The Ultimate Siege Survival Guide

EdcrabEdcrab Join Date: 2002-11-02 Member: 4324Members
<div class="IPBDescription">aka best tales of coping with Kharaa</div> First off, as everyone probbably knows by now I'm an opinionated little git who prefers long games to "over-with-a-rush" games. This topic is about just to see which of our marine players has had a particularily good comeback/near comeback (and how) at any period in the game.

My most recent game (and best example) of a *ahem* what-should've-been-a-comeback was after our team had been "doomed" by a particularily inefficient commander at start (who later left). This was on ns_caged; slow placement and rather... ineffective building layouts meant that defeat was apparently inevitable (I'm all for variety and tactical opinion, but I really don't think lone turrets with a TF in the very middle of a floor are such a good example...)
And then our new commander turned up. We took generator hive, and amazingly managed to survive Fade assaults- I and another player were slaughtered, but somehow they didn't spot our TF so we rushed back, forced them to retreat and simply replaced the turrets.
At base the comm gave HA and a HMG to a single player and welders to the rest of us- incredibly, we managed to secure the area. But we must've got cocky- we set up a phase gate then some more res points only to return to the hive base to find massive chamber walls in each of it's corridors. Two of the team phased back to the hive, when disaster struck: the vent to our base had a sudden flood of fades, who effortlessly (this was a 4 vs 5 game at the time) removed our PG and IP. Stupidly, we'd spread ourselves too thin- I rushed them, but as a standard marine I was simply wasting our time.
Our comm had just got a siege up at the hive base- and the chambers began splattering satisfyingly, even as he frantically placed a new CC for our two guards to build. Soon the CC was running and we had a new IP at generator hive- all crowded directly beneath the hive as the acid flied everywhere. We respawned and forced the Fades back, killing a few as our single HA/HMG wasn't afraid to chase them down the corridor. After what seemed ages we replaced the turrets and created an armoury, then advanced on stability monitoring (if I remember correctly) to secure a res point, building a turret factory with three or four turrets as a token defence.
Despite numerous attacks the alien's (at this stage a player had left, and the teams were 4/4) couldn't destroy the base and outpost- all we did was follow this HA player and weld him constantly, and the one without a welder simply supported as he was expendable.
This should've turned out as a story of teamwork and fighting on- but when the teams hit 4/3 our 1-player advantage goaded us to advance early (despite lower tech than the comm had hoped for). We tried to take the aux. generator, but suddenly the teams swelled to 6 or 7 a side- and isolated, our welder died, even as our HA fought off the Fades and splattered the sudden arrival of skulks.
Then the unthinkable happened- our comm left his seat to repair our turrets while we guarded the res tower (with hindsight, clearly a bad idea), and a new arrival got in and placed two HMG's on the floor. They sank through, wasting our savings. On top of this, an "NSPlayer" grabbed our only welder after the usual players death and ran off to die with it elsewhere. Our HA died as his armour depleted, and although we fought on, the new alien arrivals clearly knew how to play- a rush of Fades, Lerks and a Gorge arrived and wiped us out, despite their own casulties. But it was easily one of the best games I'd ever played- for nearly an hour we held them off at the hive base- although it didn't end with much of a comeback.

Moral of the story- it isn't over until it's over. And watch what you do better than we did...

Comments

  • Alpha_1Alpha_1 Join Date: 2002-12-18 Member: 11041Members, Constellation
    I had a somewhat similar experience on Hera. I was comm and instead of securing a hive I insisted we secure holo room for the double res. Had phase at base and holo/reception so we ended up with 4 res points and 3 hives to contend with. I was upgrading armor and weapons as res allowed and getting HA and JPs. Even though the marines did not like my strategy they fought on and took down one hive after another. We eventually secured processing and locked down vent-3c and data core delta. With those 2 secure and with HA, HMGs, Nades, JPs, and welders in everyones grasp we made a final assault on the last hive. It was a long game but good marines combined with tech and the res to support it, won the game. Can't say I was a brilliant comm (it was only my 3-4th time as comm), but at least my marines were willing to fight and die for the cause. Plus because they listened to me and I listened to them (give and take) we were able to stay in a seemingly hopeless game and come out on top.
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