Marine Push > Alien Push
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">Weird...</div> I don't know how many of you who has experienced this but I for myself have experienced this on both alien side and marine side. If you read the manual it says that kharaa infects a ship for some reason and then grow larger as the threat increases.
Now since the kharaa are more individual creatures and should be strong 1v1 I always thought that they were the ones who would hold major choke points and attack small marine outposts (rt with 1 marine). However recently I myself and many other players have begin to use a different tactic. What is it u might ask. Well basicly you assign 1-2 marines as builder and tell the rest to rambo.. Don't laugh yet. I know it sound stupid but it works insanely good. If you do this right from the start you will have marines killing the gorge constantly as he attempts to grab a rt, and the skulks... hahahah I laugh and an uncarapaced skulk, might as well type kill if you're one......
Anyhow to my point: "Why is it like this that when the marines rambo and push they're SOOO much greater than the aliens?"
Now since the kharaa are more individual creatures and should be strong 1v1 I always thought that they were the ones who would hold major choke points and attack small marine outposts (rt with 1 marine). However recently I myself and many other players have begin to use a different tactic. What is it u might ask. Well basicly you assign 1-2 marines as builder and tell the rest to rambo.. Don't laugh yet. I know it sound stupid but it works insanely good. If you do this right from the start you will have marines killing the gorge constantly as he attempts to grab a rt, and the skulks... hahahah I laugh and an uncarapaced skulk, might as well type kill if you're one......
Anyhow to my point: "Why is it like this that when the marines rambo and push they're SOOO much greater than the aliens?"
Comments
But to support your point, I just did this yesterday as the Marine comm. The aliens didn't know how to handle it - 4 guys constantly spawning and rushing Maint while I capped the whole other side of the map - worked pretty good. The second CC was started, I sent those rushers there, which caught them off guard because all the attacks had been on Maint until then. With 4 guys in CC and res up the butt, we took CC fast, and HA HMGed Maint - gg <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Imagine this I'll use Eclipse as the previous posted used. Ok now think that the aliens start in maint hive and there are 8 player on each team. Marines send 6 of them toward maint, 3 of them cover South Loop and the other 3 cover the keyhole. Now tell me, how on earth are the aliens going to get through that without carapace? Hold that long enough and you'll have all of the aliens dead, just enter hive and proceed with lockdown. If it fails? Don't worry, u've earned enough time to compensate..
As some of you have said ambushing will work etcetc, but think of it 8 uncarapaced skulks do NOT have any chance vs 6 marines, even during ambush. Of course they can get lucky...
I'm telling you Marines are way > aliens at the beginning.
BUT don't forget the skill factor of having human minds on the ends of those alien models, so this can only work so many times before its someone beats it.
Now if you could create a strat the adds the "human mind" factor in it now that would be something now wouldn't it.........................
BUT don't forget the skill factor of having human minds on the ends of those alien models, so this can only work so many times before its someone beats it.
Now if you could create a strat the adds the "human mind" factor in it now that would be something now wouldn't it......................... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No amount of skill will help the aliens when marines are spawncamping, or guarding a corridor that's long enough.
just way too many places for ambush marines when ur skulk.
*chuckle* pariste *run thru vents untill ur near victim* *kill marine in two chomps from unupgraded armour*
just way too many places for ambush marines when ur skulk.
*chuckle* pariste *run thru vents untill ur near victim* *kill marine in two chomps from unupgraded armour* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
And often any real good ambush place is avoidable by marines easily.
More like 10 chomps as long as the marine knows how to abuse all the blatantly obvious bugs (keep those legs in the air, they're skulk and lerk bite proof! Or if there isn't room to jump, crouch!)
It should be preserved.
Imagine bullfighting, but occasionally with a jump.
In recent days (until I quit anyway) I became partial to jumping away from a known alien in hiding however as he is receiving reinforcements.
Bhopping had a stigma during the CS days .. alas I did not take advantage of it during early beta.. but back then I saw no point, and now that I think of it, I would still make the same decision, bhopping has no point in CS, and now that it's been nerfed x10 and in fact is impossible -
However in NS it makes a lot of sense, as, apart from the buggy hitbox, you should be allowed to jump over an alien. That alien should be able to jump at you or bite at your feet. The key is that *he* has to react in time; that the *alien* has to make the right decisions once the marine is dodging, rather than the alien reacting but then defeated by hitbox.
The non hitboxness, these capabilities should be preserved however.
now wait just send all ur rines to their hive and spawnkill them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
This could work as easy as what u are saying... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Then you killed three idiots who had not enough patience to stay at a good ambush point and eat you for breakfast from close distance.
I thought it had become clear by now that ramboing skulks are dead meat. It's just not what they're meant for. Guess why they're called like they're called.
Personally, I prefer dropping DCs where the marines can't touch them - or me. IE, in a nice vent place.
Once lvl 3 carap is up, then the skulks can finally fight the marines.
Personally, I think unupgraded aliens should be at about lvl 1 carap, while lvl 3 carap should be as it is now - that is, 12 ->19 spread on a skulk rather than 9 -> 19. And Lerks needs fixing BAD ... for 33 res point cost, they die as fast or even FASTER than skulks unless armored in lvl 3 carap.
It's also given rise to my now favourite ns_caged strategy of gorging when I get to vent, then sealing of shipping ASAP with a D, then capping those essentially free res before getting more D. More than once though I've had marines try to open that door just after I've placed the D, or as I'm moving off. Scary.
As a marine... if we have a plan I can see, I follow it. If I get orders, I follow them. If not I either find a forward camping spot to restrict kharaa advancement or go gorge hunting. A good rambo can do wonders for a team as long as he has the team in mind.
Imagine this I'll use Eclipse as the previous posted used. Ok now think that the aliens start in maint hive and there are 8 player on each team. Marines send 6 of them toward maint, 3 of them cover South Loop and the other 3 cover the keyhole. Now tell me, how on earth are the aliens going to get through that without carapace? Hold that long enough and you'll have all of the aliens dead, just enter hive and proceed with lockdown. If it fails? Don't worry, u've earned enough time to compensate..
As some of you have said ambushing will work etcetc, but think of it 8 uncarapaced skulks do NOT have any chance vs 6 marines, even during ambush. Of course they can get lucky...
I'm telling you Marines are way > aliens at the beginning. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
3 marines working in 2 groups? I smell teamwork... which sort of doesn't support your "rambo marines are better" post.
Then after 4-5 minutes you get a fade or 2 and 3dc, after 2 more minutes someone builds a hive, the fade kills the remaining rts, prevent them from sieging your hive. 2nd hive up, mc built, onos on the way --> gg.
But only if the alien team really work as a TEAM.
This thread was from the days of 1.04 , so your reply (as well as your necromancy) is completely irrelevant...
Chambers need at least 1 gorge, and an appropriate amount of hives. Aliens also need to evolve to make best use of them. However, for marines the comm can weld the buildings himself if need be, and once they're researching happily he can do something else - the marines don't need to stop to gestate.
This gives a negligible advantage to the marine *push* but its surely counterbalanced by the alien *rush* and their individual strengths. If you can stall or sneak around a push then the marines are in a bad situation. In a long term game with competent marines, marines are the more likely to win if they're going for a looong turret and siege crawl, but aliens are meant to counter by being aggressive and trying to get past marine lines to the CC and IPs.
Simple statements of X > Y really don't reflect the wider picture, nor where each teams strengths truly lie.
Edit - and this stands for any version of NS, to be honest.
He is right, most n00bs like to rambo, and get killed with a few lmg bursts...
An example :
<a href='http://gallery.cybertarp.com/albums/userpics/19537/ns_nancy0002.jpg' target='_blank'><img src='http://gallery.cybertarp.com/albums/userpics/19537/normal_ns_nancy0002.jpg' border='0' alt='user posted image' /></a>
to be, twould be the best ns game