Lock Down A Hive, Seige Their First Hive

Error404Error404 Join Date: 2002-11-19 Member: 9353Members
<div class="IPBDescription">Thats the drill sonny</div> I've been comming alot lately, dunno why, maybe it's because I like the stress?

<u>Lock Down a Hive, Seige Their First Hive</u>


This seems to be a strategy that works 9/10 because of the way that Kharaa upgrade.

Firstly, get your marines to take a free hive, and lock it down with a phasegate, a few turrets and mines. Don't bother trying to get a second hive to lockdown unless you want a really boring game, or the Kharaa team to all F4 and leave the server.

Proceed to get resource towers and mine them. 9/10 the Kharaa team will leave your single secured hive alone because they 'think' that they will have two.

Buy an armslab and upgrade weapons (which also makes your turrets more effective), upgrade your armory. Drop a couple of HMGs and send a group of marines to the Kharaa first hive. Get as close as you can (within seige range) of the hive without going in. Build a phase gate, then a turret factory with turrets around the phase gate. Upgrade the turret factory, upgrade armor, build a couple of seiges. Then begin to seige!

Most likely, they will not be dead, if they are a decent Kharaa team, they would have probably got their second hive up in time and maybe had enough time to get a few fades. Secure the hive resource node, upgrade weapons again, and build a prototype lab.

Reasearch heavy armor (to go against fades). Get a few HA guys to 'harass' their hive, so you know that they aren't attacking hives you already have, and to stall time to get the rest of your guys kitted out. Drop HMGs, welders, grenade launchers, and send the whole team to the last hive, don't bother seiging it unless it is heavily defended. Make sure you get a phasegate up incase.

This makes for a fun game, and ensures that nobody F4s out.

Comments

  • LancelotLancelot Join Date: 2002-11-23 Member: 9695Members
    Did you post anything new in this message?
    Getting res and sieging, getting res and Ha assaulting, getting res and JP shotty rush, getting res and HMG rush, these all are strategies used all the time on publics. Oh, and aliens tend to attack one hive too if they have the time...
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--Lancelot+May 21 2003, 07:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lancelot @ May 21 2003, 07:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did you post anything new in this message?
    Getting res and sieging, getting res and Ha assaulting, getting res and JP shotty rush, getting res and HMG rush, these all are strategies used all the time on publics. Oh, and aliens tend to attack one hive too if they have the time... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The emphasis was to attack their first hive as soon as possible after a 1 hive lockdown. Most commanders will try to take the alien 2nd hive which is a common mistake, because the alien 2nd hive tends to be the one which is defended more ferociously.

    Ironically, the alien first hive is often the least defended. When you are seiging a hive, it means you have free marines available to defend your first lockdown.

    It's not new, but its surprising how many commanders think that the aim of the game is to lockdown 2 hives, or defend 2 res nodes, until the fades come knocking at the door.

    And I've been reading these threads for a long time, I know what is and what isn't new, I'm just asserting a point.
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    That's a good point, and a strategy I put into practice a lot when take up the charge of commander. It does make for a fun game, it only really sucks when the first hive you go for, is the same hive that the aliens go for, and the initial charge of aliens takes out your marines, especially if you have already built something. It is a major set back that is hard to recover from. But this insures everyone has a fun time. Good Point!
  • LancelotLancelot Join Date: 2002-11-23 Member: 9695Members
    Now I see the point, it is true, that most comms wait for the aliens to LAME up all hallways, vents and entrances before they start their attack on the other hives, so they wont win, or hardly.

    The problem is, most of the time, the marines have a hard time sticking together and covering each others back, and (important point) they tend to get AMMO before they use phase, although the commander orders them a dozen times to use the phase, but most public marines wont go into battle with less than 250 ammo. lol

    mfg

    Lance

    PS: sorry, if my first reply was to harsh
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    The only problem is that if you get close to a hive the skulks won't let you build a siege, unless you're very well hidden.

    But it may work if your team is well organized. I can try it out.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Another point, that I forgot to make, is that securing 2 hives from the start actually wastes more res, than just securing 1 and then attacking, the reason being that once you have spent all the resources securing 2 hives, you end up putting more resources into it just to maintain it. Thats already a tonne of res down the drain.

    If you are against a good kharaa team, they tend to take out any res nodes you have, which makes it harder for you to get your proto upgrades. It means you spend most of the time trying to keep your 2 hives, and no time spent attacking, if the kharaa are really good, your marines won't be able to leave the hive. Eventually, the damage will catch up with the rate that your res is coming in, and you'll start losing structures.

    You'd be best off spending the money on building a seige to their first hive. The reason you should take their first hive and not their second hive, is because the first hive usually has less lame than their newer hive, and the new hive might even still be building.

    Unless you have a large marine team, keeping 2 hives is too much hard work, also it's no fun running around without the fun toys to play with for ages.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Yeah, on the subject of public servers, I've used this a few times, and every time was successful, infact I actually aimed this strategy specifically for pubs, because if you drop something for building, most marines will build it, and the seigeing really helps unorganized teams out alot.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    Ok this is in essence a lockdown but it's smarter for 2 reasons:

    A) Kharaa are generally busy protecting their other hive to worry about the one in their base.
    B) If you do kill it, and they've already built moves in hive 2, you've eliminated their ability to build DCs and maybe even their carapace.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--killswitch1968+May 22 2003, 04:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ May 22 2003, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok this is in essence a lockdown but it's smarter for 2 reasons:

    A) Kharaa are generally busy protecting their other hive to worry about the one in their base.
    B) If you do kill it, and they've already built moves in hive 2, you've eliminated their ability to build DCs and maybe even their carapace. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah good points. That reminds me...

    I also forgot to mention that the few times I used this strategy, the Kharaa did manage to get a few fades a couple of times, but because they had rushed to get the second hive up, they didn't build any defence chambers in their second hive, and when their initial hive was under attack they rushed to get the movement up for the fades.

    When we had taken out their base, they were left with fades with not full carapace and they were really easy to take down, but still it's a fun battle when you have heavy armor and HMG marines. Both sides had a fun time, and nobody complained about the other side being lame.
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    <!--QuoteBegin--Lancelot+May 22 2003, 01:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lancelot @ May 22 2003, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> they tend to get AMMO before they use phase, although the commander orders them a dozen times to use the phase, but most public marines wont go into battle with less than 250 ammo. lol
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah - I've never understood that myself. If I need to get to a location via pg quicksmart then it means something bad has happened. In that case I'll probably die - so no point in loading up on extra ammo. And if I survive and need ammo I can alwayus rely on my trusty comm to supply me with it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    I might be confused, but...

    Why even bother locking down one hive? Just spend the cash on upgrading your team instead.

    Then use your highly upgraded Marines to siege their first hive. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • eoneon Join Date: 2002-12-31 Member: 11675Members
    because by taking a hive off the bat, you give your marines something to focus their attention on, instead of them wandering the map at random.

    Also, you draw the focus of the aliens, who worry about getting the 2nd hive up and making sure you don't expand out of that hive you took, they won't pay much attention to their first hive.

    Not to mention, you protect the rt in that hive you lockdown, and the one you start with in base, ensuring you'll have at least some kind of res income going if you can't manage to keep an rt up anywhere else.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin--FireStorm+May 22 2003, 12:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireStorm @ May 22 2003, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only problem is that if you get close to a hive the skulks won't let you build a siege, unless you're very well hidden.

    But it may work if your team is well organized. I can try it out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thats what the HMG's are for, beucase HMG's rape skulks
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Yeah but... yesterday I won a game with a 2 hive lockdown after a failed reloaction.... and it was not very expensive, but I had a good team <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    We secured a hive with a PG and 3 turrets, then a marine managed to go to a hive location, and the hive was building. There was just the gorge there. I spawn a PG, he builds it, the entire team rushes the unfinished hive, we place 4 turrets there, and then, game over after a few minutes.

    2 hive lockdown still works pretty well in 1.04, but will no longer be a good tactic in 1.1... But for now it's good.
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