Best 2.0 Comm Strategy

BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
<div class="IPBDescription">camp it out</div> -Aliens can out expand rines immensley. You cannot compete as its so imbalanced. (aliens start with enuff res fo a RT or sens EACH ffs!)
-Rines lv0 LMG cannot beat skulks + cloak. Aliens move into a area drop a sensory and presto they control that part of the map PERIOD. Invisible skulks sneak up easy as pie unseen = dead lmg's.
-Electrofy = nice but slow you down too much. It is a race to upgrade isnt it?
-Hives dirt cheap and go up uber early.
-Onos come before HA everytime.

So how do rines win?

CAMP!

Yip, you need one hive to deny them the all lv3 attacks which are so nasty and destructive so what your doing is: (cetain maps take a double res as well)
-Taking advatage of your "elite" turret spam capabilities.
-Out spawning alien ability ie: IPs
-Time is on your side. THe aliens will peak early then stay there, all you have to do is grind em down with upgrades then HA.
-With HA, take an RT then camp it and move on, always expanding. Dont forget mines to take down onos!

Note your biggest enemy is bilebomb so rush those gorgs (not to worry on pubs really as most peeps prefer to go the "elite" onos)
Sure its a long game but on Pubs its currently your best chance of winning IMHO. (untill player skill improves)

See what your relying on is that aliens die fast meaning rines can hold indefinately with the use of several IP and beacon so exploit the aliens lack of a end gamer (onos no longer are, i guess to make them balance vs HA) and shortage of range weapons (lerks no cause for concern and acid rocket is lv3 hive leaving it up to gorgs)

Comments

  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    the key is to expand to other res nodes and obs, always obs, at every tf have an obs, obs obs obs obs, it really annoys laiens not being able to cloak.

    in 1.04 alien res nodes were usually left alone in 2.0 kill them no res = no onos = good thing

    and teamwork, rambo is a big no-no in 2.0

    there are loads of other things too, marines are having a hard time adapting to 2.0 but they will and when they do it will rock like nothing else
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin--BelrickNZ+Aug 3 2003, 06:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BelrickNZ @ Aug 3 2003, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -Aliens can out expand rines immensley. You cannot compete as its so imbalanced. (aliens start with enuff res fo a RT or sens EACH ffs!)
    -Rines lv0 LMG cannot beat skulks + cloak. Aliens move into a area drop a sensory and presto they control that part of the map PERIOD. Invisible skulks sneak up easy as pie unseen = dead lmg's.
    -Electrofy = nice but slow you down too much. It is a race to upgrade isnt it?
    -Hives dirt cheap and go up uber early.
    -Onos come before HA everytime.

    So how do rines win?

    CAMP!

    Yip, you need one hive to deny them the all lv3 attacks which are so nasty and destructive so what your doing is: (cetain maps take a double res as well)
    -Taking advatage of your "elite" turret spam capabilities.
    -Out spawning alien ability ie: IPs
    -Time is on your side. THe aliens will peak early then stay there, all you have to do is grind em down with upgrades then HA.
    -With HA, take an RT then camp it and move on, always expanding. Dont forget mines to take down onos!

    Note your biggest enemy is bilebomb so rush those gorgs (not to worry on pubs really as most peeps prefer to go the "elite" onos)
    Sure its a long game but on Pubs its currently your best chance of winning IMHO. (untill player skill improves)

    See what your relying on is that aliens die fast meaning rines can hold indefinately with the use of several IP and beacon so exploit the aliens lack of a end gamer (onos no longer are, i guess to make them balance vs HA) and shortage of range weapons (lerks no cause for concern and acid rocket is lv3 hive leaving it up to gorgs) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah go ahead and turret farm, ruin the game more plz
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    yeah go ahead and onos/devour/redemption, ruin the game more plz



    heh...remember, there is always 2 sides of each circle. No wait, that's not how it goes... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Two sides of the coin, intricately connected. Both features can be beaten with the right combination of effort.

    First off, getting the hive is already difficult on its own with a few good skulks and gorges to back them up. Then when they get lerks - I don't think you addressed those - you're in some major trouble, as you're low on resources after turret spamming. So your marines get restless and chase the lerks - WHAM! Out jump those skulks and gorges and that's 1-3 res per each marine dead. Otherwise, your marines could patiently sit in the gas! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> And soon enough you'll have fades to worry about, and the lerks will keep coming.

    Usually when I'm playing on a server, I'll be talking to my team all the time - discouraging them from going Onos at least before 2nd hive. Lerks make much shorter work of light infantry marines. And with the constant gassing, before you know it - there'll be the second hive, and out come the gorges, with defense chambers nearby (but out of siege range) to counter your turret spammage. The fades will backup the gorges along with the lerks, as the gorges bilebomb the encampment to hell. All this time you will be getting frustrated along with the marines, and giving even more resources to the aliens. The third hive goes up shortly after that. And it won't even be that long a game, so your heavy armors probably won't make it to the shelves.

    You have to realize that there are enough counters to each linear and unflexible strategy.
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