Marine Stratagy
MeLeNkO
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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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
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.
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thanx
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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.
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thanx for tip
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.
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.
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.
than 2hld
2hld is lame....
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.
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