The Fortified Trail

relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
<div class="IPBDescription">Back to Basics</div> I hear a lot on servers that aliens win more than marines now that 2.0 has come out. I don't think the problem is balance; the balance is fine. The problem is that both sides marine and alien have to play differently in 2.0.

Basically the changes that have been made on both sides is versatility i.e. more ability to adapt to different situations. It's been easier for the aliens to adjust to the changes because they are all independent and each one could be a hive building gorge or a battle ramming onos.

For marines, the story is different because all the new versatility given by the ns gods falls under the commander's control; squad groups, select all, electrified equipment, etc. But that doesn't mean its the commanders fault for all the recent losses. No, it's the fact that 1.4 has made you all TOO SOFT.

Back in the day, half a year ago when ns first came out, people stayed grouped in large squads, built res nodes THEN FORTIFIED THE RES NODES, and moved on until they created a fortified trail to the first hive and then the next. As long as the squad stayed on the fortified trail and pushed to the next objective TOGETHER, the skulk packs could not compete.

But then in 1.4 commanders started doing tech rushes where 1-2 marines each would run to a res node, cap it, then build a prototype lab in base and voila jp storm. Or com chair rushes where they'd build at a live hive when the aliens weren't looking and just spawn nearby and kamikaze.

But thats not how marines are supposed to play, thats how aliens play. And now that all aliens share resources equally, that doesn't work anymore. We have to play like actual marines do in real life; as a team.

Killing a res chamber, or a res hogging gorge doesn't get you the bonus points it used to. YOU CAN'T RAMBO anymore; its totally ineffective now unless you have a solid foundation of resources and fortified outposts FIRST. That's why marines are losing; we need to get back to the basics.

We need to work as a team and establish a fortified trail. That is the way the game was entended to play. Tech rushes were gameplay loopholes that the ns team has fixed because that wasn't the way they felt the game was suppoed to be played. All the games I've won as a marine have been were the team was in big groups and communicating. We've got bigger guns in the early stages and when we group together we are simply unbeatable. It's been said before; there is no I in TEAM.

So to reiterate. Follow the commanders squad groups, fortify resources and key points, and make a safe trail to each hive to make it easier for reinforcements to get back to hotspots. I've seen this done, it works and makes the game a lot easier.

Comments

  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    While big groups are needed for marines now, fortifying every res along the way will get you beaten to a pulp. By the time you reach the hive, you'll have fades and lerks followed soon after by oni, and all this without any decent tech. Fortify key points, either electrify or abandon others. But, yes, do move as a group (or groups) and utilize covering fire.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Thankfuly elect res is defending them, but only for the early game. I agree with your belief that getting a fortified trail is needed in 2.0, but simple expantion and upgrading won't result in a for sure victory. In 2.0 the marines need to be a knife, cutting down the alien economy by attacks on res towers. The fortified areas have to be the arm behind the knife, full of phase gates and safe areas that marines can use to set up for another attack. In 1.04 tech rushs, you could win with just the knife, but like relsan said, that wont work in 2.0.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    You can win with just the knife, i.e. shotgun rush.

    You can win with just the arm, i.e. 2hld + double node.

    It's just that, normally, using both is a better tactic, especially because it allows you to be flexible.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    aah yes finally someone who agrees with me!!!

    P.S. hera start to cargo to processing is BEST line in the world....

    TF behind upper processing res allows you to be able to cover both res...

    Another tf nearby sieges the hive

    And another nearby sieges holoroom... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->\

    Then go into hera entrance from holoroom.. and u got a complete loop of res... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->TF behind upper processing res allows you to be able to cover both res...

    Another tf nearby sieges the hive

    And another nearby sieges holoroom... \<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I remember in 1.04 you could do this with two... Oh, alas, poor Cargo relocations, poor vent to Holoroom, poor... em... I'm out of poors for Hera.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--Spazmatic+Aug 10 2003, 05:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Aug 10 2003, 05:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->TF behind upper processing res allows you to be able to cover both res...

    Another tf nearby sieges the hive

    And another nearby sieges holoroom... \<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I remember in 1.04 you could do this with two... Oh, alas, poor Cargo relocations, poor vent to Holoroom, poor... em... I'm out of poors for Hera. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    but now theres 5 rts instead of 4 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    Just wanted to say some of you are missing the point. This is a very general strat so don't take it to extremes. Fortifying every res node that you hold is not realistic but its good to have at least 1-2 fortified areas between the marine start and the first hive. One of these is obviously the double res node room wherever that may be on the map. Most commanders like to make that the start of thier fortified trail. Next they may make one more fortified outpost thats covering a res node and possibly in siege range of the hive.

    Res nodes that aren't on the fortified trail don't necessarily need to be fortified if 1. the aliens must cross the fortified trail to get to the res node or 2. The res node is a significant distance from alien territory and thus deep in marine territory. Res nodes in these situations are high risk for aliens because they will most likely sustain damage and/or be detected before they can destroy the res node.

    Also, its obvious that no strat is 100% effective. If that were the case, the game would be unbalanced and not very fun. I'm just making the case that in order to increase chances of survival we must not take tactical shortcuts that will compromise the mission in the long run. Stay grouped and fortify prime assets.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--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-->It's been said before; there is no I in TEAM.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    But there is 'me' in 'team.'
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    if you're dyslexic, yes....
  • SoberanaSoberana Join Date: 2003-06-25 Member: 17695Members
    <!--QuoteBegin--Revenge+Aug 10 2003, 07:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Aug 10 2003, 07:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you're dyslexic, yes.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OWNT <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->but now theres 5 rts instead of 4<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    5, 4, apples, oranges, tomato, tomato, TSA, Khaara, why can't we all just get along?
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Even if you don't want to rush-win, you still need to drop a few shotties here and there, and upgrade your weapons and armor. That's what most commanders don't seem to get. It's not like the 1.04-spend-money-only-on-jps idea. A few shotties will let your earily adventures be more successful, which generally means more res, which makes things so much easier later.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    Use chokepoints. If the skulks can't get to your res, they cannot kill them. End of story.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--Mr.KNifey+Aug 13 2003, 06:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.KNifey @ Aug 13 2003, 06:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Use chokepoints. If the skulks can't get to your res, they cannot kill them. End of story. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Skulks , lerks and fades can find a way to attack your nodes : but if they're electrified , they can't take them down effectively. It's not like a gorge could bile bomb structures deep inside marine territory forever...
Sign In or Register to comment.