Idea Of A Strat From A Pt
Marik_Steele
To rule in hell... Join Date: 2002-11-20 Member: 9466Members
<div class="IPBDescription">want to try something new?</div> Alright, here's the deal. I'm wondering why pub games seem to last so long when playtest games were generally in the 20-40 minute range. I've been wanting to see how this strat works in a pub game, but I'm horrible at commanding.
Just read up, try it out, and if your team did cooperate with it, post the results here.
1. Build the basics (IP, armory, obs if they go sensory, TF/turrets/other buildings if you're in the mood).
2. Split into fireteams with at least 3 marines in each. You know your own spending habits better than anyone, you decide whether to have them build the nearest res nodes or not. Sizes of fireteams varies with server size. Just don't waste time doing anything more than electrifying them. No need for turrets unless it's important like a doublenode, and that can come later.
3. Hunt gorges. Use whatever weapons you want, and like mad, hunt the fatties. Scanner sweep may be neccessary, but for the love of all that is human we want pork chops tonight! Send each fireteam to different nodes with the instructions to shoot <i>nothing but the fatty</i> the moment they see it. 3 marines dying is at worst 9 res given to the other team. Upgrading to gorge is more than that. You can't afford to have the little bugger waddle away just because your marines are too used to killing that skulk gnawing at their kneecaps.
4. If they killed the fatty, kill any skulks, res nodes, or chambers it built in that room. (NOW you can kill the freak biting your ankles) Then continue the fatty hunt mission. If they didn't kill the fatty, choose to either send a bigger fireteam or let them infest that area, whichever you prefer.
5. Now that you know where they tried to expand, you hopefully also know which chambers they got, and you just denied them some res. The res denial is the most important part -- you've just set them behind in the income schedule. Time to do it some more. Capture and electrify every node you can get your hands on.
6. Try to have 2 fireteams (3, if you're just that darn good of a commander) sweeping separate parts of the map. You don't want to be in 1 big group, because that big group won't be able to respond to stuff on the other side of the map. Electrified res nodes are at their best against 1-hive aliens with little or no teamwork. If they do have teamwork and you don't have fireteams checking all of them on a patrol basis, you're in trouble.
If the above is done at its best, you shouldn't even need to do a 1- or 2-hive lockdown. You've kept them from getting enough res to build and defend a new hive to begin with.
Post results below, I'm interested in seeing how this works.
Just read up, try it out, and if your team did cooperate with it, post the results here.
1. Build the basics (IP, armory, obs if they go sensory, TF/turrets/other buildings if you're in the mood).
2. Split into fireteams with at least 3 marines in each. You know your own spending habits better than anyone, you decide whether to have them build the nearest res nodes or not. Sizes of fireteams varies with server size. Just don't waste time doing anything more than electrifying them. No need for turrets unless it's important like a doublenode, and that can come later.
3. Hunt gorges. Use whatever weapons you want, and like mad, hunt the fatties. Scanner sweep may be neccessary, but for the love of all that is human we want pork chops tonight! Send each fireteam to different nodes with the instructions to shoot <i>nothing but the fatty</i> the moment they see it. 3 marines dying is at worst 9 res given to the other team. Upgrading to gorge is more than that. You can't afford to have the little bugger waddle away just because your marines are too used to killing that skulk gnawing at their kneecaps.
4. If they killed the fatty, kill any skulks, res nodes, or chambers it built in that room. (NOW you can kill the freak biting your ankles) Then continue the fatty hunt mission. If they didn't kill the fatty, choose to either send a bigger fireteam or let them infest that area, whichever you prefer.
5. Now that you know where they tried to expand, you hopefully also know which chambers they got, and you just denied them some res. The res denial is the most important part -- you've just set them behind in the income schedule. Time to do it some more. Capture and electrify every node you can get your hands on.
6. Try to have 2 fireteams (3, if you're just that darn good of a commander) sweeping separate parts of the map. You don't want to be in 1 big group, because that big group won't be able to respond to stuff on the other side of the map. Electrified res nodes are at their best against 1-hive aliens with little or no teamwork. If they do have teamwork and you don't have fireteams checking all of them on a patrol basis, you're in trouble.
If the above is done at its best, you shouldn't even need to do a 1- or 2-hive lockdown. You've kept them from getting enough res to build and defend a new hive to begin with.
Post results below, I'm interested in seeing how this works.