Clanplay - Your Average Game
QuietMischief1
Join Date: 2002-11-06 Member: 7456Members
<div class="IPBDescription">Anyone who's play knows this to be true</div> I just want to throw it out there.
In any scrim, in any clan play, it's all about hives. If the Marines allow the Aliens to get a 2nd hive the game is over. For the Marines, they must keep the Aliens at one hive. Fades and Lerk's working together are simply <b>that damn powerful</b> that it spells "End Game" for the Marines, because unlike Marines, the Aliens can always come back from nothing, whereas the Marines once they lose their CC, are up **obscenity** creek.
In any scrim, in any clan play, it's all about hives. If the Marines allow the Aliens to get a 2nd hive the game is over. For the Marines, they must keep the Aliens at one hive. Fades and Lerk's working together are simply <b>that damn powerful</b> that it spells "End Game" for the Marines, because unlike Marines, the Aliens can always come back from nothing, whereas the Marines once they lose their CC, are up **obscenity** creek.
Comments
Aliens getting second hive in 7-12 minutes can then easilly kill all marines with their powerful fade/lerk/gorge attack. On small maps such as eclipse marines have problems securing 2 hives or getting enough resources to get HA at time aliens can morph to fades. I think in bigger games (we played all games 6vs6 so far) it will be different - marines getting more resources, but so far aliens seem to be more powerful in clanwars.
As to the thought that the aliens with 2 hives means the marines will lose, I think that's utter garbage truthfully... especially if it is a small game with only 1 gorge (in 6v6 2 gorges would be a risk if you ask me). If the marines can control both their base and 1 hive then they are just as likely to win. It all comes down to which team can play better... something that is usually determined by which team can control the map better... something else that is usually determined by which team controls the most resource nozzles (controlling hives is really an effect of controlling resource nozzles).
And yes... marines could potentially control 2 hives early on if they know what they're doing, but it would take constant supervision by the commander and most likely at least 3 resource nozzels to supply the bare minimum of resources. Then the marines could move out from any bases setup and push the aliens back.
Team work, its a great idea... not a gimmick.
Hive 2 aliens dominate marines, if they work together the game is typically over in 45-90 seconds after they morph the first time.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not true. Not true. Not true.
By the time the aliens are able to get fades, marines should have secured the 3rd hive as well as 3 - 4 resources nozzles total. While at the same time the commander should be upgrading weapons and armor. Fades are not that hard to deal with, it just requires some smarts and skill. Rushing a fade is suicide, but not chasing one is stupid also. Fades are great for hit and run attacks. Skulks are best for suicide or surprise attacks.
Hive 2 aliens are not difficult to deal with... unless your team sucks and has not secured any resources and is unable to obtain the proper upgrades.... but I guess that's true for any RTS type game.
It's all about having the right upgrades at the right time. A hmg with level 2 firepower upgrades can kill a fade very quickly, especially if theres 2 of ya.
So best for marines is rush, best for aliens -> secure 2 hives and get them built quickly.
In a game where both sides are very skilled, the 2 hive aliens with fades/lerk/gorge will beat any marine force unles they all have the best gear (unlikely to be at the top of the tech tree, and have a hive locked down by the time the second hive goes up).
On the otherhand the marine rush is insanely good. =p Best way to beat aliens is to keep them from getting that 2nd hive.
Until both the resource model and the spawn rate is fixed, playing on anything larger than 8v8 is really hard for the aliens, given a decent commander.