I Need Honest Help Here.
SniperSkunk
Join Date: 2002-11-07 Member: 7644Members
<div class="IPBDescription">What to do in these situations</div> The marine resources; the marines worst enemy. The marines can be very easily screwed from the start. Unless, of course, you're on a huge full server with 8+ players on each side.
The marines have to spread fast and drop res everywhere. They need to secure the hive fast. Which means a group of marines working together, rushing as a group, and ultimately leaving every res open for one skulk to wander by and chomp it to bits. The only way to be able to solve this is either A) Leave marines by each and every res nozzle (Which you can't do; you have too few marines, too easily killed, and need too many res nozzles to keep up) or B) drop a TF and turrets at EACH NOZZLE... which won't work because of lack of funds.
Unless the marines have 8+ people, they can't get enough res to be able to secure anything. They can't depend on players to defend the nozzles because the players can't get there fast enough, can't depend on turrets because of how expensive they are, all they can do is drop and pray the skulks are nice enough not to eat them.
I don't know about you but I don't usually find many skulks that are that nice.
So what's a marine commander supposed to do in this situation? Not enough players to get that nice boost to resources that having a full team of 8 gives, not enough resources to defend what we need the most; the res nozzles.
The marines have to spread fast and drop res everywhere. They need to secure the hive fast. Which means a group of marines working together, rushing as a group, and ultimately leaving every res open for one skulk to wander by and chomp it to bits. The only way to be able to solve this is either A) Leave marines by each and every res nozzle (Which you can't do; you have too few marines, too easily killed, and need too many res nozzles to keep up) or B) drop a TF and turrets at EACH NOZZLE... which won't work because of lack of funds.
Unless the marines have 8+ people, they can't get enough res to be able to secure anything. They can't depend on players to defend the nozzles because the players can't get there fast enough, can't depend on turrets because of how expensive they are, all they can do is drop and pray the skulks are nice enough not to eat them.
I don't know about you but I don't usually find many skulks that are that nice.
So what's a marine commander supposed to do in this situation? Not enough players to get that nice boost to resources that having a full team of 8 gives, not enough resources to defend what we need the most; the res nozzles.
Comments
Everyone and his monkey knows that marine resources don't balance correctly - that marines are at a disadvantage in small games, and are unreasonably overpowered in large games. 6-8/side is about right. Regardless, WE KNOW. It's being addressed for 1.1. For the time being, go play on 16-player servers.
<img src='http://www.snowtroopers.ca/forumicons/Starwars.gif' border='0' alt='user posted image'>
Everyone and his monkey knows that marine resources don't balance correctly - that marines are at a disadvantage in small games, and are unreasonably overpowered in large games. 6-8/side is about right. Regardless, WE KNOW. It's being addressed for 1.1. For the time being, go play on 16-player servers. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The point is, I want to know what I can do as a marine comm to be able to pull my team out when we're in this situation. I don't know how to pull a situation like that out of the fire; I'm trying not to complain, just trying to ask for help; what I do do? How do I help my team pull ahead? How do I keep from the inevitable-seeming loss?
you dont need to rush into their hive, but having a phase gate up close, and possible withing seige range of their hive will scare them quite a bit..
as a skulk under these circumstances, id try to stop them, but if failing, ill still go around chewing res nodes though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Study them..
What parts of the map can you control with mini bases? Where can you distract your enemy so he never sees you res nodes? Which hive is least attackable by lerks? (lerks can kill a badly placed marine base with out fear.)
Are there parts of the map less travled than others? alpha access corridor on eclipse is a good example of a res-node that people rarely visit. So is Cargo bay foyer on Hera, God knows why its the best marine node on the map (not including spawn) it can even be defended by a spawn TF how good is that!?!?!?
Now rush a hive take it... build a phase, res-node, tf and 3 turrets in that order. Hera is the one map I dont think you have to be in a hive, (as it's cheapter to hold the hives with one base) You have to be in Processing the Ventilation Res is just a bonus at that point.
Again in hera once you are fighing for processing the Khaara will ignore the res-point in maintenence and even ventilation (their hive location) Processing is that important to them, once you have built in processing the Khaara will ignore 2 res-points and the third is defended by you processing base....
Move to the next closest hive and begin to seige it or just take it and build as in the last hive build while the aliens scrabble to stop you taking holding the second hive build all the res nodes near the first hive, dont defend them, they only need to stay up for a minute to pay themselves off... While this is going on defend the first hive better, res should never be an issue..
Have a lone marine patrol the Marine controled resnodes.. give him a welder, as odds suggest he will find skulks still trying to kill the res-node as it takes a while to kill those suckers...
Like I started with... Study the maps...
Bart
The biggest thing you want to look for is places on maps where you can cluster your marines to cover multiple nodes.
IE cargo bay on nothing... 3 res nodes with one phase and TF... what more could a smart comm want.
The point is a smart marine team is going to know you want that area.
One rule i try to follow as comm is i never build a phase gate and turret factory unless it is with a node... even if that means leaveing the Hive for a location right outside it. You are better off upgradeing for siege then spending 25+25+(19*3) to protect an area of that map that gives you no RCs back.
So long as you put them on the ground and not on a wall...
That red laser tripwire the get if placed on a wall make em less than useless, Fades will save itehm up for easy marine kills, put them on the floor and then they'll get Khaara kills.
Bart
Then when you see a red dot approaching a blue dot on the map.
Tell someone to go there.
Stratigicly placed phase gates with mines on them will allow you fast movment to res nodes.
Watching the mini-map will also tell you where the gorge is so an assasination mission can be orchestrated.
Hell if you're really on the ball you can work out where he's placing the defs and send a def tower assasination mission out. That REALLY makes life easy.
BlueGhost
btw bart take your own advice on map studying.
Hera res - general cargo storage.
If you do it right sending people to weld that door is a no risk investment.