Being A Bad Comm I Take Notes

eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
<div class="IPBDescription">and this is what I've seen</div> Please comment and suggest in useful ways:-

*Since 2.0 a lot of comms are still trying 1.04 strategies and keeping to old habits.
*This almost always results in a Kharaa win, a new state of mind is needed.

*Marines win more games where they quickly secure the double res <b>and</b> middle hive with large turret farms. These have to be primary targets and as such your marines will meet heavy resistance.
*Commanders should not be afraid to drop 12-15 turrets per Factory as opposed to the 3-5 more common in 1.04
*Turrets need to be spread out to avoid bile bomb disaster.
*Commanders that forget to put observetories at every holding point lose.
*Commanders that scan areas ahead of marines lose less marines and make faster progress.
*Commanders should have at least one perso with a Shotgun or GL and at least one welder in each squad.
*Even if you have the double res, marines start res and one hive res you should still destroy other kharaa res nodes as often as possible. Resources are even more important and it is as important to destroy your enemies as it is to defend your own.

*and finally if you're up against onos dont bother about HA - its an expensive way to feed them. Instead use fast moving light armour/Shotguns.

So am I getting the idea?

*If the status message says that aliens have more res nodes than you you need to move quickly.

Comments

  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    I think you got most of it except maybe:

    *Electrify

    Too many comms not electrifying ASAP or even ever. Pfft noobs.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    At 30 res I'm not sure it's worth taking a res node you need to electrify - how long would it take before it turned profit?
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    Nice list you've got there! I have to agree with all the points you made.

    Even though i never comm, there are some things i like as a marine/hate as alien:

    * Phase Gates are great at outposts, because aliens can't use them. (as alien gorge i alone took out outposts with bile bomb. It's too easy to position yourself so turrets won't hit you. PGs will help to get in troups to kill the attackers and weld the outpost)
    * Going in groups is even more important now, since killing opponents gives you resources and diing gives them resources. Commander should create groups and send them to different locations together.
    * Welder is VERY cheap now, just 5 rez! So why not give one out to weld off entrances? It will make aliens lose precious time to get to places and save a lot of resources in the end. Furthermore, welding buildings is great too: Give a welder to one person and send him to weld all turrets and Resource nodes! It will save a lot of resources due to saved turrets.
    * Energized Resource Towers are great in the beginning, but when opponents have 2 hives or fades they can't be left alone. It is also very important to send someone to weld them, if they were damaged.
    * IMO, energized Turret Factories are a waste. Just place the TF in a corner and the nearby turrets will kill any skulk. And against stronger opponents the energizing won't help, since TFs have so little health. (does energe for TF cost 30, like for RT? If it costs much less, it may be useful)
    * Siege Turrets may be great agains aliens with many gorges... I found a great tactic, as alien gorge, to place Offensive Chambers in front of a marine outpost. The turrets shoot at the OC but i can heal it faster than it takes damage. When it's done it starts shootin the Turrets and i build a 2nd OC and continue healing. After 2 minutes of healing and later bile-bombing, an outpost is destroyed and i have 2 OCs set up! ST or a PG would prevent that and they cost just 30 (15 for TF upgrade + 15 for ST) and 20 respectively.
    * Relocating still works very well. There were very few games where Marines relocated, but when they did it successfully, they usually won. Resources are much more important than Hives now. So, marines should relocate two double RNs, if possible, rather than a hive.
    * Scanning is VERY importan if aliens have the Sensory Chamber. It should be done near cloaked alien RNs and at hive locations. When a SC is found, give a Waypoint to that location! Even though it will be cloaked, the Marines will see the Waypoint and easily find the SC through shooting or standing next to it.
    * It's important to send people with LMGs in groups with HMGs so the dropped HMGs can be picked up again.

    These are the things i found out playing for 3 days mostly as alien or as a marine soldier under the command of good commanders. It's the commanders, who usually decide the battles. They have more responsibility than ANY other player, marine or alien. That's the primary reason i never comm.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited August 2003
    <!--QuoteBegin--eaglec+Aug 5 2003, 10:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Aug 5 2003, 10:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At 30 res I'm not sure it's worth taking a res node you need to electrify - how long would it take before it turned profit? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    20 (Resource Tower) + 30 (Energizing) = 50. A resource node gives out 1 resource per 5 seconds. EDITED (thanks Squidget): It takes 1 minute 40 seconds to make up for built RT + 2 minutes 30 seconds for Energizing. Energized towers, however, scare away all skulks, which are the primary attackers of RTs. In the beginning of the game, an energized RT can be left alone near enemies, where as simple RT would fall to skulks. As i said, i haven't played as commander, but I know for a fact that energized RTs can stand for a very long time even when the game is even. However, as gorge I easily destroyed many energized RTs with bile bomb or by building a couple of OCs next to the energized RT.
  • SquidgetSquidget Join Date: 2003-06-13 Member: 17334Members
    The 1 minute activation time was dropped, so you can take shave that off those times. RTs now begin earning resources immediately.
  • EnemyWithinEnemyWithin Join Date: 2002-11-03 Member: 5572Members
    I don't use any of those tactics and I win a good amount of the time in 2.0 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> People place way too much importance on the double res node area and waste too much time in trying to secure it at the beginning. Aliens are faster, so they can usually get there and have a sensory up before your troops are able to mobilize.

    Personally, I get better results by doing something like this (although different maps/players/starting hive will greatly effect my strat):

    * Listen for the hive so you know where the aliens are coming from. Send some troops out to meet the assault in that direction. If no assault comes then you know they are going for fast RT expansion. Send those marines on an RT killing spree (after they build the closest RT in that direction).

    * Send the other marines in the opposite direction. Collect a couple of quick RT's on the way and then decide on a good strategic location to fortify. At this point, you should have 3-4 RT's built up and a decent income.

    * I like to build up a TF/Seige base in a location that can secure a group of RT's, while also cutting off a section of the map to the aliens. I will usually do this around the double res area if possible. Since I didn't take it at the beginning, the aliens have usually secured it. I like to get it back quickly and waste the res they spent there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Electrify the TF and then elec the farthest RT's as soon as possible.

    * At the same time, I will have 1-2 marines building up another little base at one of the hives (as far from the original hive as possible).

    * Start upgrading now, as the res flow will be very quick. You should have 5-6 RT's vs aliens 3-4.

    * Group up the marines and take a hive (preferably the middle one). You will probably see 1-2 Onos at this point, but you should be able to take them. This will leave the aliens with one of the side hives and they will be very cutoff from the rest of the map.

    * Prepare to rush the last hive and it's game over. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    - I usually build 4-5 turrets per TF (any more is a waste of res and you should be pressuring the aliens so that they can't afford to have someone out there taking them down)
    - I usually electrify my RT's at the beginning(cheaper than setting up a TF/Turrets although not as effective)
    - I usually only build 1 observatory at main, but I can see the benefit of building more...if you have the res.
    - I always go for HA/HMG and send the marines in packs to secure the hives. Group HMG fire takes down Onos very quickly (even with stomp), especially if you can find some uneven ground to shoot from. Light marines are skulk bait even with lvl3 armor.

    *** Listening is extremely important! Listen as you roam around the comm map and find out where the gorges are, where the skulks are headed, and if anyone is coming to base. Be prepared!
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    You cannot possibly defend more than a few rts with player traffic. A few key positions will have a node defended by default when defending the area. Anything else basically requires electrification if you have any hope of keeping it other than really unobservant aliens.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited August 2003
    <!--QuoteBegin--EnemyWithin+Aug 5 2003, 11:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EnemyWithin @ Aug 5 2003, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't use any of those tactics and I win a good amount of the time in 2.0 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->  People place way too much importance on the double res node area and waste too much time in trying to secure it at the beginning.  Aliens are faster, so they can usually get there and have a sensory up before your troops are able to mobilize. 

    Personally, I get better results by doing something like this (although different maps/players/starting hive will greatly effect my strat):

    * Listen for the hive so you know where the aliens are coming from.  Send some troops out to meet the assault in that direction.  If no assault comes then you know they are going for fast RT expansion.  Send those marines on an RT killing spree (after they build the closest RT in that direction).
    <etc>
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    very good.

    And I must agree with the original poster as well.

    However if I know they are going for a fast res expansion, I like to shotty rush the hive ^^
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    I noticed on mine shaft grabbing the double res seems to 'cut the map in half' meaning its alot easier to deny them thier last hive and any res on your half of the map generally only has unsuporrted skulk traffic, making elec viable.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    It is VERY important not to forget to upgrade guns. Upgrading guns is one of the most important things. Getting level 3 guns makes your marines so much more effective at killing skulks and even Onos's can be taken out by two marines with LMG on lvl 3 guns.

    If you want to make sure that your defended position with turrets is NEVER lost then build a back -up TF. With two TFs the alienst can't take it out because if they get one, then the turrets stay operational.

    You need to get 4 RT really as marines, so relocating to a double node and then taking a hive is the best strat really. Unfortunatly it doesn't work if you have nublars on your team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • EnemyWithinEnemyWithin Join Date: 2002-11-03 Member: 5572Members
    <!--QuoteBegin--Kid-A+Aug 6 2003, 10:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kid-A @ Aug 6 2003, 10:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I noticed on mine shaft grabbing the double res seems to 'cut the map in half' meaning its alot easier to deny them thier last hive and any res on your half of the map generally only has unsuporrted skulk traffic, making elec viable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree, but make sure the comm builds the Obs right at the beginning. I watched 2 marine rushes to the double res on mineshaft fail last night. 3 skulks rush the area and build sensory, OT, and RT. One or two go back to skulks and the 3 can easily defend the area vs vanilla marines. You would do much better to feign an attack on the double res, while your real efforts are going into securing other res. Once you have the resources built up, take the double res area back and fortify it.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "At 30 res I'm not sure it's worth taking a res node you need to electrify - how long would it take before it turned profit?"

    Straight away, since in the early game it can take a while to take down an elec rt. In my experience most aliens go for an easier target and just assume someone else will pick up the elec rts (usually they'll teamsay it so a lerk/gorge can go at it).
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