Instant Siege
mp40
Join Date: 2003-04-06 Member: 15236Members
<div class="IPBDescription">why bother with lcokdowns?</div> Ok, imagine you are playing an RTS. AOM, war3, generals, it doesn't matter. Would you rather:
a) starve the enemy of resources
b) get a forward base and launch an attack
IMHO b is the better choice. You force them to divert attention to your outpost and away from their main objectives. However, NS isnt played like an RTS. I don't really know why. Would you rather secure all the gold mines in war3 when you can tower outside their base at the start?
My point exactly. Okok, pls don't get angry. But lockdown sounds like a strategy that should never have existed. Pg, tf, 4 turrets, and a siege does not sound like too much if you keep pressure on their team and have 3 rts. For example, in a 7v7 game, get 3 men to man the forward base and the other three to go rt hunting, and you should destroy the enemy before the 2nd hive comes up.
PS. i haven't tried the strategy yet but pls dun flame me. ok? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
[edit]
look at alien bob's post
a) starve the enemy of resources
b) get a forward base and launch an attack
IMHO b is the better choice. You force them to divert attention to your outpost and away from their main objectives. However, NS isnt played like an RTS. I don't really know why. Would you rather secure all the gold mines in war3 when you can tower outside their base at the start?
My point exactly. Okok, pls don't get angry. But lockdown sounds like a strategy that should never have existed. Pg, tf, 4 turrets, and a siege does not sound like too much if you keep pressure on their team and have 3 rts. For example, in a 7v7 game, get 3 men to man the forward base and the other three to go rt hunting, and you should destroy the enemy before the 2nd hive comes up.
PS. i haven't tried the strategy yet but pls dun flame me. ok? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
[edit]
look at alien bob's post
Comments
That being said sometimes this is done but usually doesn't work unless marines outclass <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> .
Assuming that marines only have one ip aliens spawn 2 seconds faster. Marines almost always have at least 2 ips however. One of the aliens biggest disadvantages is their one hive spawn rate.
This is actually a great idea. You don't even have to fortify within seige range. Just get a phase and turrets up and you have an instant staging area to get their hive. If the marines can aim and they haven't gotten carapace yet there is nothing to stop you from holding that forward area. Once most of the aliens are waiting to respawn you can walk into the hive and blast it.
It's easier to take empty hives because the attrition aspect isn't so strong. Plus, you (usually) get a free res node as compensation.
Either way: <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
where did you find thid joke <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Hence why I like harvesting resources and setting up numerous bases. And those exciting moments when fades rush in on you and you pummel them with shotguns. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I must admit, however, I played a game in Nancy (I think - that spaceship) where we immediately abandoned our base and ran at Kharaa's Hive with shotguns. We killed it and won in something like less than 5 minutes or summat ridiculous like that. And we did it 3 times. Very very silly but fun anyhoo.
For example, once on tanith, a comm who seemed pretty good was on with a clan buddy...3 games in a row were won by this one skilled clansmen by singlehandely. He of course, went JP/HMG and massacred. The moral is: A really good rush can be amusing, but it gets really annoying if its done over and over.
I love seiging DCD from holoroom.
This once happened to my clan in a clanwar. Our opponent immediately built a TF in processing when our hive was in Data Core. They guarded the TF with 3-4 marines and couple of turrets. For a moment we though that we were screwed but then we got carapace and all it took was 3 skulks and our gorge to kill the 3 marines guarding the TF and to destroy the TF and turrets. At the same time 2 skulks rushed the marine base and ate everything. The marines tried to stop them, but with lvl 0 weapons they had no chance of survival against our skulks.
Anything you build even remotely close to their hive right away is going to go down, if the aliens are even slightly competent. The only way this idea would work is if you mine rush or spawn kill, and if you succeed against the aliens in either of those cases you don't even need to siege. Just mine up the entryways, kill anything that spawns, and hit the hive with your lmgs. This has worked numerous times, without even bothering with a siege. I've seen it done at least a dozen times. In every case, the marines turned the tables on the typical "early alien rush" and did the exact same thing in reverse. What's weird is that most aliens get upset when this happens. They are incredibly easy to pick off when they can't get any upgrades going, and two marines sitting under the hive spawn area can very easily keep the entire alien team from doing anything at all. This is frustrating as h-ll to the aliens, but it's no different than what happens when they rush to marine spawn and kill everything in less than a minute.
What is really fun to me is when the aliens put down a marine early rush. This depicts just how risky a marine rush is. A week ago we were playing Eclipse. Aliens started with Maintenance. Marines decide they're going to try the early rush. Not JP, just an initial slam in hopes of killing the hive. They build one IP, an armory, and nothing else. They camp in their base, covering the doors, and do not leave. They upgrade to advanced armory immediately. This takes two minutes. They buy two shotties and two HMGs, then send those 4 guys to maintenance. No res towers, no arms lab, and no obs. They spent all their res on weapons. A skulk spots them coming out of their base, and the alarm is sounded. "Initial rush! HMGs/shotties, coming to maintenance. Get there now!" We didn't even have a DC yet. Our gorge was off building res towers. The 4 marines come to the top deck at maintenance; that entryway with a direct line to the hive. Three skulks pounce on them simultaneously. The marines start spraying all over the place. The skulks jump all over them, and kill all 4 marines with their expensive toys. We lost one skulk in the exchange. The marines don't get a single shot on the hive. It was the most beautiful thing. The game was <b>over</b> from that moment on. Aliens got 3 DCs, overran marine spawn, and the game was finished.
Doesn't sound much like an early rush to me...
Armory: 25 Res
Observatory: 25 Res
2 Phase Gates: 50 Res
Upgraded TF: 45 Res
4 Turrets: 76 Res
Seige Turret: 20 Res
Eating it all with an army of 0 Res Skulks: Priceless.
Disclaimer: Figures are all either from the manual or the changelogs.
Edit: Fixed. Thanks Kazyras, I play alien 90% of the time so I don't know marine costs.
Upgraded TF is 45 res and a siege turret is 20 BTW.
Siege right away also requires complete teamwork
1) The enemy keeps dying as he throws his forces at you.
2) You keep adding to the troops at the forward base.
Keep in mind that only one of those can become reality in NS, since you can't have more troops than there are players. (minus one because the commander isn't there personally, although yes, he is potentially the most powerful marine in the game.)
Early rushes work with good marines because marines are so damned powerful vs vanilla aliens at one hive. Do you know how EASY it is if you get your whole team or most of your team sticking together and covering each other + medpack support from comm the aliens will stand almost no chance to stop them from getting a location, and keeping it.
when was the last time you played in a pub???
even on the best server most of the time you will have 1-3 noobs... therefore this tactic which must have perfect teamwork will fail=it's a great tactic in a clan match but it's an horrable tactic in a pub with all the noobs wondring around... somtimes asking for hmg somtimes asking for pg in this case in some far away hive...
anyway imho the way this tactic should work...
1 IP 1 obs+ 2 PG=22+25+50=97
then you build more IP's(the more the marrier)... no armory yet.. i know it sounds strange but most of the times your marines would never finish thier intial ammo sinec they would be dead... also in this way marines won't stay @ base and reload to 250 ammo
also no tf's or mines since they are vannila skulks.. it's too easy to kill...
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
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Want to win a game 100 percent of the time ?
Do an ip rush / jp hmg rush / siege rush (as you stated)
Is this fun on publics? No.
Is this why lots of people are fed up with clanned ns? Yes
From here your are in great position to attack any hive. (at this point I do different things) If you want to siege Subspace, Mother is just a step away and it is easy to defend from skulks rushing you through the long hallway between mother and subspace. By the way! Do not use T's to defend with just use mines its cheaper. Plus being that mess is so close to mother you don't need a PG either.
In reply to the post about rushes being boring.....
A server I play on has a rule no JP/HMG rushes before aliens get 2 complete hives. I am sure there are other servers like this. I just don't play on servers where a team does the same fast rushes over and over again. If I am in the mode to play like that I go to a sever that alows it.