Ha Trains

JummehJummeh Join Date: 2003-04-07 Member: 15276Members
<div class="IPBDescription">Any counters?</div> In a game last night, we had quite a newbie comm, who let our res acumilate to about 350, yet still he never gave any equipment out to neone or tried to siege the 3 hives the aliens had. He was either afk or just a ****, but for one moment he jumped out, i took the chance and jumped, spammed the base which had a fair few of the team with HA/HMG/welders.
So there were about 7 HA/hmg/gl that "trotted" out of base. whatever we came up against died very quickly, a new comm supplied us with ammo and hte odd health, but the aliens were absolutely obliterated even from 3 hives. We just visited one hive after another and demolished it.

I was thinking that HA trains is one of the only strats that works first time everytime. (at least in my experiance) And there is almost no counter strategy. I was thinking, is this being looked into for 1.1 since JPs are being nerfed, this strat can be used over and over again and aliens have almost no hope in defending against this attack.

If anyone can think of a way to stop these slow moving walls of death, i really would like to know. :S (and they did try para and web but that didnt work either)
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Comments

  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    'What do you need?'

    'Onos.... lots of Onos.'
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    we did come against a couple but they went down pretty fast, lvl3 HMG rounds are very powerful.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Basically it's the same situation when if marines let Kharaa to have 7 Oni.

    Marines don't have a counter to 7 Oni
    Kharaa don't have counter to 7 HA/HMG/Welder marines

    Don't let them have that much res <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • robkerobke Join Date: 2003-05-06 Member: 16102Members
    the only possible counter is webbing.. maybe lerk gas. there is no real counter though <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    get the marines disorganized, then crush. The trick is that the marines have to be heavy newbies, or all glory-hounds (no welders). The comm can healthspam all he wants, unless the train supports each other, it's toast.
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    Well, you could always get 4-5 fades in there and then have 2-3 gorges at the back.

    The fades distract all of the HA HMGs, while this is happening, the gorges web the living **** out of all the HAs.

    This will work well, and if u can get 2-3 fades surviving, then they can kill the HAs quickly that are webbed.

    It is hard to pull off, but it will work if u get it right. Also if u have the res for 3+ oni, that is the better distraction, due to large size and hitting pwoer, but fades are still good due to being able to out-manuver the marines.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited May 2003
    It's very easy. A gorge healing with adrenaline, while webbing. Two lerks using umbra + spikes (switch to bite when you've got the marines split up/webbed) and three fades shooting acid rockets.

    Remember that HA-guys are REALLY slow.

    [Edit] Actually, you dont need any fades... heh
  • FlyFlownFlyFlown Join Date: 2003-04-26 Member: 15847Members, Constellation
    Aliens got 2-3 hives and cant kill marines without any heavy weapons, any HA, any JP? Man that's what we call 'newbies'
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--Talesin+May 24 2003, 06:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ May 24 2003, 06:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 'What do you need?'

    'Onos.... lots of Onos.' <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    'nuff said. I dare say four or five onos rushing a welder train (all together folks, not one at a time) would rip it apart. The mere thought...
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    One thing I find funny about HA trains is that after a while the HAs will begin to use the welder as their primary weapon except for shooting down the hive obviously, the reason is that the welder takes so damn long to get up that it's smoother just welding everything to death while getting instant welding from your buddies.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Ya, pure welding and staying close together while the commander healthspams just incase of a problem is almost flawless. Not even webs work because as we all should know, welders get rid of webs.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    I can safely say you played a horrible Alien team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    They must've not even touched your res nodes or something, because by the time you get 350 res, they should have three hives, or at least two and one building. It's the Aliens' fault if they let the Marines tech all the way up to HA and advanced armory without once trying to choke their res flow or knock out their tech buildings to set them back.

    So, in short, the counter is to play smart and not let them have control of all the res nodes, or to knock out their tech buildings.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--Duff-Man+May 24 2003, 11:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Duff-Man @ May 24 2003, 11:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->They must've not even touched your res nodes or something, because by the time you get 350 res, they should have three hives, or at least two and one building.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    According to the original post, they did have three hives.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    If you have three hives, it should be a walk in the park. Admittedly, seven heavy armors is going to take down even small groups of oni with minimal casualties... However, that's because alien evolutions are all useful. A lerk should fly in (full combat speed, none of that slow glide stuff) and umbra. The oni should charge, of course. And anyone who can't afford to go onos should either be gorgie porgie and unleash some webs, or be a skulk and blow yourself up (which can be the difference between a dead marine and a marine healed by medpacks). Should be really easy, however.
  • HybriDHybriD Join Date: 2002-12-11 Member: 10631Members
    My suggestion: Regen Onos + Umbra spamming Lerks

    Find a chokepoint (with chamber support) and wait for the marines to come. After they expend most of their ammo on the choke (or if they are already welder wielders) rush them with the onos and spam umbra. At the VERY least, that should break them up and kill some of them. The chamber support and regen should negate any welder effect and the hmg fire should be weakened with umbra. The fact that you waited at a choke in ambush (3 hives: cloaking?) means that there is no charge period where the aliens (lerks especially) are vulnerable.
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    <!--QuoteBegin--HybriD++May 24 2003, 11:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HybriD+ @ May 24 2003, 11:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My suggestion: Regen Onos + Umbra spamming Lerks

    Find a chokepoint (with chamber support) and wait for the marines to come. After they expend most of their ammo on the choke (or if they are already welder wielders) rush them with the onos and spam umbra. At the VERY least, that should break them up and kill some of them. The chamber support and regen should negate any welder effect and the hmg fire should be weakened with umbra. The fact that you waited at a choke in ambush (3 hives: cloaking?) means that there is no charge period where the aliens (lerks especially) are vulnerable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    hrm... id recommend cara, it gives the onos such a boost... he can take 3X the fire. If he had regen he would be dead bfore he even got in the cloud. 20x7 at a rate of about 10 a second = dead onos.
  • kraphtkrapht Join Date: 2003-04-28 Member: 15915Members
    All it takes 2 fearless gorges with web. Web is godly and overpowered, use it ;/ Then again I suppose its some sort of karmic retribution for the complete domination of marines usually.
  • Dr_AwkwardDr_Awkward Join Date: 2002-11-20 Member: 9395Members
    I have never seen a HA train succeed against 3 hives, except if they take it really slow and turret farm as they go, standing still while they siege, and essentially just leaving a huge wake of turrets everywhere so you can't take them from more than one direction. 2 onos and a lerk could take them all down in a matter of seconds otherwise. I've seen this happen. If you have fades that can bilebomb, they can just sit back and shower the marines while the onos walk through them. If you have more onos, it's a cakewalk.

    The lerks can spore HA marines easily from cover, and gorges can web...even if they're trying to weld everything. If not web, then distract them with babblers and chambers. Failing that, healspray the onos so they don't go down! If you can't beat a HA train on 3 hives, they're either being very, very careful or you're being really, really stupid.

    A better 3 hive strat is to send a HA train at one hive and a couple good JP/HMG marines at another while you're distracted with the HA. If you split the alien response and use two different modes of entry, you escalate your chances astronomically. If the JPs manage to take down a hive, those onos suddenly become very precious, making them vulnerable.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    its easy... webbing.. i had that problem several times. 1-2 gorges and the rest attack(the calls dont matter, a mix of everything is always nice). We slaugthered one time a group of 8 HA.. that was.. REALY funny :-)
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    The alien team was horribly uncoordinated. Umbra + Melee (skulks, fades and oni) will tear heavy squads to shreds. Webs, bilebomb and spores can help, but everything falls apart without umbra.
  • oblivion_is_at_handoblivion_is_at_hand Join Date: 2002-11-02 Member: 4250Members
    edited May 2003
    Maybe you could try cloaking onos so they could get closer to the marines <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I dont really think you can stop a train of HA's that large if they are smart enough to weld the webs.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    The counter to the Heavy Armor Train of Death? Teamwork.

    While the Kharra aren't supposed to be teamwork dependant, its since become very apparent that the alien team that dosn't work together will fall. HA trains are very potent, but remember if they are all busy welding each other, <b>they have no ranged capablity</b>. Lerks and Fades both have potent ranged attacks. Mix a force of a few fades and a few lerks with a gorge to heal, and you have a counter to the Train. Sure it may take awhile, but you will push them back.

    I've seen a force of <b>9</b> heavies obliterated by an organized alien team, at 2 hives only. For some reason the sight of Heavy Armor seems to make the aliens soil themselves, and throw their hands (claws?) up in defeat. Much the same result seems to happen to the TSA when fades show up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    No counter to an HA Train?!?!??!?! Resources are!

    HA trains are insanely powered for a reason, they cost an arm, a leg, and even a few toes. If the marines can acquire the proper resources, technology, and have enough teamwork then they deserve to demolish anything that stands in their way. If the aliens cannot disrupt the flow of resources, make a few hits on their base to try to take out a proto/etc then they deserve to be utterly destroyed.
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    hmm i think that teamwork is not a problem for marines in a HA train cos they r forced to weld eachother etc. However i think the alien team was caught a bit off guard during the first rush into the first hive. We encountered some oni but they died, aliens couldnt really make a proper organised defence.

    I think the main power of the HA train is 1 Force rines to stay as a group (ergo work as a team) 2 it comes in a rush and aliens will respond to the threat as soon as someone either scream inc many HA but they normally arrive 1 by 1.

    Yeah and i guess i do agree that the main counter to HA train is the massive res needed. although it is cheaper than the same number of oni. but cheers all <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i suppose i got off light for such a topic <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Impy_The_LerkImpy_The_Lerk Join Date: 2003-05-24 Member: 16652Banned
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->'What do you need?'

    'Onos.... lots of Onos.' <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    haha *laughing my umbra off*
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    HERES WHAT YOU DO.

    first be a skulk... then figure out were their heading then find a spot were the heavys are going to build or repair or anything.. just find a spot were you know thell stand still for at least 3 seconds. Then climb up on the ceiling above were you think thell stop. Then stay very very still so you dont show up on mt. Then wait till they come under you. Next switch to leap and line your self up so that if you were to leap stright down you would land right on their head. Last Leap down on their head and look striaght down at their head and press leap agian every .6 seconds. after 2 successfull leaps you will have killed your first fully upgrade HA HMG marine as a skulk.

    adreniline and carapace is the best at doign this. If you do the above step correctly you WILL kill an HA HMG marine!! it takes marines 1.8 seconds to relise that they have a skulk on their head and that their taking damage, by then its to late and thier dead. You will only get one HA the first time, but make shure you stay out of thier mt and keep doing it.

    remeber leap doesnt start dooing damage till .5 seconds after the leap(after the leap animation) So thats why you space them out.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I don't believe there's a HA train without at least on GL. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    If you can sneaka couple of guys around them and then take out the last guy (who has no welder cover) then sometimes u can mke them break formation.

    Then there st of the aliens ca n rush in.

    You hve to be organized though.
  • JasperJasper Join Date: 2002-04-08 Member: 390Members
    Well I would say that most of the marine team must have been in HA on the other side of the map. The best thing to do is hit their base three hive aliens should make short work of it, and as soon as they attack it the heavies will start to fall apart. If the com is smart he will try to get a gate up, or a much better idea, but one that in heat of battle he will be less likely to do would be to relocate to where ever the heavies are. Of cause the aliens will likely attack the gate in base first, and even if they don’t only one heavy at a time can come thru, I also bet that some of the marine would be killed by the phase gate. If the com relocates he just gave up his base that cost a lot. This is the big problem with HA if you go for it you give up most of the map, because they move so slowly. I bet it is also going to be very unsafe to be a lone heavy in 1.1; in effect giving up even more of the map, because to be effective you need to be in a group.
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    it'll be easy for heavies to set up comm chair if need be, however the thing with HA is that it is very difficult to kill them all when they waltz into your hive. rines can live w/o a base albeit not for long but they dont suffer from the ping of death thing. if the reins are smart then the HA train can still waste all the hives and keep welding each other up. A smart comm will also drop an armoury and/or cc somewhere safe
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