Ns_tantih Public Game Strategy
DoADrunkMonkey
Join Date: 2003-01-05 Member: 11902Members
well i been thinking about it sometime and haven`t actually tested it fully yet but all theory sounds okish.
but really does only work if aliens have not started in waste handling, plsu u gotta be quick so they dont infect it untill you get their. ok it goes a little like this.
jus have an ip at base and send out a big group to reactor room (double res) and relocate base their.
build the common stuff down near the res points and then the tf right against the wall the side of the crates y`know. this will hopefully make you be able to build turrets up from the ladder bit, spam a few their thus cutting off the aliens ability of getting down the ladder into a vent and the other entrance into waste.
now, after getting stuff at least a bit organised and defended at reactor, send a few marines out to west corridor acess (the res point in between waste and reactor) after capping that, proceed to waste and make a good strong hold their with tf, phase, take its res point.
this will hope to secure 4 safe res points, thus giving you plenty of res to tech weaps and armour, upgrade to jp. after a few mins you may have all this, hopefully before 2 hives and fades. at this point i would ave suggested, 2 mabye even 1 jp with hmg possibly mines, to jump into that vent at waste and zoom across in the direction of fusion then setting a tf and seige their, i think that place can get fusion from their.
mines in the vents will be deadly to any 1 hive alien (heheheh can`t jump over this one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
or you could burst into cargo and take that area.
well? how does it sound? anyone managed to pull this one off ?
but really does only work if aliens have not started in waste handling, plsu u gotta be quick so they dont infect it untill you get their. ok it goes a little like this.
jus have an ip at base and send out a big group to reactor room (double res) and relocate base their.
build the common stuff down near the res points and then the tf right against the wall the side of the crates y`know. this will hopefully make you be able to build turrets up from the ladder bit, spam a few their thus cutting off the aliens ability of getting down the ladder into a vent and the other entrance into waste.
now, after getting stuff at least a bit organised and defended at reactor, send a few marines out to west corridor acess (the res point in between waste and reactor) after capping that, proceed to waste and make a good strong hold their with tf, phase, take its res point.
this will hope to secure 4 safe res points, thus giving you plenty of res to tech weaps and armour, upgrade to jp. after a few mins you may have all this, hopefully before 2 hives and fades. at this point i would ave suggested, 2 mabye even 1 jp with hmg possibly mines, to jump into that vent at waste and zoom across in the direction of fusion then setting a tf and seige their, i think that place can get fusion from their.
mines in the vents will be deadly to any 1 hive alien (heheheh can`t jump over this one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
or you could burst into cargo and take that area.
well? how does it sound? anyone managed to pull this one off ?
Comments
And you can't siege fusion hive from the vent. Which makes me mad, because you used to be able to, before they kept the range nerfs when they added the sighting thing.
I don't know, but thats just my theory on relocation.
Please note though, this works as does relocating to holo room or atmospheric. However, it takes a fair amount of cooperation among marines to pull it off, since you are put back in the amount of time you have due to the relocation process.
I use a marine start on these maps, and I have only lost once because half the marines were real noobs. I start out by relocating to reactor room immediately. I don't waste res on the first IP in main. If your marines have any skill at all, they will tear any skulks that run into RR because they are in a group of 5+. Many comms tryo to put the cc by the res nodes. This is not a good idea because you want your marines to have the high ground when defending this area (especially when there are fades). I build cc, 1 ip, armory, 2 res nodes, then 1 more ip. It is good to start the res flow as soon as possible. Then I drop a few mines and a welder for the vents. Usually a few dumb skulks pour into marine start, and I recycle the res node their. They waste precious time on the cc in their while i expand.
This strat works even better when the aliens are in waste. The only bad thing is that you cant take the res node behind RR. If they do have waste. I get an obs and a phase gate to cargo. Do not go into fusion for two reasons. First, it will be harder to get to because that will be the hive the aliens want. Second, you can get to sat comm faster if your phase is in cargo. I drop a few turrets, and a armory for some mines. I do not get siege yet because they wont have the hive up yet. Usually at this point they are just getting lvl 1 carapace, and I already own reactor room, cargo and fusion. The res comes in pretty fast so I start doing upgrades as I lock down cargo. I then send one marine back to marine start to rebuild the res node, and about 4-5 marines to sat comm. Most likely the aliens will be very low of res because they only have 2 (the ones in waste). I lockdown sat comm and finish upgrades. Then I ask the marines how they would like to finish the aliens.
If the aliens start in Fusion its a little more tricky but you have more res at your disposal earlier. I relocate to RR, the res behind RR, and waste. Most of the time I am able to get upgrades before the aliens get carapace. This helps to get cargo even though the aliens have fusion. If I cant get cargo I send marines to sat comm. If this works (rarely) i lock it down. If not I have JP and HMG fast because of all the res nodes. I then tell the marines to keep pressuring cargo and sat comm. Important note. I plan to still take cargo, but if you pressure it more than sat comm before you get HMG and JP, they will build it up more then sat comm, and it will be even harder to get in. After JP and HMG I just take cargo. I dont even have to siege because a few rambos go in and take out hive. I have 2 hives now, and we win again.
If they start in satt comm, relocate to RR, take waste, and take cargo again. This might even be easier then them starting in waste. I like it when they start in waste though just because you can sit 2 marines in the hallway between RR and cargo and they can pick off skulks and gorges as they try to get by.
I have only lost with this start once. The reason being is that half the marines wouldnt follow orders, and half were noobs (not the same half). I locked waste down and had tons of res and upgrades. Even with JP and HMG and nades, they couldnt take cargo. When the fades came they sat in corners trying to kill them instead of rushing. Man whenever I get a jp/hmg, i can usually take down 3 fades before i die.
I hope this answers your question. Relocating to Reactor Room is a very good idea. It rocks. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
It's too much of a death trap.
Waste Handling is always best due to it's layout.
Oh and fusion is hard to defend cuz cargo room is usually a killing zone <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
thanks for your comments.
i do see tanith as a very alien dominated map unless comm is better then n00b and has a set strategy.
their does seem to be many res points, usually near or in a hive, so kharaa will get em. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
it was a 11v11 server and the aliens spawned at waste. the commander decided to relocate to RR but didnt tell 9 of the marines at base. he got ejected and i jumped in and found what was up. welp, i had two options: 1) secure RR, then go for fusion, then go for sat com. 2) put mass pressure on waste handling, upgrade to hmgs, and pray.
i did #2. only 2 marines survived at the end of the rush. even with my cheapass medpak spamming.btw it was zero upgrades and no motion tracking. aliens didnt complain but i had my own marines calling me a lamer.
what would be most important to have as base. the double res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> or single res but make sure they don`t get onos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
anyone condidered, not actually relocating fully to a new place but just making a cc their and putting down an ip?
hmmmmmmmmmmmmn, mabye not <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
From a marine stand point, cargo is so easy to defend, too. It's a huge room, the only cover is on the far side from the hive. One entrance is down a longish hallway and completely open, the other two have slow-opening and noisy doors. 3 marines with their backs to the wall can defend it against most skulk rushes. On a 6v6 game, that leaves the comm two marines to defend and cap res with, which should be plenty.