Fast Refinery Rush

DBZ_SuperGokuDBZ_SuperGoku Join Date: 2003-02-05 Member: 13152Members
<div class="IPBDescription">easiest way to beat ns_bast.</div> Requirement, a good team and a trust worthy rambo (high fps prefer).

Anyway, sometimes I would check to see if their hive is in refinery or not, If so I would send out one guy to sneak out to right side of refinery.

I will only build one spawn and tend to recycle it later. So while the aliens are busy attack base that one high **** fps rambo would build a new CC near refinery. I dont know the name of the location but it's at the right side of refinery near that water area. I would then recycle our spawn and build a new one in refinery. After that I then drop an armory, then I drop mad mines. 25% of mines will be spend protecting new relcoated base and another 75% is used to **** off aliens cause it will be place inside their hive. Sometimes they would spawn and get kill by a mine, sometimes they will get shoot for trying to avoid mines. Then the whole aliens' team names turn red and only one skulk can respawn, thankfully really slowly. SO imagine mines plus 10 marines vs 1 skulk or 2. From then marines just hit hive till it goes down. This can be accomplish really quickly without any RT at all and if a gorge made it out of refinery, just build a RT and send marines to kill the gorge. Usually the gorge woudln't cap enough res to get a hive up or the alien team ended up with no gorge at all if he was killed.

Anyway, this works for me serveral times now for the following reason. Not many skulk use that path to hit base cause it's a lot shorter if they went the left side. The rambo usually have high fps rate so he build stuff quicker than I can. And mines is just bitching if use it correctly.

Anyway, try this out sometimes if you like cause bast is just bitching. Usually takes an hour to capture 2 hives and finishes the last hive. And it's painfully tough with the map that favor aliens so much.


That's all, from MonoMorphos.

Comments

  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    Funny, I had a game in which we did EXACTLY the same 5 hours ago!

    If the main hive is feedwater, another strategy is also very effective:
    Some marines swarm out with welder and mines and get into the vent above tram tunnel. Aliens will keep rushing the base via atmos, so the marines in the vent should be quite safe. Place the mines on the ladder, build a tf and a siege in the vent, wiht one marine being BEHIND that siege welding it all the time. Skuls that go into the went from tram tunnel roof can't get through cause siege will block the way, while the other way is mined... works fine ususally <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GazaarGazaar Join Date: 2002-03-31 Member: 366Banned
    That's just..horrible.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    Why rush a hive that is the easiest to kill in the game? If you're going to relocate, it better be feed/engine.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Feed is a horrible hive to defend. I say go engine.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    I'll give you a tip: if you want to relocate to feed, try relocating *below* feed. I won't go into the details since it should be obvious if you think about it. However, just as an experiment, see how many skulks you can kill solo by camping at one end of tram tunnel.
  • ZdrozZZdrozZ Join Date: 2003-01-11 Member: 12158Members, Constellation
    <!--QuoteBegin--(e)kent+Mar 12 2003, 06:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Mar 12 2003, 06:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll give you a tip: if you want to relocate to feed, try relocating *below* feed. I won't go into the details since it should be obvious if you think about it. However, just as an experiment, see how many skulks you can kill solo by camping at one end of tram tunnel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ya, below feed is the best spot for a relocate, but be careful were you build the ip, we lost one round because everyone got stucked under the pipe. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    well, actually, if you need to relocate and have both the resorces and time, go to refinery. Not only do you hold a hive, but a bunch of turrets can hold it very easily, there are pleny of good sniping spots for jp/lmg/pistol troops, and you have three res nodes right there. Plus, its only a siege away from another hive. Now the question comes to mind about lerks.. its simple. if they manage to get past the turrets, which if you have level three weapons and some mines set up i doubt that will happen, someone with an lmg and good aim can take him like that. as for fades, with the right turret placment/mine placment, (And praying to god the fade doesnt have adv.HS) he wont get very far. if he does your jp snipers can take him.

    It takes alot of res to do this so you need some teamwork to pull it off, but you can do it, and hold out indefinatly... seen a game hold out for litteraly 6 hours with the marines hold up in base...
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You either have "elite" marines...or crappy aliens. Muliple lerks will eventually destroy ANY number of turrets in refinery.
  • NeoskepticNeoskeptic Join Date: 2002-11-01 Member: 3161Members
    Probably but the sheer volume of weapons fire should kill the lerks.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--Immacolata+Mar 12 2003, 05:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Mar 12 2003, 05:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Feed is a horrible hive to defend. I say go engine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ... feedwater is an easy hive to denfend.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--Frogg2+Mar 14 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ Mar 14 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Immacolata+Mar 12 2003, 05:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Mar 12 2003, 05:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Feed is a horrible hive to defend. I say go engine. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ... feedwater is an easy hive to denfend. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not especially. Placing turrets there is a nightmare. Too bumpy/watery.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    whats the point in relocating again?
  • juhojuho Join Date: 2003-02-01 Member: 12965Members
    <!--QuoteBegin--ZiGGY^+Mar 14 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Mar 14 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> whats the point in relocating again? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What's the point in staying in the old marine base?

    Two reasons:

    1) When you relocate you will lose 30 res points for the new cc
    2) The distress beacon spawns marines to the old marine base

    Those are the only reason I can get in not relocating. I usually don't prefer relocating, but sometimes I do. Cargo in ns_bast is a good example where relocation might give you some very good results.

    Also relocating your base to a weird spot might confuse the kharaa for some time, and so giving you some additional time.
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    The point about holding up in refinery is to not let the lerks destroy them. they start attacking, you fly out, and blast them. You think your just gonna sit in base for three hours while fades and lerks are trying to get thier hive back? What are you, stupid?

    Only problem with my strat, is for a good layout, you need to either move in the begining of the game, or with enough tech to clear a hive and kill fades with lmg's.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I've commed many games in bast, and trust me, those lerks are hard to kill, especially if you don't have jetpacks yet. with a few DCs up there, or lerks with regen, those lerks can cause HAVOC. They cna also call in support for distraction. Besides, your marines won't be IN refinery all day long.
  • XenogearzXenogearz Join Date: 2003-03-04 Member: 14323Members
    How are you going to wih in NS_caged without relocating?? A successful relocation to Cargo Bay in NS_Nothing pretty much guarantee a 90% victory in most games.. Also in tanith reolcating to Reactor Room can give you a pretty easy win (cuz you can get to Cargo hold after that and cut off alien's route to sat and waste).

    The only map I don't really relocate is ns_eclipse.. There is really nowhere that's good to go in ns_eclipse.. Eclipse hive is bugged. Maintaince isn't that good.. not to mention the original marine base is the easiest to defend.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Relocation carries lots of risks. One I'm not usually willing to take unless it's ns_nothing.
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    There is usually no need for relocation.IMO that is ususally not a very good tactic
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    best place for a refinery base is the area with the res node near the water, that way you get a res node and lerks wont bother you.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I'm not a big fan of relocating, but I can see how sometimes it's worth the risk. I'd only risk it on maps with hard-to-defend initial bases like Bast. Caged, Eclipse, Nancy... I just don't see why you'd give up a free node and an easy-to-hold location. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    The strategy you've described above can actually be done on just about *any* map on *any* hive location. If you find out where they are by listening for a hive, you just have all your marines rush the hive, build a CC, drop 2-3 IPs, and win the war by respawn rates. [C*B] Elven Thief commed a game on Nano last night and we did this exact thing. We barely pulled it off because he built about 4 IPs and an armory, leaving no extra res for mines. But it worked, and it was pretty cheap. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    edited March 2003
    This worked better in 1.03 when spawns were less expensive.

    I'll take one dozen IPs to go, please. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    EDIT :: Grammar me good
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