Inflicting Maximun Rp Damage

NiteowlNiteowl 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?

Comments

  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    Go for the turrets first because that way if they manage to retake the area and get a TFact back up they have to rebuild the turrets for it to put up defense.
  • Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
    in main base go for observatory and armory. Both are easy to take down single handed and both buy you an extreme amount of time when down.

    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.
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    With anything less than 4 turrets, it's faster and easier t just rush the fac repeatedly. Be sure you have help so as soon as it's down, the pg goes down as well. Too many times have I eaten a fac, only to be jumped by 3 marines popping through the phase. One or two other skulks would have saved those situations. With more than the minimum turrets, yeah, I'll circle a turret until it goes down so I can open a blind spot.

    -K
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    it's a given that the tfac and PG are down. i'm talking about the rest. i guess it's just RT and turrs. that's ALL that is left. go for turrs, is my point, due to very high RP/HP ratio.
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    You are a big righto there, but it depends on the situation at hand. If they have alot of rp's , then takeing down the turrets and forceing him to build them back up is not really going to hurt them all that much. In that case go for the PG, TF, Tr, RN.

    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.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    The reason you want to take down the resource tower before the turrets after the turret factory is gone, is because eventually, the entire area is going to be yours, its just a matter of time (if you aren't being constantly pressed, that is). True, the RT only costs 22 RP, but don't forget, it's GIVING the marines more RP per second! The turrets are not. The 22 RP that the RT costs them will eventually be taken down, and so will the 19 RP turrets, and you don't need to worry about any of it (unless the marines are pressing you, as mentioned)... but the RT needs to go down first because we want to minimize marine gain.

    Assume total loss for marines. Now try to maximize devestation.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Depends on how many people you have there. If you're taking it down singlehanded... go for the sentries. It takes forever to bring down a RT by yourself and in that time you could have 6 marines jumping down your throat. If there's 2 or 3 of you, feel free to go for the RT first.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    If some place is taken by the marines that we ABSOLUTELY must get:

    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.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    Very good, Dread. Informative and a practical guide indeed to those who can't figure it out themselves. I always try to destroy stuff in the ways you described and it's turned out to be a very good way. Usually the gorge thing is the last thing I'm willing to try if rushes don't work. A gorge putting up just 3 OCs and 3 DCs can create a field that will ease the skulks/lerks job a great deal.
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    Best buildings to take out are the Obs, Arms Lab, and Protolab. Crucial techtree items. My team once clinched a match by taking out the protolab and then the obs. The obs is extremely easy to kill, almost as a fast as a turret and the protolab is nearly just as fragile.

    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.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--*Dread*+Jan 25 2003, 03:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (*Dread* @ Jan 25 2003, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    Actually those of us that are going for the res tower first are thinking of the resources. if you take that out you slow down the resource count. Generally when you take out a phase tf and are left with 4 ts and a rt the enemy is not within spitting distance of the area so 2-3 skulks should have enough time to tear the whole place down and you may as well start with the res tower so slow their income.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    When you're attacking a marine installation:

    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.
  • SmithboySmithboy Join Date: 2002-12-17 Member: 10964Members
    Remember the low angle that turrets have for firing. If a skulk can get the attention of turrets while he's at an angle higher than they can hit him, then maybe they'll stay on him and others can easily chew those turrets to bits. A lerk should remember this so that he can fire from anywhere above their 30 degree arc of fire (I think it's 30 degrees) and not get hit.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    You get the phase and TF...then your safe and can do as you wish
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    For a minibase the important things to take down are the phase gate and turret factory. A good lerk should be able to kill a turret from a distance to create a blind spot for a skulk to get in and kill the TF quickly. Killing the gate obviously makes it harder for marines to come through and defend/repair the area. A couple of adrenaline-lerks can take out a mini base easily. Once the TF and PG are gone the rest is easy.
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    <!--QuoteBegin--Smithboy+Jan 26 2003, 09:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Smithboy @ Jan 26 2003, 09:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remember the low angle that turrets have for firing. If a skulk can get the attention of turrets while he's at an angle higher than they can hit him, then maybe they'll stay on him and others can easily chew those turrets to bits. A lerk should remember this so that he can fire from anywhere above their 30 degree arc of fire (I think it's 30 degrees) and not get hit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This will sort of work.. except that the turrets will fire on whatever is closest to them.. :/
Sign In or Register to comment.