Killing Spammy Stalemating Marines
relsan
Join Date: 2002-11-01 Member: 3720Members, Constellation
<div class="IPBDescription">Nancy Subspace Array Interface</div> I was playing a long game where we had basically beaten the marines but they baracaded themselves in Nancy's Subspace Array Interface hive with a wall of grenade spam. On top of tons of grenade launchers and hmgs, these guys had a bunch of siege cannons in there so the closest we could get defensive chambers was half way to port engine and on the very far walls of mother interface. We had every resource on the map except one (guess which one) but we could not get close enough to kill them.
In a way I suppose you could say it was the typical scenario where the marines relocate to a hive location to negate onos, buy a bunch of gren launchers and force a stalemate. Aliens can't get in. Marines can't get out.
In fact after 2 hours and a 200+ frag count on both sides, the marines started mocking us, and suggesting we just change the map and call it a draw. They knew they weren't going to win, but they definitely did not want to lose. We on the other hand wanted to shove a win up their you know where so we kept vetoing the map change votes. No admin to be seen.
With all that said I will say now that the aliens were victorious and this is how we did it. We decided to use their sieges against them. First our whole team went fade except for 2 lerks and 1 gorge. So thats 9 fades. We had 6 fades stand near movement chambers. The rest waited for an opening in the grenade spam and then rushed into the room with 3 fades, 2 lerks, and the gorge. The gorge put the hive up. The siege attacked it, and the rest of the fades warped into the room and attacked the turret factory.
I will admit that this did not work the first time. It didn't work the second time either. But the third time we got the turret factory down and the marines were eaten shortly after, grenade spam and all. The key was the movement chambers which will warp you to whatever hive is being attacked, even if it isn't fully built. That allowed the 6 fades to warp into the room and flank the marines.
This could work on other maps too so be sure to remember it if you ever run into spammy stalemating marines.
In a way I suppose you could say it was the typical scenario where the marines relocate to a hive location to negate onos, buy a bunch of gren launchers and force a stalemate. Aliens can't get in. Marines can't get out.
In fact after 2 hours and a 200+ frag count on both sides, the marines started mocking us, and suggesting we just change the map and call it a draw. They knew they weren't going to win, but they definitely did not want to lose. We on the other hand wanted to shove a win up their you know where so we kept vetoing the map change votes. No admin to be seen.
With all that said I will say now that the aliens were victorious and this is how we did it. We decided to use their sieges against them. First our whole team went fade except for 2 lerks and 1 gorge. So thats 9 fades. We had 6 fades stand near movement chambers. The rest waited for an opening in the grenade spam and then rushed into the room with 3 fades, 2 lerks, and the gorge. The gorge put the hive up. The siege attacked it, and the rest of the fades warped into the room and attacked the turret factory.
I will admit that this did not work the first time. It didn't work the second time either. But the third time we got the turret factory down and the marines were eaten shortly after, grenade spam and all. The key was the movement chambers which will warp you to whatever hive is being attacked, even if it isn't fully built. That allowed the 6 fades to warp into the room and flank the marines.
This could work on other maps too so be sure to remember it if you ever run into spammy stalemating marines.
Comments
Yes, but there where 12 heavily armed marines and a ton of turrets in there. It was tough to blink past the grenade spam because they were spamming the corner so you couldn't blink past it unless you were standing at or near the spam spot. It was tough for just one fade to get through the spam, so several fades would definitely sustain a lot of damage trying to move though it. And even if you got inside there were about 5 ha/hmg marines camping in back. I blinked to the back of the room 20 (count them, 20!) times and was cut down each time in a few seconds. The best I could do in those few seconds was kill one la marine each time and then I was redeemed back to port engine.
It takes a long time but just keep poking them. The idea is to kill resources (usually in the form of turrets) faster than they can gain res. And with only 1 node that shouldn't be too hard.
It takes a long time but just keep poking them. The idea is to kill resources (usually in the form of turrets) faster than they can gain res. And with only 1 node that shouldn't be too hard. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Guess again. They grenaded us in the high vent several times. We tried that before we did the hive warp tactic. Not that they had to do that anyway because eventually they started sending jetpackers in there to camp the vents. In fact a couple of those jetpackers tried to rambo our hives.
And killing resources is no easy task when grenades are going off everywhere, turrets are shooting at you, marines are shooting at you, and its a small area with just that one big beam in the middle for cover. Easier said than done.
I will admit that this did not work the first time. It didn't work the second time either. But the third time we got the turret factory down and the marines were eaten shortly after, grenade spam and all. The key was the movement chambers which will warp you to whatever hive is being attacked, even if it isn't fully built. That allowed the 6 fades to warp into the room and flank the marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sweet! This tactic is being used more often now. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I also bet they forgot to double up on Turret factories.
I will admit that this did not work the first time. It didn't work the second time either. But the third time we got the turret factory down and the marines were eaten shortly after, grenade spam and all. The key was the movement chambers which will warp you to whatever hive is being attacked, even if it isn't fully built. That allowed the 6 fades to warp into the room and flank the marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sweet! This tactic is being used more often now. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yea, it only started to work in 1.04, with movements taking you to the hive under attack.
Bw, a tip: you don't need to charge in with ppl to get close enough to build the subspace hive. Just run up in the vent above the hive and go gorge. You can build the hive from there...
Oh, another tip: you can then fill the vertical vent leading down from there into the corridor outside with 6-7 DC's, with enough range to reach a bit into the hive, as well as healing in the corridor outside. If the marine commander doesn't think to scan it and a jetpacker doesn't get there, they may well lead the aliens to victory.
Bw, subspace breaks one of the mapping rules for ns - every hive should have two non-vent access ways.
Fact is, that the one resourcetower (even if they had NONE) gives them the oppertunity to research the complete tech tree, making them more harder to defeat every minute the game goes on.
Out of this 3 games we could win one (as Aliens) rushing their IPs with 2 Lerks and about 7-9 Fades (some skulks and a gorge were roaming the map... *sigh* pubs) before thei could advance too far (they "only" had 3 HAs and about 5HMGs and 2 GLs).
Our second wave managed to destroy the IPs, the third killed all remaining Marines.
In this situation I highly recommend to use Redemption as Defence Upgrade!!
If you take too much time to get bak to the front lines the Marines can use to oppertunity and expand!.
The other two games we were not that lucky... The Marines managed to advance and soon we were facing a whole bunch of HA/HMGs...
These Games endet with a server crash after about 3 hours of play and about 300 frags on both sides.
As Alien one should try to secure Subspace (or (imho better) Mother Interface) to avoid such situations from the beginning.