Various Stratigical Ideas

KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
<div class="IPBDescription">From rushes to 5 hour games and between</div> Heres a few ideas/strats that i've been testing lately:

1. Send out 1-2 marines to a hive before the ip is even dropped, that way you can grab that early res as far away from the aliens as possible hopefuly (if they arn't at the nearby hive(s)) also if it doesnt work/ you picked wrong area, no res lost.
2. If you control 2 hives or even just 1, set 1 ip and a comm chair in every major location, that way you have a constant supply of marines there even if a phase goes down, or if the aliens start doing something sneaky. o.O
3. try turreting up areas sometimes that are key, even if there isn't a res node nearby (major map intersections etc.
4. If a res node is NOT in a hive room, just take it a place a seige in that room with a phase and Turrets or whatever normal hive defense you use +1 seige in range of the hive.
5. Try a welder rush sometime if you haven't rush to HA tech and drop a bunch of welders and JUST USE THOSE, everyone welds each other and the aliens cant touch you or they get welded to death by a bunch of welders.
6. If you have good marines try sending all but 2 marines to attack their first hive at the begining, if you can keep them in the hive room, that leaves 1 man to Defend main and 1 man to grab nodes etc.
7. Try taking 1 hive and an area somewhat nearby the second hive, not necesarily in seige range, just so that you are ready to assault the second hive when the time comes. (this is assuming you cant take the hive itself because of feirce alien opposition.)

Had some other ideas but i forgot them and i'm guna go eat lunch in a min anyway, so moo.
-Khaim

Comments

  • Zer0Zer0 Join Date: 2002-12-11 Member: 10597Members
    And then you can build a seperate proto lab, armoury, tf, sg's then upgrade the armoury.

    Opposed to having 1 base with it all in it =)
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    There are some very good tips in the first post. Hope to see some more from Khaim.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--Khaim+Feb 27 2003, 10:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Khaim @ Feb 27 2003, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 5. Try a welder rush sometime if you haven't rush to HA tech and drop a bunch of welders and JUST USE THOSE, everyone welds each other and the aliens cant touch you or they get welded to death by a bunch of welders. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you've never done a welder rush, then you've never fully played NS
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    <!--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-->1. Send out 1-2 marines to a hive before the ip is even dropped, that way you can grab that early res as far away from the aliens as possible hopefuly (if they arn't at the nearby hive(s)) also if it doesnt work/ you picked wrong area, no res lost.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Getting res nodes early are essential, and yes, its best to make sure they're going to have little to no alien activity.

    <!--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. If you control 2 hives or even just 1, set 1 ip and a comm chair in every major location, that way you have a constant supply of marines there even if a phase goes down, or if the aliens start doing something sneaky. o.O
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, assuming you have loads of res, this might be prudent. Although, I would recommend ending the game right then, instead of perpetuating the round any longer.



    <!--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. try turreting up areas sometimes that are key, even if there isn't a res node nearby (major map intersections etc.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Taking chokepoints are good too. Usually good when you have time to do this, because with 2-3 choke points taken, everything behind that, including RT's are safe. Once again, it's still a good idea to end the game soon, even if you do this just out of kindness. Although, taking chokepoints will increase your winning percentage exponentially.

    <!--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-->. If a res node is NOT in a hive room, just take it a place a seige in that room with a phase and Turrets or whatever normal hive defense you use +1 seige in range of the hive.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Definetely important. When holding areas its important to take a res node to counter-balance the resources you used to defend that area. Very needed in maps such as Caged.



    <!--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. Try a welder rush sometime if you haven't rush to HA tech and drop a bunch of welders and JUST USE THOSE, everyone welds each other and the aliens cant touch you or they get welded to death by a bunch of welders.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't think this would work well without HA. My understanding was that it worked with HA because the unavailability of not having Heavy weapons. I doubt it would work with light armored people, but thats just my assumption.

    <!--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-->6. If you have good marines try sending all but 2 marines to attack their first hive at the begining, if you can keep them in the hive room, that leaves 1 man to Defend main and 1 man to grab nodes etc.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'm not a fan of marine rushing because i believe it detracts from gameplay, because when marines do it, it usually ends up in a spawn kill fest, so aliens don't have a chance to move before they're shot down. I wouldn't advocate doing this, although sometimes it's good to send some marines to make some "noise" so to speak. Such as running in and continuously shooting the hive until they die.

    <!--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-->7. Try taking 1 hive and an area somewhat nearby the second hive, not necesarily in seige range, just so that you are ready to assault the second hive when the time comes. (this is assuming you cant take the hive itself because of feirce alien opposition.)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, if your doing the 2 hive lockdown, you don't have a choice of taken the closer one to the one you already have, because thats your only choice. If you follow me (:
  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    good points..
    one question.


    <!--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-->QUOTE 
    3. try turreting up areas sometimes that are key, even if there isn't a res node nearby (major map intersections etc.



    Taking chokepoints are good too. Usually good when you have time to do this, because with 2-3 choke points taken, everything behind that, including RT's are safe. Once again, it's still a good idea to end the game soon, even if you do this just out of kindness. Although, taking chokepoints will increase your winning percentage exponentially.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    I've wanted to, but never seen or made a marine choke point work. The aliens have a physical barrier with chambers, but marine chokes can usually just be climbed over or around quickly enough by aliens to not take damage, at least in my experience. How do you usually set up your chokes?


    thx

    [11]alex
  • ProctologicProctologic Join Date: 2002-11-17 Member: 9053Members
    edited March 2003
    <!--QuoteBegin--Sirus+Mar 1 2003, 07:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Mar 1 2003, 07:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not a fan of marine rushing because i believe it detracts from gameplay, because when marines do it, it usually ends up in a spawn kill fest, so aliens don't have a chance to move before they're shot down.  I wouldn't advocate doing this, although sometimes it's good to send some marines to make some "noise" so to speak.  Such as running in and continuously shooting the hive until they die.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    OHHHH so your strategy is to wait in base with tf and turrets and wait for aliens to have lvl 3 carapice before you go out and get slaughtered???
    YEah that makes alot of sense.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Protologic, stop being so negative. You're not helping any with your post. Offer something constructive, or kindly be quiet.

    On anotehr note, aliens can rush too, and they can spawn kill just as easily, if not more effectively (skulks have pretty much unlimited ammo)
  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    edited March 2003
    Well, I hate to agree with a guy that's generally so infalmatory, but Proctologic has a point. Any game that wears on will, by dint of it''s very time, begin to slide more and more toward the Aliens, a fact that I guess says currently, regardless of what balance is in an equal game, if the Khaara arn't taken care of, eventually, you die. I sort of like that fact, regardless of side I'm on. A built in tension like timer.

    But, my point was, longer games get easier and easier for the Khaara, so unless you have a killer strat or are just having fun, best to end it quick, Marine.
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    Actually...you could drag out a game forever rather easily.

    All you need armor marines in HA with welders constantly fixing turret farms in hives with 2 or 3 seiges.
    And welding eachother
    and poping any alien they see get near.

    Hey look the neverending game! Two hives, all marines in HA and welding stuff and all. Never ending game.
    Put about 20 turrets in each hive and spawn and never worry again!
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