Early Rp Defending - Are Mines Enough?
McMasters
Join Date: 2002-11-13 Member: 8536Members, Constellation
<div class="IPBDescription">And, if so, how do you set them up?</div> So, are mines enough for early resource defense? They certainly cost less than a TF + the fun that goes with it. If so, how many do you need to place, and in what pattern? (I'm assuming two types of RPs to defend - the 'in a corridor' ones, and the 'in the middle of the floor' ones)
Comments
Let a marine go there occasionaly to 'refresh' the mines, and pray no Fade walks by.
Early nozzles doesnt need much protection. In my experience its more important to grab as many as possible and then fortify a hive. After that is done you can start to secure your nozzles.
The first two things to go down when I attack a Marine outpost are turret factories and phase gates. Turrets by themselves get a low threat rating. Turrets with Marine support, with a phase gate there make me cringe. If an outpost is really that important, have one guy there to support it. That forces me as an Alien to change my tried and true strategies for single-handedly demolishing your little turret/mine farm.
Use mines. But use them in conjuntion with turrets. Drop mines around the turret factory. That's what I'm going to go for. If I'm a Skulk, I need to be right next to the TF. If there are mines there, that will either force me to get support or to die to destroy the mines. Either way, time is lost and Marines can get there. If I'm a Fade, I'll just Acid Rocket the mines.
Oh, and anyone know the max mine amounts carryable?
2. in begin. IF you have good marines moving out, give them mines. i like to mine first resource, which they carry, then leapfrog to 2nd & 3rd resource and fort them up with turrets. then with more recourcers take an empty/weak hive, and build a second base.
2nd base has armory = you can put mines around it too.
hard part is getting good marines who do not drop mines on main base right away....or in corridors where they are near useless.