Need Some Input From My Fellow Comms
SneakyNL
Join Date: 2002-11-18 Member: 9177Members
<div class="IPBDescription">Keeping outposts vs 2 hive aliens</div> I was just wondering how marines can hang on to the resource outposts when aliens get the 2nd hive up.
The only thing that ever worked for me so far was on ns_nothing, where I relocated to cargo and, seeing the failure of jp-hmg rushes, turret-spammed generator room and the top of quad-lift. This stopped the fades at the door and the few skulks that attacked my res nodes behind these choke-points could be fought off, since I kept getting a nice res supply the team had jp/ha+hmg/gl readily available.
But now im wondering if this is the ONLY way of keeping resource outposts, simply denying acces to them, because this will not work on every map. Usually when fades can get to a resource outpost -> its dead. 1 AR to disarms the mines and a lerk's umbra will finish the job -> TF down -> everything down.
So.... is there another way, besides putting a team of ha/hgm/gl at every res node, of keeping a nice res flow to finally have some decent battles instead of the 1-sided ownage of having 2 hives.
btw. The 2-hive aliens in the example above actually F4-ed on me, because they were SO used to simply walking over outposts as fades and now they had to team up (which they didn't) with lerks and gorges. I swear those choke points would have come down with a simple umbra/web combo and my entire base with em.
The only thing that ever worked for me so far was on ns_nothing, where I relocated to cargo and, seeing the failure of jp-hmg rushes, turret-spammed generator room and the top of quad-lift. This stopped the fades at the door and the few skulks that attacked my res nodes behind these choke-points could be fought off, since I kept getting a nice res supply the team had jp/ha+hmg/gl readily available.
But now im wondering if this is the ONLY way of keeping resource outposts, simply denying acces to them, because this will not work on every map. Usually when fades can get to a resource outpost -> its dead. 1 AR to disarms the mines and a lerk's umbra will finish the job -> TF down -> everything down.
So.... is there another way, besides putting a team of ha/hgm/gl at every res node, of keeping a nice res flow to finally have some decent battles instead of the 1-sided ownage of having 2 hives.
btw. The 2-hive aliens in the example above actually F4-ed on me, because they were SO used to simply walking over outposts as fades and now they had to team up (which they didn't) with lerks and gorges. I swear those choke points would have come down with a simple umbra/web combo and my entire base with em.
Comments
ns_nothing is a special case cos you can lock down the top of the map completly and there's nowt they can do.
Hell with the res inflow you get you can place so many turrets in the 3 access locations that they're butcherd horribly if they dare come up.
BlueGhost
EDIT: Use phases, and when a mini is attacked, YELL at your marines what is going on... and tell them to go and defend it. Don't just sit there and hope someone will notice.
You can choak up NS_Eclipse too, if you build in the right places <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Basically one HMG keeps the fades at a distance and one gren launcher will keep them around the corner... and lmg rushing them at every opportunity will work too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Bart
Firstly, take the time to turret them before they get the 2nd hive up, if you started with just mines. Not too much, but just enough to give some warning and hold them off long enough for some marines to get there - make sure you have high level weapon upgrades to beef up the turrets.
Secondly, try to block access to them - heavily defend key chokepoints to limit access to the map area containing your resources. This isn't always possible.
Thirdly, as Blueghost says, don't give them <b>time</b> to attack your resources. Have virtually all your marines assaulting them <i>hard</i>. Have just 1 running around welding areas and recapping lost res.
And another point (not directly related to the question, but hey) - hand out enough grenade launchers so lerks don't cause you too many problems. I like to hand out 1 for every 2 or 3 HMGs.
They'll be actively fighting your marines and their forward bases, not your RTs. if they do go after your RTs, take the opportunity to smash a hive to bits.
They'll be actively fighting your marines and their forward bases, not your RTs. if they do go after your RTs, take the opportunity to smash a hive to bits. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That is true.
If aliens have two hives and then your team starts to defend anything they got, marines will lose eventually
Remember, the marines only need 2-4 resource points in order to get all the RP they need. If you have 3 spots, each with it's own node, and can have a couple of big marines (ie. with as much equipment/upgrades as you can give them) simply patrolling between bases, you should be fine. If they've got Fades, hope you either have some really good JPer's, or have got HA already, because it really doesn't matter much how many HMGs you hand out, LA marines just go down too fast to Fade claws/rockets.
But that's basically it. Just have a pair of capable marines patrolling your defensible areas while everyone else heads on the offensive. If you're beating them back, you might want to bring one off defence and tell him to attack, but remember that one decent commandogorge can take out any marine 1 on 1.
I was in that game as alien.
If you farm up the top of quad lift and generator room there is NOTHING the aliens can do to attack.
They have 4 routs to attack you.
1) the vent into cargo.
Any fade going down this is gonna arrive dead.
Lerks can use it to rapidly enter cargo but they can't absorb enough damage, gorges are also too slow (the com spots them on MT and the gorge arrives to some mighty 'nade spam)
2) Generator lift.
A lift followed by a short corridor into generator room, which is going to be a turret farm. Due to the lift all assult will fail as the com will 1) see it coming on MT, and then bring the lift up after the aliens are up there thus cutting off any retreat.
3) elevator shaft 01
A lift followed by a wide corridor, which is going to be a turret farm. Due to the lift all assult will fail as the com will 1) see it coming on MT, and then bring the lift up after the aliens are up there thus cutting off any retreat.
4) The Quad lift
A lift followed by a wide corridor, which is going to be a turret farm. Due to the lift all assult will fail as the com will 1) see it coming on MT, and then bring the lift up after the aliens are up there thus cutting off any retreat.
Do remember the aliens have at most 5 res nodes and cannot really replace the fades THAT fast And if the marines are sallying out to kill the nodes the aliens have possibly only 3.
I suppose thinking about it you can sneak say 5 people as skulk up through the tiny vent that leads to powersilo and evolve into a fade/gorge team while up top but this assumes the marines just sit on their arses.
As you had apparently orderd your intire HA/HMG JP/HMG team to hunt the lower area for aliens and rt's and lay waste to them without acctually killing any hives.
BlueGhost
Incidentally i find it odd that the fades wouldnt just use redempt and press the button for the lift to go down........
If the fades use redempt and they're attacking a turret farm protected by HMG/HA+GL/HA marnies
They'll last just about long enough to let off their first acid rocket befor they arrive at the hive. It really doesn't matter if they get home alive or dead.
BlueGhost