Comming Back From Only 1 Hive
DanDaMan
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.
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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.
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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.
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
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.
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!!