One Hive & Tech
Kid-A
Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">How?</div> One Hive and tech is now regarded as the default strategy on NS. At least it seems so on these forums. However I find it extremely difficult to even get close to pulling it off. I *almost* did on tanith securing satcomm and RR.
I had a good proportion of my team with HA/HMG/Wldr but they didn't work together very well and lost.
On any map without a Dual-res I can't even come close. Any decent alien team rips apart any RP's often during the building. 1 skulk will find it then half the alien team piles in. And its obviously a waste of res to put a TF at a RP.
Currently I try(assuming no dual res): IP, IP, Arm, Obs, PG, PG in hive, RT in hive, TF in hive + turrets etc; Then look for more RP's. The hive and base are usually under a little pressure so only 1/2 the team can cap res. I'll try to get MT in this time.
So what can i do? How do *you* pull it off?
I had a good proportion of my team with HA/HMG/Wldr but they didn't work together very well and lost.
On any map without a Dual-res I can't even come close. Any decent alien team rips apart any RP's often during the building. 1 skulk will find it then half the alien team piles in. And its obviously a waste of res to put a TF at a RP.
Currently I try(assuming no dual res): IP, IP, Arm, Obs, PG, PG in hive, RT in hive, TF in hive + turrets etc; Then look for more RP's. The hive and base are usually under a little pressure so only 1/2 the team can cap res. I'll try to get MT in this time.
So what can i do? How do *you* pull it off?
Comments
I usually just grab all the RTs i come across when my troops are moving towards a hive (usually 1, if lucky 2).
Once I have secured the first hive with at least a PG, TF and abt 3 turrets, I ask them to move out and try to get a second hive (I now have at least 3 RTs, if lucky I can have 4). While they are moving I start getting MT and an arms lab (as long as I have the resources and my RTs were not destroyed) otherwise i just send them out to get more RTs and guard them. Then you will have resource piling in, so upgrade.
The key to holding unsecured res nodes is not to play defensively. It is impossible to secure 3-4 locations cost effectively if you let the alien side run around and attack whatever they want. Instead of sitting back, spreading yourself thin and trying to cover multiple locations, keep the aliens away from your res by playing offensively. Staying on the offensive is cruical for not only preventing the aliens from slowing your tech, but also for slowing the alien's 2nd hive. Gorge hunting, killing res nodes and def chambers all set the aliens back significantly, giving you more time to tech before the 2nd hive is up. You only need to hold a res node for a short period to turn a profit, so whenever you have the aliens on the defensive, have 1 person cap nodes. Unfortunately, this is difficult to pull off on a pubic server, because it is difficult to get pub players out of the mindset that marines are defensive. And difficult to co-ordinate multiple teams who aren't able to carry out a task without constant attention.
Once you have your tech, preferably HMG/JP, you then use that to kill a hive quickly and wrap the game up.
If you take 1 hive, stay on the defensive and spend alot of res trying to secure multiple positions with phase and turrets.. You are slowing your own tech, giving the aliens map control and access to multiple res nodes which will speed up their tech, and presenting easy targets for skulks to constantly harass. You're spending time and money on defense because you are letting them come to you, meanwhile the aliens don't need to spend any res on defence because you are making no attempt to attack them, and all their efforts can be focused on damaging you as much as possible.
I always loose.
hahahaa, just kiddin <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->