I Want Command Strats

Commander_KittensCommander_Kittens Join Date: 2003-03-03 Member: 14255Members
<div class="IPBDescription">any and all accepted</div> You are probably tired of me refering to my "utlimate commanding strat" all the time, so how bout you all post yours. I'd like to see what other commanders have to say about what they do while in the shiny metal box...

Comments

  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    I lack knowledge of your "ultimate strategy" and personally i think there is no ULTIMATE strat.. but thats just my opinion. The best strat or mostly effective strat is the use of fast teching to jp/hmg and then you can go off in different branch's from there ie: rushing their hive, sieging their hive, 2 hive locational lockdown, rsr regulation etc.... Then theirs the somewhat pub strategy of 2 hive lockdown with turrets and mines which seems VERY inefficent and time consuming on a cal match. Their are many more strats but I lack patience to explain them all
  • FirebatFirebat Join Date: 2003-03-01 Member: 14173Members
    The only 'ultimate strat' is sv_cheats 1...
  • KizKiz Join Date: 2002-11-06 Member: 7236Members
    <!--QuoteBegin--Firebat+Mar 6 2003, 11:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firebat @ Mar 6 2003, 11:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only 'ultimate strat' is sv_cheats 1... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And givepoints. Don't forget givepoints. Free res, and when combined with sv_cheats 1, lightning-fast build times.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    The tactic I find most effective is:
    I always buy these first.
    IP, IP, ARM, OBS, PG, Mines.

    Initally get an outpost in one hive, and 2-3 other res.

    Get a few upgrades, once you have a few and the hive is relatively secure scan the other two hives. Get the least defended anyway possible, I favour seiging from an outpost outside the hive(If its up or to stop it going up).

    Keep teching up whanever you have res.

    You need to keep pressure on aliens, its good to have a gorge/res hunter, after a few attacks the gorge should demand an escort which is one less skulk attacking.

    Thats the overview, a few details though:
    NO TF in base, use mines and marines.
    I get MT asap, the intel from that benefits you aswell as marines.
    I don't TF rp's but sometimes mine them. I also recycle any that come under attack.
    For me an outpost is 1PG, 1TF, 2-3 Turrets, mines.

    This is a very general tactic. And you need to be flexible. This tactics means the most crucial point is getting the second hive if your marines mess about then you lose, if not they should have the upgrades to suceed.

    If it all goes wrong you should also have enough res for a time to 'pull something out the bag' maybe a small JP/HMG group or an even smaller HA/HMg group.

    I won't lie and say this is an unstoppable tactic but with half decent marines it can work well.
  • MaTTMaTT Join Date: 2002-11-01 Member: 3033Members
    edited March 2003
    Resource rushing... this involves building res points faster then the aliens can eat them and defending the ones you have. Then its oh so simple to tech up! The large amount of res points will leave the aliens in fear of a HMG JP rush so they will spend practically all thier time trying to take them down leaving your base unharmed. Ideally for every res point the aliens manage to chew your marines should build another 2. Loads of marines and res will get eaten but with a bunch of good marines you should have around 5-6 res points all up at the same time and the res will be flowing in.

    Played this yesterday on ns_nothing against a very good alien team and in the end we had so much res we decided to mess around in the end by killing the last res the aliens had in thier last hive (power silo hive) and building it for ourselves. We had jetpacks and HMG's so everytime an skulk got near us we simply lifted off and killed them. It took about 6-7 drops down on the res point from up on high with skulks trying to chew both the res and us but we managed to build it in the end! Then the comm built a crap load of comm chairs and arms labs etc for us to build since we had well over 300 res! Funniest game i took part in for months!
  • TMNTBebopTMNTBebop Join Date: 2002-11-10 Member: 8084Members
    <!--QuoteBegin--Commander Kittens+Mar 6 2003, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Commander Kittens @ Mar 6 2003, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You are probably tired of me refering to my "utlimate commanding strat" all the time, so how bout you all post yours. I'd like to see what other commanders have to say about what they do while in the shiny metal box... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1 IP
    1 Armory/mins.
    1 stay at base defend, one go opposite direction from enemy hive - he is the resource collector to snag res nodes.
    Remainder of team wp to enemy hive. Build armory and mine the place, if it works, great, if not, do it again (max 3).
    Aliens will drop d chambers in fear of hive dying, will also group up at base to attack the incoming marines. Meanwhile, resource man is getting nodes and your defender is building advanced buildings for you.
    After 3rd rush 'fails', go gorge hunting, there will only be one- alien deaths/fear of dying will prevent them from getting more.

    Tech to JP/HMG. gg.
  • TMNTBebopTMNTBebop Join Date: 2002-11-10 Member: 8084Members
    <!--QuoteBegin--[TMNT]Bebop+Mar 7 2003, 09:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([TMNT]Bebop @ Mar 7 2003, 09:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Commander Kittens+Mar 6 2003, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Commander Kittens @ Mar 6 2003, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You are probably tired of me refering to my "utlimate commanding strat" all the time, so how bout you all post yours. I'd like to see what other commanders have to say about what they do while in the shiny metal box... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    1 IP
    1 Armory/mins.
    1 stay at base defend, one go opposite direction from enemy hive - he is the resource collector to snag res nodes.
    Remainder of team wp to enemy hive. Build armory and mine the place, if it works, great, if not, do it again (max 3).
    Aliens will drop d chambers in fear of hive dying, will also group up at base to attack the incoming marines. Meanwhile, resource man is getting nodes and your defender is building advanced buildings for you.
    After 3rd rush 'fails', go gorge hunting, there will only be one- alien deaths/fear of dying will prevent them from getting more.

    Tech to JP/HMG. gg. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I should note, once JPs are out, it's ok to give them to everyone. JPs freak aliens out, especially early game.
    However, only give the HMGs to your best marines or the n00bs will ruin everything. Use the armory rushes as an indicator to who your star marines are.
  • viking9viking9 Join Date: 2003-02-12 Member: 13477Members
    Yeah change your name. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I found it extremely helpful to walk all the vents and areas on all the maps. This allowed me to know alt access to rooms, where not to place equipment b/c vents, Where not to place PG b/c low head clearance (Your marines will die when they try to phase through unless they duck). Read as much of these postings as possible most of these maps have proven strats to win.
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