Marine Stratagy

MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
<div class="IPBDescription">Allways works if u got a good comm</div> Well ill do it as bullit points

u do not need to re-locate on this but u need about 6 people on ur team
-Build IP
-Armory
-Observatory
-Phase Gate
-mine vents up/ip

that is incase they skulk rush

now u send 2 guys of to the hives and build
-Phase Gate
-TF
-4 Turrets

now they stay there and u send another 2 to the nxt hive

-Phase Gate
-TF
-4Turrets

now u go back to ur starting base and build an arms lab then a prototype lab
and get JPS/HA

once that is done u build a tf at starting base with6 turrets

then upgrade armory and attack

hope this helps

(pls give me tips on improveing it)

Thanx bye

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Comments

  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Uh...

    No offense, but that's just a vague guide to how to command. All you're saying is:

    1: build stuff in base
    2: build stuff in a hive
    3: link base and hive with phase gates.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    yeah, I wouldn't call it a 'stratagy' as much as a general build order guideline. I am sure you can find some interesting stuff if you browse this forum though, Perhaps it is better to ask specific questions in the threads you find.
  • smokingwreckagesmokingwreckage Join Date: 2003-02-10 Member: 13364Members
    Well, it was a build-order for a 2-hive lockdown, sorta. A new comm might find it useful, once refined.
  • MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
    yes but it is a strtagy i mean i use it all the time only one i know off by heart hehe and yea hive lockdown does work and yes it is that too

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    thanx
  • SoberanaSoberana Join Date: 2003-06-25 Member: 17695Members
    Hive lockdown can suck my..... bah nvm





















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  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    Yeah, I would definitely include some sort of res model or something because (stop me if I'm wrong) that would take quite some time with just your first res node.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    One thing, and this isnt just for you, please if you are going to lock down an area with a tf, please put the tf in a strategic place. This means if you can put it in a corner or even just against the wall you can save you self a side with a blind spot and the extra cost of a turret. Putting a tf in the middle of the room is not the smartest thing in the world to do. Another thing is if you dont have anyone guarding said tf a single lvl3 cara skulk can take down a turret by himself and if that side only had one turret then the tf is also down and so is your outpost.

    Uhh hopefully the res model is inferred at least slightly by locking down 2 hives with res in them..., but then again some maps the nodes are outside the hive. In which case building your outpost at the res is sometimes a good idea.

    I hate to waste res on turrets and tf's, but in small games they can be very effective and sometimes needed. I like to go for upgrades whether it be weapons and armor or mt early on to give your players the advantage since they are (should be) much better than a tf at guarding things.
  • MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
    <!--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-->One thing, and this isnt just for you, please if you are going to lock down an area with a tf, please put the tf in a strategic place. This means if you can put it in a corner or even just against the wall you can save you self a side with a blind spot and the extra cost of a turret. Putting a tf in the middle of the room is not the smartest thing in the world to do. Another thing is if you dont have anyone guarding said tf a single lvl3 cara skulk can take down a turret by himself and if that side only had one turret then the tf is also down and so is your outpost. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


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    thanx for tip
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    This is known as a two hive lockdown, and usually makes for long, draggy, boring games. Not only that, buts expensive to afford all those turrets when you haven't dropped any new rts.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    This was THE strategy in 1.03. Been around for a LONG time. Also got boring pretty darn quickly

    You also forgot to mention dropping mines around the TF and the phase gate at the hives. Grab at least one res node outside of hives and marine start. If you can have at least 4 res nodes total,yYou should be ok. Maps usually only have 9 res nodes I think (of course ns_nothing has a lot more).

    If you want to do take the time to bother to learn THE 1.04 strategy for the remaining 2 weeks of 1.04 play, then search for "jp/hmg" or just ask anyone about it. It wins you the game in 7-10 minutes instead of 30-40 using 2-hive lockdowns.
  • MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
    well i assumed u would think of that i would of allrdy got 5res nodes i thought u would know that lol but nvm
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    when writing guides, never assume anything about the reader. You want to cover all of the bases.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    Lol, try the Jp/Lmg rush.

    1 IP (22 res)
    1 Armoury (25 res)
    1 arms lab (45 res)
    Total: 92 res (what you start with)

    After teh initial skulk rush send some marines to scout out the hive location.
    By the time they're done you should have enough res for:

    1 prototype lab (45 res)
    research JP (25 res)
    (2-3 mins worth of res)

    recycle the arms lab, and when jp finishes researching (1 min), you should have enough res for 6 or so jps. Load up on ammo and fly out to kill teh hive. (lmg does 10 dmg per bullet * 50 bullets = 500 dmg per clip, 2 clips from each of teh jpers = 6000 dmg, more than enough to kill teh hive) I mean, how easy can it be... this is one of the more rediculous strats (yeah, teh jps are nerfed in 2.0, so it's a 1.4 strat). 5 mins and your completely done. who needs hmgs?

    This strat of course depends on at least a few ppl who can follow orders, but a few isn't usually that hard to find.
  • CaimanCaiman Join Date: 2003-06-01 Member: 16900Members
    The problem with this strategy is that hazy bit while getting five resources. Keeping resource nodes is super difficult and each costs 22 res as well as a vulnerable marine who takes 2 seconds to find his gun. Top that off with half the skulk community suiciding on mines and this strategy becomes pretty risky pretty fast.
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    i have to agree, locking down hives is often frustrating as all-get-out for all involved: the commander screaming at his marines ¨base under attack, hive1 under attack, get there get there!¨, the marines the comm happens to be yelling at (who often get **** off with said comm and just say ¨screw it, its rambo time,¨and also the stinking aliens who have realized just how hopeless, boring, and pointless their plight has become.

    2 hive lock down=not the definite win you think it is. much better (in my opinion, if you´ve still got your heart set on that 2 hive lockdown) to relocate to a strategic hive and spend your energy only trying to hold 2 hives, instead of 2 hives and a base. that still isn´t my favorite strategic route, but it works in the smaller games, and oftentimes in the larger ones too. just make sure that once its obvious you have the hives locked down that the marines get the stinking game over with pronto, or aliens are apt to f4 it.

    oh yes, and always, always remember, lvl 0 turrets vs 1 or 2 lvl3 carapace skulks, and guess what? outpost=yummy yummy in da Kharaa tummy.
  • CeRealCeReal Join Date: 2003-07-05 Member: 17944Members
    I rather hmg jet rush them
    than 2hld
    2hld is lame....
  • CaimanCaiman Join Date: 2003-06-01 Member: 16900Members
    Well as most people say

    hmg jet is also lame

    It seems the only strat that ppl dont camplain about is when marine relocate to a hive and then there is an epic battle with fades the marines struggling not to get owned.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Kobayashi+Jul 16 2003, 08:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kobayashi @ Jul 16 2003, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lol, try the Jp/Lmg rush.

    1 IP (22 res)
    1 Armoury (25 res)
    1 arms lab (45 res)
    Total: 92 res (what you start with)

    After teh initial skulk rush send some marines to scout out the hive location.
    By the time they're done you should have enough res for:

    1 prototype lab (45 res)
    research JP (25 res)
    (2-3 mins worth of res)

    recycle the arms lab, and when jp finishes researching (1 min), you should have enough res for 6 or so jps. Load up on ammo and fly out to kill teh hive. (lmg does 10 dmg per bullet * 50 bullets = 500 dmg per clip, 2 clips from each of teh jpers = 6000 dmg, more than enough to kill teh hive) I mean, how easy can it be... this is one of the more rediculous strats (yeah, teh jps are nerfed in 2.0, so it's a 1.4 strat). 5 mins and your completely done. who needs hmgs?

    This strat of course depends on at least a few ppl who can follow orders, but a few isn't usually that hard to find. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bah

    1 ip
    1 armoury
    1 arms lab

    recycle arms lab

    1 protolab
    research jps

    drop jps load on ammo, gg 1.4
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You'd figure that after all 1.1 has officially been changed to 2.0 everybody would've figured out that 1.4 is never, EVER coming out. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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