Comming Back From Only 1 Hive

DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
Ok, I think this was a topic a while ago, what can aliens do once the marines have locked off both hives. Now twice I've had this happen and the aliens managed to come back and win. Once I was a marine and once I was an alien. Basically the way it worked was that the skulks kept up a constant pressure on each base. There weren't many huge rushes that would leave the alien team all dead. Instead skulks and lerks would constantly raid the marine bases. usually at any 1 time there would be 1 or 2 people dead or reinforcing. But the important part of this strategy is not to let the marines have any resources. The gorgs have to go around and lock off every single other resource node. Then build mountains of o and d chambers around every corner. Make it so the only place the marines can go is their spawn and these two hives. Then its just a matter of time till your team which is probably almost all lerks by now spikes the marine bases to death.

Comments

  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    You won't last long against a comm who will catch on and take a strangle hold on the hive locations. I did this once too. The aliens kept pressuring and I just built like 4 TFs at each location and a obscene amount of turrets while teching at the same time. I even built two PGs. Haha, I thought'd I be a jerk and leave no chance for a comeback for the aliens.
  • suspendedsuspended Join Date: 2003-01-13 Member: 12257Members
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    was on an alien team on eclipse on a big server, marines had 2 hives locked and as aliens we just kept trying. i went lurk and found a nice spot where i had full cover and was able to shoot their TF. brought down the tf gave the word and saw like 8 skulks just invade that hive =D,

    phase went next and within seconds we had the hive up and healing. of course this only worked as we had the majority of the RT's on the map.


    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    9 times out of 10, on a 2 hive lock down, the marines weak point is their spawn.
    I played a game on nothing where marines immediately took cargo bay and we started at power silo. We got viaduct up, but they were already coming with Jetpacks and HMGs. We lost power silo in 10 seconds by 3 or 4 Jetbos and were quickly dismayed.

    After they left, they couldn't pull off an attack at viaduct. We cleared their base in cargo, and they rebuilt. We were battling back and forth for hives. We attempted to rebuild power silo - had the res flowing fast. It went down again. They phase gate and turreted it this time.
    Situation became a 2 hive lockdown against skulks with a few remaining defensive chambers and the ability to only build movements. So we hit the one place we could: Marine spawn. It was defenceless. The marines were off attempting to hive up viaduct and keep working down any attempts to get a hive. We hit up all the important stuctures and cleared marine spawn in 30 seconds with 4 skulks. They emergency rebuilt in cargo bay, and from there we did our best to destroy their resource economy. Then some brilliant gorging from syn|Uubu<Amit> (probably reversed the order) and some constant attacking on power silo got us the hive.
    Marine resources were so hurt after clearing out the hive, that we actually won the game.
    Lesson learned: Teamwork, and resource management won it for us.
  • MonKeyTurDMonKeyTurD Join Date: 2003-01-10 Member: 12129Members
    the thing i've noticed in most 1.04 games now is that marines have shitloads of res, which pisses me off <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (alot of things **** me off!)
    so basically my idea is to not rush, but move straight to a hive and start building there, and have some skulks stay at the original hive for protection
    of course in a public game you cant get that level of co-ordination
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I'll post a strategy here for getting out of 2-hive lockdown.

    First identify the hive which is easiest to lerk spike. The further you can get away from the marine structures the better. Examples would be Refinery on Bast, Power and Viaduct on Nothing, Satcomm on Tanith etc. some maps don't have his feature, in which case this strat is fairly useless <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    That is the hive your going to take back. Find somewhere preferably out of turret range but within sight of the TF and PG. That is where your going to spike from. If you can't get out of turret range, as far back as possible is obviously best. You need 3-4 lerks ready to get to that spiking position.

    Then, the rest of the team needs to find a marine structure which is unguarded, res nodes are the usual target. If not possible, an attack on marine base or the other hive will have to do. Once a target is found, wait until the lerks indicate there are no marines in their target hive, then attack.

    Try and drag the attack on for as long as possible, but most importantly you need to be attacking structures all the time. Shortly after the other part of the team begins this distraction, the lerk team need to get into position and begin spiking, first the PG and then the TF.

    The idea is that the marine team is caught up with the diversionary attack. Theres no marines in the hive to raise the alarm and the commander is getting the 'buildings are under attack' message, but doesn't bother pressing jump key because its <b>obviously</b> from that attack on base <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Phase gates go down in about 20 seconds to constant fire from 3-4 lerks. Once the PG is down the pressure is off for the moment, you can then spike the TF whilst a lerk goes gorge ready to whack the hive up ASAP.

    Keeping the hive you've just regained is another thread all together <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And yes, in 9/10 pub servers this isn't going to work, I know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Just try and do the 3-4 lerks and hope you can take down any PG'ing marines quickly. However, against a good marine team, its one of the few ways to get out of 2-hive lockdown. Constant attacks and a single opportunistic lerk spiking don't work against a good team.
  • B33FB33F Join Date: 2002-11-19 Member: 9362Members
    the answer to skulk rushes and lerk rushes as a marine comm is to simply fill the hives to the brim with turrets and turret factories. placing an armory lets your marines stay at the hive without having to come to base to reload. after the hives are locked down, marines simply wait 20 minutes for the resources to outfit all marines with HA/HMG, and they win. i've seen rushes made up of 12 skulks charge a locked-down hive and fail miserably, each getting maybe a single bite off before the turrets chewed them up. i think the balancing solution is a limit to the number of turrets and turret factories in an area.
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    because of turret farms, hives can be locked down in 30 secs or less. it takes even less time to build 3 turret farms with 'rines than to Lv3 carapace. the aliens have a limit on chambers while marines can build the entire map full off them. and a note to the one who posted before me: this is Kharaa strategy, not noobmarines strategy, sry if i sound rude but you are supposed to post stuff that can help the Kharaa.
    a tip for all gorges out there: If you don't want your team crying out: WERE DOOMED, you should build 1or more of each upgrade chamber in each heart of the hiverooms as an insurance so your happy skulkys can upgrade their carapace, this is pricy but can prevent an totally demoralized team..... or at least for a short time!!
  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    I've played 3 games where we take out the marine base early, only to find that they have relocated to the other two hives. The games were near identical in that they build lots of turrets and all they have to do is sit until they are upgraded enough to push you back and win. It is very frustrating to notice as the hours drag by that it takes more and more bites/spikes to kill the marines, and they keep doing more and more damage.
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