Game Of Economy

viking9viking9 Join Date: 2003-02-12 Member: 13477Members
<div class="IPBDescription">Opening strategy</div> Strategy for 8vs8. This game can boil down to the haves and the have-nots. By focusing on the economy of the game you can deal a death blow to the aliens right from the beginning without the risk of an all out hive rush which may fail. I have used the strat alot on the pub servers. Pub marines chance for success with this is much more than initial hive assault with LMG's and no upgrades.

Simply, Build 2 ip, armory, Obs. Drop 1 pack mines for base. Scan for enemy hive. Identify one person to stay at base. Give out two more packets of mines with intructions to take them with the marines and rush to hive with more instructions to take out the resource tower and spawn kill aliens only. Give orders that immediately when they get to hive the people with the mines put down all ten randomly on the floor to give support when the skulks arrive. With public marines with no upgrades they will have major trouble killing the hive with LMG's. Direct them against the RT first and concentrate on spawn killing. This way if all your marines die in the hive you have eliminated their RT, which at this point really hurts.

By this time a few marines have died. Maybe the gorge has been killed too if he was slow. Scan for other RT and direct regenerated marines to these sites quickly if alien RT's are up. Otherwise direct marines to strategic nodes, hives and take these. Get MT, armory upgrade, next arms lab with armour upgrade. Assign 3 marines to continuely rush their original base. When able give these guys an hmg to take with them. Don't waste PG with their original hive. Have them go on foot.

On some of the maps a well place TF with 3 Turrets and Seige can guard 2 to 3 nodes. Avoid placing TF in room with two RT. Rather use marines to patrol these points (many a marine game can get slowed if you lose focus and concentrate on the seductive 2 RT room). If the Res is going well, this may be a good investment. Once you have this offensive weaponary in place I have been able to scan those nodes periodically and wipe out builiding gorges or RT with scans. This again chokes off the aliens from attaining nodes. While Marines are getting upgrades and fortifying hives. Sometimes this move is fluff I admit, but helps if you were not able to get 2nd hive right away. They cannot build 2nd hive if they have no Bang (money).

Get lv1 weap, lv2 weap, proto, jp. Usually at this time, the aliens are demoralized and the game is really over. If you have 2 hives fortify quickly and completely. Get JP's and send rambos with Jp and HMG to last hive for fun. If necessary seige last hive to make game end more quickly. If you have one hive don't worry you are way ahead in the resources and they may not be able to build hive yet because of you winning the game of economy, which seems very smart now. If they have two hives, regardless of fades or no fades, I like to open two offensive fronts at the same time. This creates confusion (hopefully with the Aliens <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->) and may divide their forces or you may stumble across an undefended hive. Heres what I do. Have Marines en masse go outside one hive and get PG (place this in sensible location such that it is covered by the turrets), TF, 3 turrets and 2 Seige up. Right after they have been initially engaged (maybe on their way to the hive) have two hand picked marines with JP and HMG go to other hive. One portion of this attack will be successful. Secure hive Game over.

The point of this thread is not which upgrade to get first or which structure to build first. This thread was to present a plan to completely take the game out of the alien's hands almost right from the start by focusing on the economy of the game. Taking that initial RT is critical and hurts so bad. An organized offensive thinking marine team wins every time. Know your maps completely, every vent, every nuance as this will help you lead marines to alternate routes to achieve desired goal in close situations.

Also, I like to secure hives by giving a marine a pack of mines and sending them to location in 2-3 numbers if skulks are roaming around. When they get to the hive I like them to immediately put mines down randomly and build PG. The mines help in hostile territory while getting positioned. Sometimes charging skulks who see a marine building PG are suprised to hit a mine before they could feed.

Any feedback is welcomed.

Comments

  • flyingsharkflyingshark Join Date: 2003-02-25 Member: 13986Members
    Nice strat! Used it this morning and the aliens went down very easy. I wonder if the aliens we played were not very good. It was Black ops server.
  • FWBlooDShedeRFWBlooDShedeR Join Date: 2003-02-25 Member: 13985Members
    mine is too important
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Used a similar tactic on eclipse. Had lvl 1 weapons/armor, JP and 200 res before the aliens had even started to build the 2nd hive. Dropped 4 HMG, 3 GL, 7 JP and told my team to finish the game.

    They utterly and completly failed to even get to the maintenance hive. Against hive 1 aliens.

    Go figure.
  • viking9viking9 Join Date: 2003-02-12 Member: 13477Members
    What this thread was trying to point out is how effective it is to focus initially on the resource towers of the aliens instead of the hives. This seems to have a higher probability of success with pub marines rushing with LMG's. This opening takes you to the mid game ahead in res and well on your way to teching up.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Good post! I was in a small game (3v3) in which the aliens did the exact opposite.

    My plan was to secure 2-3 nodes w/ mines, then tech up to JP/HMG and take out their main hive. Well, this is *really* hard to do w/ only 2 marines, so every node we put up got taken out and replaced with an OC immediately.

    I still managed to pull it off, but it took a lot longer than expected, and I just ended up sending my guys w/ mines/shotties to their main hive. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    maybe a little OT but its still got to do with economy (sp?)

    what i do when im a marine is to ask for mines striaght away, then go out a mine up every RT, 1 RT right ontop of the res node. you can build on the RT and still haev the RT there so if it gets destroyed any gorges trying to build on them get blown up.
    also if the gorge gets there first and trieds to build an RT ontop of it the gorge dies again, very costly for the gorge.

    i know what ya gonna say that groges and spit at the mines but from my experience it seems alot harder to actually hit it when its on a node as its slightly higher then the floor so it requires gorges to be alot high to hit it, besides on public games gorges geenrally wont expect it and will just build an RT without even looking.



    this may seems a good idea or a crap idea but ive used it at least 6-8 times and ive prolly killed about 11 gorges within those games.
  • viking9viking9 Join Date: 2003-02-12 Member: 13477Members
    I never saw that before. Sounds like a solid idea. I will try it tonight. I think any tactic that slows down the development of the aliens is going to be more important as the changes to v1.1 come out.

    Thanks for the idea.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Placing mines on a node is good, but after doing some testing, I found out that gorge spit will set them off if aimed properly. And w/ lvl 3 carapace, it takes 4 mines to kill a gorge if he doesn't move right up on the node to place it.
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    yeah i understand that it will take alot of mines if they have carapace, this was mainly a way of slowing down aliens resources early game, it should kill them with only 1 mine, but if it doesnt then:

    1) the gorge will be severly hurt if not dead and will need to go back to hive for healing
    2) the RT will be instantly destroyed and will of cost the aliens 22 res points which we all know is a huge amount of res in the early game for aliens.

    try it some time and see what you think of it, it can work quite nicely especially if you get 5 RTs mined.

    btw yes gorges can spit at them but due to the slightly higher node its harder for them to hit it, and also alot of gorges (even experienced ones) will just build the RT as soon as they get to they RT if they have the res
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Building OCs next to marine RTs struck me as a good idea. If the marines leave their RTs undefended, this is IMO, an excellent way to make them pay. Marines have no equivalent weapon of this kind. While the marines try to LMG the OC down, you can hit them where they lack defence.
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    that is exactly what i do when i gorge (which i play gorge almost all the time) so that they can kill the RT but also if a marine deceides to try and kill me im already defended, but this is only really an option if you have a few RTs already.
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