Marine Push > Alien Push

XCanXCan 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?"

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Because your ramboing aliens dont know how to hide, parasite and attack from behind.
  • 8Ball8Ball Join Date: 2003-03-27 Member: 14927Members
    and normaly the "rambos" leg it off in every direction leaving the base open for easy attack/rush, only to be the last one's alive roaming the map, sure they might kill a gorge, but once the ammo runs out....
  • neonfaktoryneonfaktory Join Date: 2002-07-13 Member: 939Members
    Seriously... I look forward to ramboing Marines, even in groups, when I'm a skulk, carapaced or not. Assuming you have good combat skills as a Skulk, it's simply knowing how to close the gap. If you can find a good ambush position that places you right next to the enemy, you can take out a good chunk of a pushing force before dying or having to retreat.

    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-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I know a lot of you think that my post was n00bish and the aliens are noobs.... Well tell you this, the scenario I stated is no more than a public used lockdown, while the clan lockdown takes it all the way into the hive.
    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.
  • JusticeBladeJusticeBlade Join Date: 2002-12-23 Member: 11440Members
    Well if this was any other RTS then ya Marines > Aliens begining game.

    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.........................
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    LOL, skulks are so weak. I was in the marine start the other day (dunno which map, the one with the sewer hive) and 3 skulks ran in, and I killed all three of 'em with a light machine gun. They just take a shotr burst of lmg fire to take out.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    <!--QuoteBegin--JusticeBlade+Apr 12 2003, 02:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JusticeBlade @ Apr 12 2003, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well if this was any other RTS then ya Marines > Aliens begining game.

    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.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    a slightly smarter skulk would realise thats it ain`t smart to run toward a marine around 15 meters away with no objects between them.

    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*
  • CruzzCruzz Join Date: 2002-11-17 Member: 9007Members
    <!--QuoteBegin--{DoA}DrunkMonkey+Apr 12 2003, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({DoA}DrunkMonkey @ Apr 12 2003, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a slightly smarter skulk would realise thats it ain`t smart to run toward a marine around 15 meters away with no objects between them.

    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!)
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    I prefer to jump dodge.

    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.
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    why dont u just send a group of marines in a group to a hive and spawnkill them while 1 builds rt (combo putting armry in hive).

    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-->
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--RPGreg2600+Apr 12 2003, 08:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 12 2003, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> LOL, skulks are so weak. I was in the marine start the other day (dunno which map, the one with the sewer hive) and 3 skulks ran in, and I killed all three of 'em with a light machine gun. They just take a shotr burst of lmg fire to take out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • abtmabtm Join Date: 2003-04-08 Member: 15337Members
    Although undeniably stronger; the kharaa DO need to hide and "skulk" around chambers/vents and what-not. Rambo tactics don't work in NaturalSelection, they make work elsewhere, but not here according to what I've seen <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    If you have a skilled team of marines, then they will completly dominate the map, pre-lvl 3 carap. Thus, the only thing to do is to get lvl 3 carap ASAP.

    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.
  • CalantusCalantus Join Date: 2003-03-23 Member: 14823Members
    Yeah, I've been noticing this alot more on the servers I play on. As a gorge my life expectancy has taken a nose dive. These days I evolve, hide in a nice spot near our hive, then venture out to cap the res after I've sent a skulk to check it out. Then I run back to hive and put up 3 DCs before capping another res or 2 and saving for the hive (or setting up defences, depends on what the marines are doing). That way I get redempt and my skulks get cara. If I just go res capping before the D, then I usually get killed by one of the many scouts/ramboes from the marine team. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    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.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    <!--QuoteBegin--XCan+Apr 12 2003, 12:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 12 2003, 12:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know a lot of you think that my post was n00bish and the aliens are noobs.... Well tell you this, the scenario I stated is no more than a public used lockdown, while the clan lockdown takes it all the way into the hive.
    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.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    It does sound against my arguments but this is the way it works. You tell them to rambo they sniff up the hive, yell a bit at teamsay and the rest of the rambos arrives.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You know, these days with marines getting better and better, those skulks without carapace just aren't cutting it anymore. Yes marines are supposed to have the advantage early on. That's why it's imperative that you get level 3 carapace as soon as possible. I'm starting to like the "3 DC before RT" opening better than any others, especially if you're trying to make sure the mariens don't expand! I mean, with cara 3 skulks early on the game, you can serious screw the marines over. sure you dlow down as well, but at least they won't be getting those JPs 4 minutes into the game.
  • jumpingjodajumpingjoda Join Date: 2003-12-14 Member: 24367Members, Constellation, Reinforced - Shadow
    It is not hard to stop mariney from expanding too much, perhaps leave them 2-3 rt so they don't push so much.
    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.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Gah !

    This thread was from the days of 1.04 , so your reply (as well as your necromancy) is completely irrelevant...
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    edited July 2004
    wow...didnt read the dates. Disregard this post.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    and there was i, thinking 100% this thread was about 3.0b4a.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    edited July 2004
    The only reason a marine push *could* be better is because barring weapon switching, upgrades are immediate and don't really require anyone's attention.

    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.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    edited July 2004
    <!--QuoteBegin-Ollj+Apr 12 2003, 09:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 12 2003, 09:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because your ramboing aliens dont know how to hide, parasite and attack from behind. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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>
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited July 2004
    Hasnt the ns community alread decided that in a 9v9 marines have an advantage early game? Hince why everyone argues about why the game was balanced in a setting of 6v6. Which is still arguably in marine favor early game. Hince why a main strategy for aliens is asap fades?
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    if you ask me, to make the game better, onos need to toughen up, marines a teene bit weaker, and the old res/hive system (33 1 hive, 66 2 hives, 100 3 hives)

    to be, twould be the best ns game
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