1.04 Promotes Rambo'ing

fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
<div class="IPBDescription">Bad news for gorges</div> Marines now favour fast tech style tactics rather than turlting hives with siege. This means marines are moving around the map alot more especially on thier own or in pairs to secure a quick res tower then move on. Fast tech requires two things, get res as fast as possible, delay aliens as much as possible. You dont have to hold any locations or build in strategic places all you have to do is delay them.

Its now a nightmare for a gorge to get around. The chance of the gorge dying before he even gets 1 res tower up is extremely high on smaller maps and still bad on larger ones. This cripples aliens right from the start, if the gorge dies 2nd hive is going to take alot longer and if marines are going for fast tech you need your 2nd hive as quickly as possible. If you have to have bodyguards at least 2 then thats 2 skulks that arent harrasing marines, arent taking down unguarded res towers making it easier for marines to go about thier work.

I tried gorging on alot of different servers today and there was not a single game where I didnt die at least once before I got up the mandatory 3 res towers. Marines are sent out in all directions to secure res right at the start, sure sometimes they die but for the most part they dont as aliens dont have carapace yet and a gorge is pretty much a free kill to a marine. Commanders find out which hive aliens started in and from there its pretty easy to predict where a gorge will go sending people there, combined with the fact people will be sent to the other hives aswell, the gorge just has nowhere to go.

The main problem of this is the 3 minute wait for the gorge when he morphs at the begining, slowly watching your res trickle upto 22 while marines are already well on thier way around the map looking for you and securing res points. The gorge is not much more than a walking target until he has 3 res towers up. He cant afford to put OC up, you can put DC before res but this slows you down and does not work very well against good marine players, so you just have to crawl around and hope to god you dont run into a marine before you get those essential res towers up.

The gorge needs some help at the begining otherwise marines are just going to have an advanatage at the start.

Comments

  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    The 2nd hive normally goes up after all the skulks are on full res... which means losing the gorge doesn't make much difference. It does slow you down before the first 2 res towers though.
    In the games I played today, aliens did seem to be losing more res towers... But then it seemed the gorges were placing the first few res towers in obvious places - such as the holoroom, or in hive locations. The first few res should be in out the way places, and double res nodes and the like should be denied to the marines, but not built upon until there is some res to be spared on some defence as well.
    Of course, this is all map dependant.
    Anyway, its too early to see if the problem you have described is a problem yet - try to adapt.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I just finished the fifth game on a server using the new 1.04 patch. I recognised many of the players and know they are not n00b or newbie, there was a fair ammount of team swapping between games and I dont think the teams were stacked. 4 games were won by the aliens quite easily, the increased price of the IP's and PG's and the reduced durability and the fact that skulk no longer have to worry about accidently phasing meant that most of our phase gates were quickly destroyed. I haven't read all the changes made in 1.04 but after seeing the marines loosing 4 times out of five and then just about scraping through by teching up to hmg/ha/welder and moving in packs of 3-4 with simple tactics of rush hive, kill hive, ignore anything that doesn't try to stop you and move to next hive. This is only five games but it looked like the marines choice of tactics has been severly streamlined.

    An unupgraded marine cannot get past a wall of lame now even if the commander gives him a seige cannon because the LOS requirement means the marine will die - it only takes two hits. The only option is scanner spams - which are very expensive now, or upgrades. You cant even afford a high death rate now adding an IP can cripple your bank account and getting the spawned marine back to the front line costs a fortune in pg's or too much time.

    I think its too early to judge this patch but I am a bit concerned...
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    Well all the servers I played on, It was cat and mouse. Everywhere i went at the begining (most people seem to be ignoring this part of my post)
    there was a marine close by. On small maps you just seriously can not go anywhere without getting killed by rambos which totally messes up the alien side so early in the game. Redemption is a mixed blessing, what it does is good when it bloody works which half the time it doesnt and you just die in 2 seconds of lmg fire.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    LOL I did this strategy on a 8v8 game in CoFR. I knew the alien players (their strats) pretty well, snuck past them, and smoked the gorge 3 times early game. I think the marines won that game.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    It's a viable strat, but usually leaves your base open for assault when you have too many marines rambo'ing.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Cotillion+Jan 26 2003, 09:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cotillion @ Jan 26 2003, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well all the servers I played on, It was cat and mouse. Everywhere i went at the begining (most people seem to be ignoring this part of my post)
    there was a marine close by. On small maps you just seriously can not go anywhere without getting killed by rambos which totally messes up the alien side so early in the game. Redemption is a mixed blessing, what it does is good when it bloody works which half the time it doesnt and you just die in 2 seconds of lmg fire. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If there are marines are spread out all over the map, they are ramboing. That pretty much guarantees a loss for them. Rush their occupied areas if the marines are not home. The best defense is a good offense.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    The server that I play on is linux so I have been having great fun sending my marines right to the gorgs at the start of the game now that scanner sweeps show the aliens location and where they are going <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    just make sure the gorge has redemption and he shouldnt be as worried.

    and the gorge shouldnt wait at a res node for resources to build a res tower, he should be waiting somewhere safe and only go out untill he has just enough for a tower.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    See what you said there - marines move [b]in pairs[/i]. If you're going to let the gorge wander ion its own what do you expect? The poor chap needs some bodyguards.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    I dont know with who you played but fast teching is extremly hard on pubs. I tried it but a res tower without a tf and turrets doesn´t last long if a skulk walks by. Marines normally expand very slowly since they need to secure evey res with at least a phase gate or a tf and some turrets so if you got owned it was the skulks fault. At least 1 needs to cover the gorge. And the other skulks should kill those res towers. If they fast tech they can´t afford to secure them so they are an easy prey. Res nodes are the target number one early on because a comm can´t buy anything without the money. So in order to stop the marines from expanding you need to keep their income at a minimum.
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    You shouldn't build straight RT towers if you're up against a roaming marine team.

    My strategy is to typically build this way: RT > OC > RT, OC, DC > RT 2OC, DC.

    Some prefer more DCs which is fine for an organized team, but for public games I stick to OCs. Oh, and bodyguards are worth it considering the hit you will take if you die. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • parkanparkan Join Date: 2002-11-17 Member: 9128Members
    <!--QuoteBegin--Jaml+Jan 27 2003, 01:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaml @ Jan 27 2003, 01:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont know with who you played but fast teching is extremly hard on pubs. I tried it but a res tower without a tf and turrets doesn´t last long if a skulk walks by. Marines normally expand very slowly since they need to secure evey res with at least a phase gate or a tf and some turrets so if you got owned it was the skulks fault. At least 1 needs to cover the gorge. And the other skulks should kill those res towers. If they fast tech they can´t afford to secure them so they are an easy prey. Res nodes are the target number one early on because a comm can´t buy anything without the money. So in order to stop the marines from expanding you need to keep their income at a minimum. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If that's really the case, I strongly suggest you find a different pub.
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    edited January 2003
    For most of the games today I followed this build order. RT > DC (Take redemption) > RT > DC > DC > RT > Hive. I sat in the hive till I had around 17 res and the journey time would = 22 once I got to res point.
    At first I went for close res points to the start hive, this was not good as there was a continual marine presence around the area. I died alot this way. So I then tried going straight to a 2nd hive and there was constantly marines coming in out of them building res tower/ checking for gorge, basicly I couldnt go anywhere without eventually running into a marine.

    What comanders are doing is building a phase in the middle of maps or in locations that provide multiple access to key areas, then sending the marines through and spreading them out around the map building res towers and gorge hunting. If your marines are good players then this is a very effective tactic.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    When I comm I always rt like crazy then tech to ha/hmg. The worst thing that happens when I do that is the aliens manage to get 2 hives and you got ha/hmg vs fades, but that's how the game's supposed to be I believe.
    I've also found that pg 2 hives is less effective now that the aliens have found ways to counter it not to mention the increased cost and the decreased hp of the pg.
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    I usually get 1 DC before I crank up an RT...sometimes RT then DC but regardlessly within the first few minutes I'll have redemption. The hope is that if a marine starts to attack me I can either
    a) kill him
    b) redeem back to base, or
    c) bunny hop myself out of there and possibly redeem in the process of getting shot in the bum.

    This strat has some flaws, but what strat doesn't? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Dalai-LamaDalai-Lama Join Date: 2002-11-20 Member: 9459Members, Constellation
    You say that the marines are everywhere on the map. But where are your skulks?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?
    If the marines are dispaching on the map, just concentrate on the marine base and destroy it!!!
    2 cases:
    - The commander begin to yell to defend the base, most of the marines came back to base -> you can walk around the map there's no marines (or very few)
    - The marines jump all around the map, your skulks destroy the marine base -> THE END
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    There is wisdom in the words of the Dalai-Lama.
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    edited January 2003
    Good Commanders mine thier base and dont need more than 1 defender.

    Bear in mind im talking very early game before skulks have high carapace if any. A good marine is going to take down 2 skulks or more, so its not hard at all for marines to go where they please. All it takes is a couple of gorge deaths to set the aliens back significantly.
    Before in 1.03 when marines saw an alien res tower they would most likely ignore unless it was right next to a phase gate or base. Now marines take out every res tower they come across to slow aliens down which it does effectively.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    edited January 2003
    I find this discussion amusing...

    OCs??? Rofl. Might as well place a plush bunny shooter for all the good they will do for you.

    A gorge with carapace can take one good marine alone, and maybe two if they are not good... If he is near DCs, he can take a couple more, and survive nearly indefinately, all the while, screaming for help.

    Gorge has to stay near the hive, and only move to a new hive when he almost has enough resources to slap it in.
  • Dalai-LamaDalai-Lama Join Date: 2002-11-20 Member: 9459Members, Constellation
    Mine base? Ok so whats the matter?
    Let a kamikaze skulk run up the base and destro all the mine he can <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Mines have a price, skulk no.

    And at the early game, don' let the marines get away from there base!!!!
    or if you do, parasite them....
  • Dalai-LamaDalai-Lama Join Date: 2002-11-20 Member: 9459Members, Constellation
    Canadian -> all true <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    you could always try sensory first if the marines are gorge hunting and be invisible in a corner somewhere. its only 10 resources.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I don't get it. Why is your gorge running around without any protection? I mean... the rest of your team exists for a reason...
  • EmptyEmpty Join Date: 2003-01-25 Member: 12701Members
    i've found that oc's tend to ward off early marine attacks simply because they don't have enough ammo to go up against an offense chamber. btw, dc owns all!!!!!!
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    Mines do not blow each other up when they are triggered normally. You only get big chain reactions when a fade acid rockets them.

    That said, a skulk suicide rushing to clear mines will usually trigger a grand total of 1 before dying, often 0, since a marine will most probably be guarding the main. Maps like nancy, eclipse and nothing make it very easy for a single marine to kill 3 skulks before they can even reach him.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Empty+Jan 27 2003, 03:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Empty @ Jan 27 2003, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i've found that oc's tend to ward off early marine attacks simply because they don't have enough ammo to go up against an offense chamber. btw, dc owns all!!!!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It takes 3 lmg clips to take down a OC. Thing is, taking OCs down is POINTLESS.
    With their aim and slow firing rate. It takes 3-4+ OCs to ward off a single marine. 1-3, and the gorge is dead if he did not have full carapace... If you build 4 OCs before a second hive, then you, my friend are a moron.
  • outerfroggy1outerfroggy1 Join Date: 2002-10-01 Member: 1401Members
    Wow what a discussion... its simple, ,if your a gorge getting shot early in the game chances are u are near your hive/RT somewhere. Thing is, marines <b>ALSO</b> want these "hive" thingies, even more so than you do. therefore they will shoot you to get there. there are 3 solutions to this problem, either:

    A) Be where the marines are NOT, this is key
    B) Get a skulk or two to back you up
    C) While the marines are busy wandering around, skulk rush thier base while u infest other areas of the map.


    Every time i gorge and marines seem to be getting the upper hand, one of theese strats will surley work. but you still need teammates that PAY ATTENTION! i cant tell you how mad it makes me when i'm a gorge yelling for help and the whole team ignores me. then they wonder why our hive is being shot <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
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