Inflicting Maximun Rp Damage
Niteowl
Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
<div class="IPBDescription">won't SOMEONE think of the RP?</div> NOTE: RP = resource points, HP = hitpoints
This is a little tip, feel free to disagree, counter point.
When skulking, and getting a minibase down, you have to assume that at ANY point, you are going to wasted. So PLEASE, try and hit the structures that have the best ratio of RP cost/HP. So you can inflict the most damage on their economy.
Example:
Minibase with PG/tfac/4 turrs/RT
Personally, I'd hit PG/tfac (I think most skulks would too, or reverse that order). Now, what next? alot of skulks i see hit the RT, which takes forever to get down, and costs 22RP, those turrs, thos really really weak turrs cost 19! So hit the 4 turrs, then chomp the RT.
any thoughts?
This is a little tip, feel free to disagree, counter point.
When skulking, and getting a minibase down, you have to assume that at ANY point, you are going to wasted. So PLEASE, try and hit the structures that have the best ratio of RP cost/HP. So you can inflict the most damage on their economy.
Example:
Minibase with PG/tfac/4 turrs/RT
Personally, I'd hit PG/tfac (I think most skulks would too, or reverse that order). Now, what next? alot of skulks i see hit the RT, which takes forever to get down, and costs 22RP, those turrs, thos really really weak turrs cost 19! So hit the 4 turrs, then chomp the RT.
any thoughts?
Comments
as far as turrets go I wouldnt mess with them all until you have the one lone turret guarding the back side of the tfac down and than you chew tfac and every thing else and save turrets for last.
-K
if they are low on the rp's, and/or is early game..knock those turrets out, they cost 19 each...AND if he tries to replace them...wow..it will get to be expensive.
Assume total loss for marines. Now try to maximize devestation.
First check if you can destroy the phase gate without turrets killing you. If you can, do it. After that there won't be too much marines bothering you so you can slowly destroy the tfact.
If their pg is covered so that you can't destroy it with skulk without dying check if you can destroy the tfact. If you can, do this and then destroy the pg.
If you can't destroy the tfact with skulk check if there is some safe place(dark corner in the far side of the room, vent, something in the ceiling)where you can lerk easily. If there is, go as lerk and kill pg.
If there is no lerk-spot check if there is a siege, no siege? Ask few skulks as a backup and go gorge, build rush them. Turrets are almost useless against chambers and you can easily kill the whole turret farm with 4oc+2dc in the back, as long as there are skulks killing the marines. There is siege? I suggest you take a small moment crying.
The last chance is to throw everything you got against those turrets. Enormous skulk rush against one turret at time until there is blind spot so you can chew the tfact. In 1.04 as pg is less durable you can also go for the pg with skulks.
If the commander has been obsessed enough with that particular spot to place two tfacts, two sieges, dozen of turrets, two phase gates, command console and two infantry portals its better to forget that place ever existed and try some other spot.
It is also a great tactic to spread your forces as kharaas are very good even in small groups of two or three. So if you are playing 7 player game use next tactic(assuming they have 2 hives):
4(the main force) attacks one place all the time, so that commander will send his 6 marines there to build more defences and fix etc. Now in the meanwhile these 6 marines(or even less as there are always solos) are protecting that one place your group of three or two skulk/lerk/gorge can go and destroy other place. If you have any luck commander won't notice you while his getting all the time alerts from the other place. Marines will also be mainly protecting that other place while their com is screaming as shouting: "All you little m@gg0ts go to that wp! Go thru the phase to --- hive, its under attack! Go now you m0r0ns!111"
Its the best feeling for the aliens when you get two hives all because of superior teamwork.
When aliens use a skulk rush they often try for the IPs. I go for the Obs/Protolab. So if the rush eventually fails we have destroyed their means to phase and acquire HA/JP.
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Good points all. However, I'd like to put forward the idea of using a gorge even when they have a siege up. A gorge is pretty hard to kill, and as long as most of the turret fire is taken up by dancing skulks, and the marines are not allowed to concentrate fire on the gorge, he will live a long time. All that time, he can be spitting healing spit, healing the skulks doing the attacks. In large enough games, using two gorges so they can heal each other is even better. And as soon as the TF is down, the OC/DC spam can start, cementing the alien takeover.
Also note the role of the dancing skulk. While the majority is hitting the phase gate or turret factory, the role of the dancer is to grab the attention of the turrets, then dance around them. That allows the rest of the skulks to eat the PG/TF in peace, and as the dancer is concentrating on avoiding damage rather than dealing it, he will live for a fairly long time. Works very nice with TF's, but PG's are harder, as hitbox bug means you don't get any cover from the low PG.
The slightly lower respawn delay in 1.04 also makes repeated attacks possible.
1: there will never be a blinspot (gap in turret defenses, by you taking cover behind buildings) at the phase gate. If there is, the commander is such an idiot that you really don't need tactics to beat them.
2: look for a blindspot by the TF, sit there and chomp it
3: If there is no blindspot by the TF, create one. Attack the turrets, circle strafing and weaving in and out of them to dodge fire. Marines typically notice damage done to the TF and PG more so than turrets.
Often, it's only one or two turrets you ahve to destroy to create a blindspot, FAR less to chew through than the TF itself. There's no point in suicide-rushing installations when you can create blindspots.
This will sort of work.. except that the turrets will fire on whatever is closest to them.. :/