Smaller Servers And Marines
MMZ_Torak
Join Date: 2002-11-02 Member: 3770Members
<div class="IPBDescription">Is rushing the only answer?</div> By small I mean less than 12 per side.
It seems so. Most of the time it seems that it only takes one mistake to give the aliens the upper hand. As long as <b>everyone</b> sticks together and doesn't rambo, marines have a fighting chance. It only takes 1 or 2 guys who get "big gun syndrome" to run off and ruin the whole thing. Anyone else notice this? I've played mostly Alien since the release, so my marine skills aren't up to snuff , but at least I know this and stay with a group and usually don't take weapons and jetpacks, rather, I take welders and guard base or weld teh heavies. Any advice on playing on these smaller servers?
It seems so. Most of the time it seems that it only takes one mistake to give the aliens the upper hand. As long as <b>everyone</b> sticks together and doesn't rambo, marines have a fighting chance. It only takes 1 or 2 guys who get "big gun syndrome" to run off and ruin the whole thing. Anyone else notice this? I've played mostly Alien since the release, so my marine skills aren't up to snuff , but at least I know this and stay with a group and usually don't take weapons and jetpacks, rather, I take welders and guard base or weld teh heavies. Any advice on playing on these smaller servers?
Comments
Basically, take res straight away, defend the base with mines +2 and send 4 to the middle hive, send 1 on rambo to the other unoccupied hive to slow the aliens. Get res up in both hives and anywhere else it looks like you can and turret farm the middle hive, whilst upgrading weapons as fast as possible.
As soon as possible, leave 1 at middle hive and move the rest to secure your second hive, turret this one too (by turret farm I mean about 5-6 turrets + mines, don't be silly) and keep one guy with a welder bouncing round the phase gates keeping an eye on things. Now hold both hives and keep getting res points, destroy any alien res points and lame walls that you find and try to keep them pinned down to one base. When you get 2-300res, turrets and mines at base and hives and have everything upgraded, kit all your marines out and storm the hive.
Drawbacks;- Requires your marines to be a team. Requires that they don't get pwned by the aliens. Tough first half.
Or did I misunderstand you, and you mean 12 total, 6 per side?
S
In clan play, which is 6v6, and with 1.04 being the way it is, rushing IS the only way to win. you ever try a 2 hive lockdown against very organized aliens with only 6 marines? Yeah right...
With 8 players a side you can keep 3 at each area and 1 roaming around getting your res nodes or 5 going from phase to phase keeping your hives secure while 2 go about anoying the last hive (forcing the aliens to defend rather than attack) and getting res nodes. This means 5vs7 is the worst odds you likely to see (because a gorge wont risk going near a group of five marines) and with careful use of a few turrets and mines you can even up those odds.
I wouldn't play on a server with less than 16 player maximum but I have played on smaller games from time to time and find that the marines have to tech up and kill the hive before webbing goes up if they are to win. As the games get bigger the marines are stronger in the later game and the aliens stand more to gain from rushing 2 hives and attacking the marine base as soon as they can.
In clan play, which is 6v6, and with 1.04 being the way it is, rushing IS the only way to win. you ever try a 2 hive lockdown against very organized aliens with only 6 marines? Yeah right... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Why has clan play settled on 6v6? Thats not fun! I want 8vs8 or so. 6vs6 is sooo small.
I've commanded marines to victory in a 6vs6 by going HA HMG at the right time. my 4 ha hmgs went out just as two fades rounded the corner at our base in Caged. They got prawned. And the way to Sewre hive was clear, only met skulks now coz they lost fades. We got their hive before they managed to fade again. We simply welded the webs.
I got the res for HA HMG by getting 4 nozzles and having 3 marines patrol them, while 2 kept guard at base. Motion tracking helped immensely on that since I saw incomming aliens and could assist the defense by jumping out of my chair and shoot.
This was on a pub, I am sure we'd get prawned if it was clan play using this strategy.
I think it has to do with
1. resource turning into +2 (supposedly should benefit aliens equally?)
2. more bullets? lol that doesn't sound as good now that i typed it.
One thing that I'd like to remark about NS is how fun it is in public games, alien or marine.
-Aya
True. Perhaps clans should be started like a sports club. "We play matches on saturdays and practice tuesdays. If you can't be there, dont come to us in the first place".
If "%¤&"¤& soccer players can scrounge up enough for 11 players week after week.....
I think it has to do with
1. resource turning into +2 (supposedly should benefit aliens equally?)
2. more bullets? lol that doesn't sound as good now that i typed it.
One thing that I'd like to remark about NS is how fun it is in public games, alien or marine.
-Aya <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As I've said before. It's not magically doubled from 1 to 2 when the num of players on borth sides jumps from 8 to 9. there is a specific formular so that 7v7 will just get a bit less res than 8v8 which will get just a bit less res than 9v9, etc. The point is, marines can use resources a lot more efficiently than kharaa can (especially at the beginning), so having a bigger income benefits marines more. Plus, marines cna build multiple IPs.