Doubling Marine Defenses At Hive

StormLiongStormLiong Join Date: 2002-12-27 Member: 11569Members
<div class="IPBDescription">- What do you think?</div> Hi,
Lately in few games that I have been able comm (after winning the race for it ^_^), I started being the paranoid comm after a few experiences where I lost the second hive to massive skulk rushes. THis would be mostly due a great teamwork by aliens, imcompetence of my marines (mayb) or my own incompentence (most likely).
As a paranoid comm, i do this now. After i managed to at least get a phase up at one or two hive depending on how the game went and after repelling the initial Kharaa offenssive there, I begin to build up as usual (Turret factory with the normal turret placements). Difference is now I double it, putting in a second turret factory with additional turrets to guard that. Even a backup onlien phase gate incase the first one goes down too (becomes nessasary in 1.04 with the phase nerf)
And the result of this? Some of my marines get their goodies a bit slower than usual (but when we have 2 hives all is well ;p) and the aliens just have the impossible task of claiming the hive since even after the effort put to destory one TF, they still got to put another effort into the second TF which by that time i will have put backup the TF or my marines will be there to repel them (IMHO). And should my base be overrun cos i tend to leave the base totally turretless in the early stages, i just move base to a hive.
What I am thinking right now is that mayb doubling defenses at the hive essentially means that marines have that indefinitely. Is this right? What do you think? I've posted this at both General Discussion and Marine Strat cos i didnt know which one to put it in .

Thanks for reading.

StormLiong

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    There's nothing wrong with being prudent. I dont care if people complain about turret farms, but sometimes its useful, and i hate having to constantly worry about keeping the hives defended.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    edited December 2002
    Welcome to the boards! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Having a bunch of turrets may deter attacks for a little longer, but you definitely won't hold it without marine support. I can understand a backup phase gate due to the recent nerfs, but the extra turrets really shouldn't matter if you can get marines there fast enough.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    One to two turrets versus a coordinated skulk rush is not going to do squat. You have to have six or more to be somewhat effective. Yes, you do need marines, but the turrets keep the skulks moving, and moving skulks are not biting the phase gate. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • BaShildyBaShildy Join Date: 2002-11-01 Member: 2466Members
    As long as you have two hives you control the game. I don't stop adding turrets to them at any point of the game, and I like to keep backups.

    You can't lose the game if you have 2 hives unless you really mess up. If your marines complain about not having enough HMGs, remind them that they are facing only skulks/lerks because you've fortified 2 hives.
  • MadJackMcJackMadJackMcJack Join Date: 2002-12-24 Member: 11467Members
    As long as you tell your marines to stick together at all times, and you give them upgrades (armor, weapon and motion tracking), that should keep the majority of players quiet. Any who do winge would probably winge anyway, so ignore them.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Well, in my oppinion, when the marines secure their second hive, its over

    All that is left is the aftermath



    split the marines up, in all 3 locations, then research some armour and weapons, hand em out and secuure res points...in the end(after about 15 min) you get res faster than you can spend

    and now, you siege the last hive covered by HA/HMG marines...

    The hard part is to secure the second hive
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    If you've secured 2 hives you may aswell invest in the extra security, rather than wasting all your hardwork.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    rofl.. one time in tanith it was tense... our base got massively killed by a skulk rush because of no defense at base.. our CO made a CC in cargo room in Tanith... when he left the CC he got killed.. only one guy left.. then he made an IP and we were saved.... in that one room.. when mustve had at least more than TEN turrets.. ahhaha <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> and i must say.. the asthetics of the new base were a lot better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> hahha ...

    (we had two hives, so it was a sure win ) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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