How To Kill Cargo Hive
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">OMG, they gor cargo. were doomed.</div> If you might not notice this map has a huge inballance in resource placement.
This is why an ealry relocaring/securing of the cargo hive is iportant to win this game for 90%.
Now if Aliens have secured Cargo and Via in early game marines are screwed... Not really but almost.
This is how to kill cargo:
The main aspect of this strategy is that once you have Vargo and another hive its not easy to defend both at once, there is ALWAYS a weak spot, you just need to find it and keep the enemy away from there (busy).
Be flexible and do not drop HA,Shootgun,medpacks in early game.
Do weapon upgrades instreas (better investigation)
Do not drop more than 2 minepacks.
"via" = number near via "car" = number near car "both" = middle
This is how it works:
1 - Forget this two resources outside Marine base, they never exist for you because you can not hold them for long whatever you try.
Instead make it a neutral space, dont let anybody build stuff there, move forward and backward to confuse the enemy and make it still diing in your traps BUT stay the hell defensive on that sides without building anything (mines are okay).
2 - Get Powersilo quick and build a phasegate there. do NOT place the phasegate near the resnode of cargo, place it in a hallway instead, out of reach of lerks and easy to secure with turrets. Same with TF, but build turrets near the res. 4-5 turrets are max to defend powersilo.
3 via - When aliens keep atacking silo try to build the resnode near marine spawn, but just that one and try to keep it secret and guarded. when you can hold it for 10 minutes its wotht the try, and yu need the res. Also build prototyp asap.
3 car - When aliens keep atacking marine spawn build the second res near Cargo and prepare to relocate, marine spawn is relatively worhtless when aliens have cargo. Also develop weapon upgrades, maybe HMG but NO prototype lab.
4 via - When aliens are weak near via and busy in cargo build a phasegate there near via. should be no problem wirh one weapon upgrade and a phasegate.
4 car - when Aliens are weak near cargo and busy near via build there. Once you have 5 marines and a phase up there its a perfect base.
4 both - when both sides are heavily defended and guarded well (just defensive aliens) THIS is their weak spot and a nice place for a base.
5 both - when you still have 3car try to secure 5both. its a perfect outpost in between of both alien hives and worth a try.
5 via - simular to 4both, the only choice if aliens are to much defending at both sides.
5 car - with level 3 weapons and welders you can make this if Cargo is relatively weak (and you already have 3car) even without HA, GL.
When one "4" or "5" fails try another "4" or "5" ASAP , be flexible!
6 ... - The final step to kill one of the hives is secure as long as noone suicide rushes.
This is why an ealry relocaring/securing of the cargo hive is iportant to win this game for 90%.
Now if Aliens have secured Cargo and Via in early game marines are screwed... Not really but almost.
This is how to kill cargo:
The main aspect of this strategy is that once you have Vargo and another hive its not easy to defend both at once, there is ALWAYS a weak spot, you just need to find it and keep the enemy away from there (busy).
Be flexible and do not drop HA,Shootgun,medpacks in early game.
Do weapon upgrades instreas (better investigation)
Do not drop more than 2 minepacks.
"via" = number near via "car" = number near car "both" = middle
This is how it works:
1 - Forget this two resources outside Marine base, they never exist for you because you can not hold them for long whatever you try.
Instead make it a neutral space, dont let anybody build stuff there, move forward and backward to confuse the enemy and make it still diing in your traps BUT stay the hell defensive on that sides without building anything (mines are okay).
2 - Get Powersilo quick and build a phasegate there. do NOT place the phasegate near the resnode of cargo, place it in a hallway instead, out of reach of lerks and easy to secure with turrets. Same with TF, but build turrets near the res. 4-5 turrets are max to defend powersilo.
3 via - When aliens keep atacking silo try to build the resnode near marine spawn, but just that one and try to keep it secret and guarded. when you can hold it for 10 minutes its wotht the try, and yu need the res. Also build prototyp asap.
3 car - When aliens keep atacking marine spawn build the second res near Cargo and prepare to relocate, marine spawn is relatively worhtless when aliens have cargo. Also develop weapon upgrades, maybe HMG but NO prototype lab.
4 via - When aliens are weak near via and busy in cargo build a phasegate there near via. should be no problem wirh one weapon upgrade and a phasegate.
4 car - when Aliens are weak near cargo and busy near via build there. Once you have 5 marines and a phase up there its a perfect base.
4 both - when both sides are heavily defended and guarded well (just defensive aliens) THIS is their weak spot and a nice place for a base.
5 both - when you still have 3car try to secure 5both. its a perfect outpost in between of both alien hives and worth a try.
5 via - simular to 4both, the only choice if aliens are to much defending at both sides.
5 car - with level 3 weapons and welders you can make this if Cargo is relatively weak (and you already have 3car) even without HA, GL.
When one "4" or "5" fails try another "4" or "5" ASAP , be flexible!
6 ... - The final step to kill one of the hives is secure as long as noone suicide rushes.
Comments
For example, if there is a one skulk scouting around the map at all the time checking the res nodes, you can't build any of them in secret. (usually iam that skulk <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
Powersilo is really hard to defend if there are couple lerk's up there shooting your phase gate. (and they are perfectly safe up there, cuz turrets can't shoot very high). So you need 1-2 marine in there all the time. And it gets even harder, if they have builded DC up there too.
And probably one good skulk rush can destroy one of your outposts or base.
When skulks attacks in group they are <b>really</b> powerfull.
Yesterday marines had locked silo and cargo and they had level 3 weapons too, so we were pretty skrewed.
There was a turret farm in silo hive and one marine. About 7-8 sentrys (with level 3 power) and all of us (7 skulks) rushed in there together. We destroyed TF pretty fast and the phase gate too, but after that we all died, when that lonely marine with jp/hmg killed those who survived after TF went down.
Well of course they builded a new TF and phase in there and eventually we lost the match, but i just mean that when you dont have level 3 weapons and only couple turrets in one of your outposts, one good skulk rush can take 'em down really fast and your strategy gets a lot harder to perform.
If you do this before they get lerks it is VERY hard to counter
the 2 HMG zap the hive and when they reload the LMG/pistol is their guardian........that hive is easy to kill from that vent if you go thro from via
works best with a hmg rush
if they have cargo and you try to go for a hive lockdown is possible but harder because they have the cargo resources (which means expect OCs to actually come up earlier which means no free walkins to hives)...only choice is to rush, really
....the map is imbalanced to hell because of cargos 3 RTs...
if I did do a lock on a cargo game I'd probably work on taking gen room for ourselves...setting up a forward base...and working in from there
the 2 HMG zap the hive and when they reload the LMG/pistol is their guardian........that hive is easy to kill from that vent if you go thro from via
works best with a hmg rush <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Or you can just mine the entrances <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Power silo/viaduct --> marines get cargo for free and aliens can't do a damn thing about it, then tech rush and it's GG.
Cargo --> They get rushed and spawn camped (pretty easy to do with that hive.) If by some miracle they do manage to survive, they will never, ever get another hive anyway, because it's far too easy to box them into cargo. The vent is suicide, so that forces them to exit through the either the threshold or the generator room door, both of which are easily mined/guarded.
We(aliens) had cargo, marines came and wanted base there. Woops, aliens are here. Well, then we spawncamp them.
This has happened once before aswell, and I think its, well, okay since its a CW, and they want to win like anyone else. But when they say we suck cous we didnt prevent them from doing this.
*writing in anger*
I'm no pro, so I kinda want games to be a bit longer, but I guess I have to go public for that :\
Evil, sure. but hey, its all a game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
btw: kazyras is right, ns_nothing has to be the worst map for aliens (if the marines have a stinking clue).