Hmm Just Curious

KungFuJVKungFuJV Join Date: 2003-04-03 Member: 15167Members
anyways i used to play NS when it was like version 1.01 or something and it was fun...but what i was wondering is what the hell happened to the strategys...i mean i quit NS for a while and just came back yesterday with 1.04. ...anyways i mean in 1.01 the marines comm startegy was like buildin 2 ips and than get a tf and some turrets and then send ur units out to get a resource, and the aliens was that u get 2 gorges and one build resources and the other save up for a hive ( at least these were the strategys in all the servers i went to). anyways when i came back yesterday and tried to execute the marine strategy in comm i get called a newbie.....soooo just wondering what happened to the old strategy...

Comments

  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Typically a commander depends on his marines for base defense. This is a huge oversite. I use marines for <b>early</b> base defense. It just sucks when a lone skulk comes waddling in and eats up everything before your force can come back from attacking the hive. So a TFac and a few turrets are pretty nice defense and under rated. And any good kharaa player would know that double gorging just before/just after the second hive goes up, is a good way to get defenses going out on both hives.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    You never need to place a tf in your main base early. (just in some extra ordinary surprising tactics)
    Drop 2-3 packs of mines instead.
    TF is just needed short time before 2nd hive goes up.

    4 main tactics:

    1. Early main counter rush:
    When the early khara rush is stopped an erly marine counter rush most times succeds.
    Keep all marines in main base (for easy first defense) build one extra ip, find out whats their main hive early and send EVERYONE to that hive. (Sadly thats the tricky part) .
    Support them with mines, health and phase , all but no turrets anywere. When half of all aliens died once and there is no defense in this hive (most times gorges go for res quickly) and the other half slowly comes back for defense you have won.
    Counterable by defensive aliens or 3 early DC.

    2. Get 2 Hives captured Rush:
    research phase fast, make no base defense and secure 2 hives ASAP.
    Dont spend much in main base defense, you can even relocate...
    Now if you just manage to secure that 2 hives you dont need to take a step out of that locations till you are fully upgraded. even if aliens have unlimited res they have no good changes against 2 GOOD DEFENDED hives in early game.
    The tricky part is just to defend 2 hives early <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    - counterable by aliens not rushing and campint+parasiting more.

    3. JP rush.
    All you need for a JP rush is 4-5 Res nodes in the early game. (thats tricky)
    So all you do is sending half of your team from one rs node to the next, the other half defending here and there.
    If a res gets attacked just recycle it. Build no big defenses, just minor. build prototype lab ASAP and drop JP+shootgun or JP+hmg.
    When you have 5 JP+hmg while the second hive goes up you dont even need to secure a single hive, you just kill one after another (as long as there never been 2 hives up).
    - counterable by skulks killing all marines res quickly - jp-rush is lame (imballance).

    4. slowly push.
    All you need is 3 Res nodes and one hive for a looong time. But you just need to defend it till you have full upgrades.
    The tricky part of this strat is that you need to defend it against fades, so you better drop 2 GLs BEFORE fades and umbra comes.
    As long as everyone DEFENDS, WELDS and noone rushes and looses HA-HMG+velder=too_much_res all the time
    this strat is fair exciting and nice. (thats really tricky)
    - counterable by Fades not beeing **** (not knowing what close combat is) and lerks using umbra and gorge using webs frontline wisely = offensife cooperative aliens.

    [censored] Using Map-glitches for an ealry relocate.
    If aliens dont have Cargo relocatee to cargo or...
    If aliens dont have Feedwater relocate to that double res or ....
    Secure Processing....
    And you have won for 90% because that locations are too powerfull for marines and almost worthless for aliens.
    - counterable by aliens knowing how to counter this as a team.
    early relocating is lame.

    mix this strats with each other and some werid outflank and secret outpost tactics and you got it.

    When 1.1 comes out you can forget al lthis.
  • Vash7h3StampedeVash7h3Stampede Join Date: 2003-02-28 Member: 14140Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When 1.1 comes out you can forget al lthis. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Understatement!
  • Mr_Radical_EdMr_Radical_Ed Join Date: 2002-09-05 Member: 1285Members
    KungFuJV, your post brings back memories of what NS was. It was vastly different, and did offer a wider range of tactics to be employed, but in the current state I'm afraid you can't afford to be so daring unless everyone knew exactly what they were doing. I'm looking forward to the next release where you could use something different and be different.
  • KungFuJVKungFuJV Join Date: 2003-04-03 Member: 15167Members
    my thoughts exactly radical ed...so i think i'll stay clear of comm chair until 1.1 comes out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> and then i can develop my own daring strategy
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