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General_TsoGeneral_Tso Join Date: 2002-11-29 Member: 10240Members
<div class="IPBDescription">i'm SOOO new</div> alright i am a marine player: grease monkey-cleanup/commander-in-training

so i was playing eclipse today, this was my strategy

1) defeat the inital rush: built 1 inf spawn; 1 turret; 1 ammo

2) find a hive asap: built comm station; scaned eclipse; sent all marines into eclipse; set up turrets and resources

3) relocation: new chair; new inf spawn; recylced first inf spawn

4) secure more resources: set up phase gate and turrets at triad generator

then however. i was at a loss as for what to do next

here is my question to you guys:

what would you have done differently and what would you do next

btw: my marines listened well and fought decently, didn't nag, let me do my thing without pressuring me

Comments

  • DiscobirdDiscobird Join Date: 2002-11-07 Member: 7489Members
    I would argue that the triad generator is so close to the Eclipse Command Hive that a phase gate is unnecessary.

    The logical thing to do next would be to attack the Computer Core Hive, place res nodes along the way (not necessary to turret them up), research Motion Tracking if you haven't already done so, upgrade the Armory when it's quiet, and get cracking at Arms Lab upgrade, Heavy Armor, blah blah blah.
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    I'm not a very experienced commander, but I have played as marine a lot, and under good commanders. Anyways, building <i>one</i> turret seems like a big, big waste. You're spending over 40 resources (TF + 1 turret) on a base that you're going to abandon immediately anyway. Also, should something go wrong (your marines are slow in getting to the hive and a skulk comes in to munch on your buildings), that one turret will be unable to cover the TF, so the skulk has free reign in your base.
    If you're going to build turrets in your main base, at least build two so they can cover all sides of the TF.

    I'm all for not building any turrets at all. It just seems a better idea to equip two of your marines with shotguns immediately, and leave one lmger to guard the base if you really want to. The marine group that has one man less, but two shotguns instead of lmg's will probably be more effective at killing skulks. If one of the shotgun users dies, another can pick up the shotgun.

    If you're confident that your marines will reach the hive unscathed and in good time, you could also save the resources to set up the hive base more quickly. Build another infantry portal there, for instance. It'll make sure your marines spawn more quickly, and in pairs, so they're less likely to run off on their own.

    As an alternative to the shotguns, if you have good clicking speed and aim, spam health packs on your marines. Twenty medpacks will go a long way, undoubtedly a lot more useful than that single turret.

    After you're set up in the hive, don't be scared of going for the other unoccupied hive, or quickly sieging their starting hive. (Basically, go to comp core to see if they're there, and act accordingly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->)
    The real battle is fought when the aliens control 2 hives and you have one. If you can prevent this from even happening by (properly) locking down <i>two</i> of the hives, you'll have a hard time losing.
  • GanonnGanonn Join Date: 2002-11-03 Member: 5691Members
    He's right, if they get 2 hives, you better have a quick way to get HMG and HA (IMO HMG without HA is a waste unless you have people covering you, you just die too easy being so damned slow.) Always get Observatory asap, your men will need motion sensing to combat the skulk rushers more effectively.

    I don't play comm but I learn from those I work under and the most effective one I've seen setup seige bases AFTER taking the 1st hive. He just placed a TF, a few turrets, and a phase gate while myself and Floppydisk just keep the baddies away. He upgraded the TF, setup 4 seiges there and just wasted anything that moved. You have to do this in a very enclosed area with limited access, a fade or lerk with any amount of cover will just tear you up. Its especially effective when you seige a wall of Off towers and DC just outside of a hive-anything coming out dies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> .

    Most important, be sure to counter what they have, they got fades, you better have HMG, they got onos, you didn't do your job.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Once you've got a Hive secured, I would suggest getting an Observatory up (if you didn't get one before getting the Hive, which is what I usually do) for motion tracking, and then starting on the upgrades in the arms lab. When the aliens get their second Hive up and running, you're going to need some HA and heavy weapons to combat the Fades.
  • GanonnGanonn Join Date: 2002-11-03 Member: 5691Members
    Yep, listen to Flatline, he knows what hes doon.
  • General_TsoGeneral_Tso Join Date: 2002-11-29 Member: 10240Members
    inf spawn
    ammo
    observatory

    keep the marines close to base, in case of rush
    send rest in one group towards a hive.

    scan the hive, and if its empty set up tf and 2 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> > cc > inf spawn > RF > etc etc

    does that sound decent?

    i realize that a lot of it is personal style and experience, i just don't want to be doing totally worthless stuff
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