** Real ** Strategy Guide
GUTB
Join Date: 2003-02-04 Member: 13110Members
<b>MARINES</b>
1. Portal/Armory/Observatory at base, in that order.
2. Phase Gate/Turret Farm at nearest hive.
3. Research Motion Tracking
4. Resource towers wherever possible
5. Arms Lab/Prototype Lab the moment you have the res.
6. Tech up to HA soonest
7. Drop HA/HMG/Welders for everyone
8. Win game
To fail as Marines, the comm has to be incompetant. Plain and simple.
<b>ALIENS</b>
1. Defense/Offense Wall at hive chockpoint
2. Rush marine base
3. Rez up, build rez towers where possible, and start Hive
4. Defense/Offense Wall at new Hive chokepoint
5. Everyone go Fade
6. Win game
To fail as Aliens, all it takes is for someone to waste rez, not having enough people who are willing to attack, or the Marines having a competant comm. If you don't like it, go join Marines like everyone else.
1. Portal/Armory/Observatory at base, in that order.
2. Phase Gate/Turret Farm at nearest hive.
3. Research Motion Tracking
4. Resource towers wherever possible
5. Arms Lab/Prototype Lab the moment you have the res.
6. Tech up to HA soonest
7. Drop HA/HMG/Welders for everyone
8. Win game
To fail as Marines, the comm has to be incompetant. Plain and simple.
<b>ALIENS</b>
1. Defense/Offense Wall at hive chockpoint
2. Rush marine base
3. Rez up, build rez towers where possible, and start Hive
4. Defense/Offense Wall at new Hive chokepoint
5. Everyone go Fade
6. Win game
To fail as Aliens, all it takes is for someone to waste rez, not having enough people who are willing to attack, or the Marines having a competant comm. If you don't like it, go join Marines like everyone else.
Comments
1. Portal/Armory/Observatory at base, in that order.
2. Phase Gate/Turret Farm at nearest hive.
3. Research Motion Tracking
4. Resource towers wherever possible
5. Arms Lab/Prototype Lab the moment you have the res.
6. Tech up to HA soonest
7. Drop HA/HMG/Welders for everyone
8. Win game
To fail as Marines, the comm has to be incompetant. Plain and simple.
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Sounds like a quick loss to me...
Commanding is more about knowing the opposing teams style then it is about build order... Hope I don't break your heart. But, to assume that any one "Strategy" is the "Real" strategy is a little bit narrow minded.
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To fail as Marines, the comm has to be incompetant. Plain and simple.
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So if your marines go of ramboing, but your comm is great, you'll win?
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<b>MARINES</b>
1. Portal/Armory/Observatory at base, in that order.
2. Phase Gate/Turret Farm at nearest hive.
3. Research Motion Tracking
4. Resource towers wherever possible
5. Arms Lab/Prototype Lab the moment you have the res.
6. Tech up to HA soonest
7. Drop HA/HMG/Welders for everyone
8. Win game
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1) no phase at main?
2) resource tower wherever possible = waste of res and time, cause they'll die soon, and the building marines might also die building it
3)No JP, Armor upgrades, and weapon upgrades?
4)You'll have fades REAL quick because you take 1 hive and sit back
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<b>ALIENS</b>
1. Defense/Offense Wall at hive chockpoint
2. Rush marine base
3. Rez up, build rez towers where possible, and start Hive
4. Defense/Offense Wall at new Hive chokepoint
5. Everyone go Fade
6. Win game
To fail as Aliens, all it takes is for someone to waste rez, not having enough people who are willing to attack, or the Marines having a competant comm. If you don't like it, go join Marines like everyone else.
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1) point 1 = waste of res (early game) = fail (in your opinion)
2) again the comm wins, where did the marines go, shopping?
3) Fade <> immortal (is not, for non-exact ppl)
4) Rush should start at point 1
There is no ' *** Real ** Strategy Guide '
NS has many strats (teching, hmg-, phase-, lmg-, shotty-rush, 2 hive lockdown, kill the gorg)
and this isn't one of them.
Maybe u should get out and play some more, your post-count and registration says you haven't been on these forums for long (registred) I don't know how long you've played NS, but if I'm reading your strat, you've just started.
Get out and play, don't start yelling about a REAL strat, cause it's not possible, no strat is fail-save, it all comes to the teamwork & skills on the marine (not just comm) side, and the skills & teamwork for the aliens.
What would happen if both aliens and marines used your strat correctly, and your strat was true?
They both win?
[edit]
Don't start yelling at ppl they're fake, just because they don't tell u what u want to hear
[/edit]
Kinda contradicting yourself now arn't you.
w00teh, my compliments. You've showed that just because you've got low posts, you're not a n00b right away, u need a threat like this one.
One strategy won't win you every game. You've gotta be versatile. Simple as that.
1. Rush the first hive before the second is up. Be it LMG. phase, siege, HMG, JP/HMG.
2. Two-hive lockdown.
3. One-hive lockdown and tech up to fight fades.
Precisely how you achieve those varies from comm to comm and map to map, but otherwise it stands true. You've suggested just one of those.
BTW, I prefer method 3 as its usually less risky. Each to the own. 2-hive lockdown is boring as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1. Portal/Armory/Observatory at base, in that order.
2. Phase Gate/Turret Farm at nearest hive.
3. Research Motion Tracking
4. Resource towers wherever possible
5. Arms Lab/Prototype Lab the moment you have the res.
6. Tech up to HA soonest
7. Drop HA/HMG/Welders for everyone
8. Win game
To fail as Marines, the comm has to be incompetant. Plain and simple.
<b>ALIENS</b>
1. Defense/Offense Wall at hive chockpoint
2. Rush marine base
3. Rez up, build rez towers where possible, and start Hive
4. Defense/Offense Wall at new Hive chokepoint
5. Everyone go Fade
6. Win game
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Not only is there no real strat to winning but this strat if i may say, SUCKED VERY HARD.
<b>MARINES</b>
1- Usually what i do.
2- Nah, i drop a res first on the way to hive, its not even neccesary with a turret farm, just get a res and phase at hive and some good marines
3- Motion tracking is good but good marines can still hear the enemy. I would go for arms lab.
4- Well 3 res is enough but if i find a easy to defend res i build it when a marine runs by.
5- bla bla bla we have upgrades the skulks are getting raped so on so on, and also motion tracking maybe
6- Ha is boring. JET and SHOTGUN IS FUN. I play for fun so i just drop some jets shotguns or HMGs
7- as i said BORING
8- I win the game but u don't, especially not with that crappy strat
<b>ALIENS</b>
1- lol
2- lol
3- lol
4- lol
5- lol
6- lol
have u ever played alien? just wondering. well i had a good laugh reading this anyway, thanks mate.
The problem with Phase Gates at the nearest Hive is giving the alien team a free ride into your base past any mines that you've set up at the entrances, should they be able to fight off their defenders. And Turret Farms are very expensive, and if you don't have the money to strengthen the farm right away, it may fall to the opposing team early on, leading to a huge lost of early money, when it's the most valuable. An armor upgrade is much more valuable, as it extends your marine's life span from two bites to three.
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If money becomes tight, you might also want to consider recycling the observatory. Scanner Sweep and Distress Beacon are both valuable, but with an early motion tracking upgrade, money will be extremely tight.
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This is good, but it needs to be done earlier. Perhaps add mine the resource towers, while you're at it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. Arms Lab/Prototype Lab the moment you have the res.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You should have an early Arms Lab already, for basic tech, at least. A Prototype Lab is also reccommended along with an Advanced Armory. But in the time it takes you to...
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The aliens will already have their second Hive up. And while the second Hive isn't uber, it is powerful. Right now, a marines advantage comes from Jetpacks vs 1-Hive abilities, sans the rare skilled Lerk.
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A Commander only accounts for 50% of any win or loss. Guess who accounts for the other half. And no, it's not the aliens.
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Doing this early on will waste resources when they are coming in extremely slow, and give the marines time to tech up, research Jetpacks, and come hunting for a Hive. With Jetpacks, they can easily float far above and wall you might set up to stop an earth-bound marine.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2. Rush marine base<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If there are marines there, then this isn't the best of ideas. They have the advantage of distance, and if they are any good, can shoot you down before you get close. If the base is empty, this might be a good idea, but otherwise, you want to focus on containing the meat-pops within their base, rather than rushing in, dying, respawning, repeating. Make them scared to leave their base, and their poor Commander will be reduced to a motivater. Added on to this, be sure to parasite, and take down, any marine resource towers you might see. If you can get the resource tower before it gives them 22 resources, then they will take a loss on that investment.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. Rez up, build rez towers where possible, and start Hive<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
At this point, it might be too late to resource tower up. The marines would be spreading across your map, and most resource towers won't last long. It's best to resource tower up very early on, before the meat-pops control enough of the map to destroy them before they give you 22 resources.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. Everyone go Fade
6. Win game<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Fades are not the end-all, be all of the game. Especially if every marine is spawning with level 3 armor, level 2 weapons, and motion tracking. Add in the mobility of Jetpacks, or the protection of Heavy Armor, along with a shotgun, HMG, grenade launcher, or even a simple welder, and things start to get a little dicey for the aliens. Especially if one of their Hives should go down.
This might be a strategy, and it might sometimes work, but it certainly isn't the <b>REAL</b> strategy guide. Being predictable in every game is a sure way to lead your team to defeat.
-Ryan!
If you put tomfoolery into a computer, nothing comes out of it but tomfoolery. But this tomfoolery, having passed through a very expensive machine, is somehow enobled and no-one dares criticize it.
-- Pierre Gallois
1. Portal/Armory/Observatory at base, in that order.
2. Phase Gate/Turret Farm at nearest hive.
3. Research Motion Tracking
4. Resource towers wherever possible
5. Arms Lab/Prototype Lab the moment you have the res.
6. Tech up to HA soonest
7. Drop HA/HMG/Welders for everyone
8. Win game
To fail as Marines, the comm has to be incompetant. Plain and simple.
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you forgot to build a phase gate at main base
so im guessing your the "incompetant. Plain and simple." person you refer to?
the marine strat is not a bad one. i think ppl were perhaps put off by the uber tone of your post. it is a general outline of ONE strat. however, most of the other strats/rushes are quite a bit riskier.
alien strat sucked hard tho. most of the experienced NS players do multiple RTs, DTs (or whatever it is you wanna go with), 2nd hive. WOL does nothing against JPs as someone mentioned.
i find strats are very dependent on maps/skills of either side.
but good attempt at a strat post.
my example of a strat for (my current fav) ns_nothing
ip
obs
MT
PG base
PG cargo (or via)
3 RTs in cargo
tfac it up
Arms Lab,
lvll 1 armor
proto
JP
JP and siege from room with things (red room , or top of silo)
take via/cargo/silo
s0rz
To fail as Marines, the comm has to be incompetant. Plain and simple.
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plain and simple.... READ MY POST
no matter how good a comm is.... iz impossible to win if ur marines
a) dont listen
b) do their own things (not necessarily ramboing... but jus running around the map mindlessly)
c) RAMBO
ur pretty screwed....
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a) dont listen
b) do their own things (not necessarily ramboing... but jus running around the map mindlessly)
c) RAMBO
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plz read before u write