Mines + Rt's
see-you-in-disney-land
Join Date: 2002-11-01 Member: 3241Members
<div class="IPBDescription">cheep and easy</div> Playing on a public with some friends from clan -BG- and ^NuT^ on ns_eclipse I decided to try not a new tactic, but an over looked one. I asked comm (nicely) for a pack of mines, then went to station acess alpha and placed three mines on the actual resourse node, not the tower, but on the ground on the node. After the rt was built it nicly camoflaged the mines, they were visable but a skulk excited about an unguraded rt would hardly notice them. I used the last two mines on triad generator rt. With a mear 8 res points those two rt's stayed alive at least twice as long as they would have if they HAD been undefended, and because noone like to get killed by mines, even after most of them were gone skulks would stay away from those nodes because they BELIEVED there were mines there. Needless to say with that many rt's the whole match we teched up and won teh match.
Comments
Tbh I did replace the mines occasionally, but all in all I ended up with over twenty mine kills, they were persistant, or do I mean stupid?
Yes, I have. All the time.
If you've got 2 Gorges in the early game (which I don't care WHAT ppl say, is perfectly viable - watch a clan match sometime), one can go out with skulks, taking out marine towers (by detonating mines), then putting down a node and an OC. It's called resource denial, and works extremely well.
The other Gorge is putting down chambers and securing the current hive.
I'm sure that does happen in clan matches, and I'd expect to see it more with the new resource model they are planning in 1.1 but we are talking public servers here. Res denial like that is inncreadibly risky though, if the marines had a lone ranger implimented they *could* surprise the gorge because the commander would be alerted to his actions when he takes out the mines and warn the lone ranger....
Ty for your post soviet~dictator, I was unaware that rt's could be taken down from the top, looks like one pack for one node would be a better idea then <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Still that'll help me some next time someone reads my amazing stratigy and decides to try it on a server I'm in <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
LOL. I've just made a post about jumping on RTs to avoid mines in the Kharaa forum, then I come and read this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'll have to watch for mines on top of RTs now!
Mines are only good if there are marines around. A mix of mines and turrets are suprisingly good too... the turrets force the skulks to run around and also stops mines from blowing up each other, while the mines kills the skulks outright.