer, taking isolated points of the map away from the opponent. You don't even have to control all the hives (but controlling at least one is crucial), because if you control the rest of the map you can suffocate them until they fall under the pressure.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    an excellent point clubber. It's knowing what to take and what you can take and lose latter. Some nodes are critical...either they lead into your base...to close to you...or the aliens...or you just like the room color. Whatever the reason you want it or need it or the aliens want it figure it out and fast. i always take reception and the holoroom, I may ingore maintance if it's already crowed but from those points I can get just about anywhere on the map and only worry about one area from the spawn. It's going from there correctly that's the kicker. Depreive the aliens of nodes...keep them guessing or at least keep them on the defense. if possible...use my normal tactic...don't even let them get a second hive up. With new marines it's hard to get them to fight fades, especially skilled fades correctly...but, if they can't fight a fade...how are they going to drop an onos?

    When you can keep the aliens from even getting up that second base...then your doing ok...it's just hunting down the litte guys then. Makes the team happy...gets you the win.
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