Marines With Balls
Nordo
Join Date: 2002-11-06 Member: 7372Members
<div class="IPBDescription">Nonstop marine attack vs panicked aliens</div> Ever since the first patch, I've seen marines lose EVERY game, except for two recent ones. The first marine win happened almost by accident. Not even 5 minutes into the game, the commander sent a group of about 3 of us to go check out one of the hive site near a resource spot we were farming. It just happened to be the main hive! A moment later, we had every marine on the team there hosing the place down with lead.
It was a lame win, but the commander really took it to heart because the next game we played intense offense. We put some turrets down in the base, then grabbed a resource spot and continued on after it to take the nearest hive. All game long we just moved in to a new place, threw up some turrets, and moved on. It was really frentic, and a lot of fun, especially because it paid off. The commander really heavily favored minibases decked out with armory, sentries and sieges over quickly handing out fancy weapons and upgrades. A lot of commanders seem to try to cap resource spots and then expend a ton of energy and marines trying to protect them, this time it seemed that the alien team didn't have a spare moment to take out our resources because they were so busy dealing with us and our forward bases.
This happened on the map with the double doored marine base, but can it work on every map? What are some commanders' thoughts on the whole whirlwind attack plan?
It was a lame win, but the commander really took it to heart because the next game we played intense offense. We put some turrets down in the base, then grabbed a resource spot and continued on after it to take the nearest hive. All game long we just moved in to a new place, threw up some turrets, and moved on. It was really frentic, and a lot of fun, especially because it paid off. The commander really heavily favored minibases decked out with armory, sentries and sieges over quickly handing out fancy weapons and upgrades. A lot of commanders seem to try to cap resource spots and then expend a ton of energy and marines trying to protect them, this time it seemed that the alien team didn't have a spare moment to take out our resources because they were so busy dealing with us and our forward bases.
This happened on the map with the double doored marine base, but can it work on every map? What are some commanders' thoughts on the whole whirlwind attack plan?
Comments
I've been witness to many marine victories, with and against. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> The commander should know what he or she is doing, and should deny the aliens their hives, the only way to do that is to strike hard, fast and coordinated. Sitting back in base and hoping the aliens will get bored and sleep in a coal furnace won't solve a thing.
Speaking of which, I was just under a commander today from [TG], I forget his name.. It didn't occur to me at the time, but when the game ended, I realized that I had never been issued heavy armor, a jetpack, any sort of premium weapon... Then I thought back, and nobody did! The commander handed out <b>maybe</b> two HMGs when the fades were getting thick, but his organization and complete control of the map eliminated the need for armor and heavy guns. We won, and damn was it sweet.
Out of curiosity, turret farms all over the place, or no?
I usually expand the locations where I can create chokepoints, where the Kharaa will have problem going through. I build up a decent defense there, and then build a number of unprotected resource towers between the chokepoint and the mainbase. This usually works well, and most of the time, the aliens just keep on attacking the well defended chokepoint <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
When attacking, I always leave a marine or two on defense. In a 6vs6 game, I would let 3 marines attack and 2 defend and build. If I see that our team has an advantage, I would switch all marines to attack, preferably on different locations, to confuse the Kharaa.
One thing I really like doing is setting a small group of marines to build artillery on some sneaky location just outside the alien hive. Quite often i've managed to take out the Kharaa even before they managed to build a second hive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Out of curiosity, turret farms all over the place, or no?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Nope. We had adequate turret coverage, but not overcrowding. He kicked **obscenity**, even though he called me a "fuckign n00b" for dying a few times.