General Tech With A Loose/adaptive Feel

laggerlagger Join Date: 2002-10-31 Member: 1805Members
edited August 2003 in Frontiersmen Strategy
<div class="IPBDescription">New Tactic Form</div> I woud like to request some commanders to try this strategy in a pub if they feel able to fully understand what I explain. At least I believe this strategy to be very flexible and can/should be modified to fit your own beliefs as a comm and style.

The basic build order is as follows (This should be played in version:2.01b, normal 2.0 may be somewhat harder to pull off): Ip, Armory, Arms, Upgrade Armor #1, Mines, Upgrade Weapons #1, Upgrade Weapons #2, Upgrade Weapons #3, Armory Upgrade, Upgrade Armor #2, Proto, Upgrade JP/(Ha If you have access rsr's but I find jp's to be a better route as it gives the marines a more aggresive and mobile stance), Build Obs, Upgrade Phase/(Or Motion tracking depends on how needed it is to know alien positions and if they are putting up a hive or not, this is more advisible if your using jp's but if your using ha I suggest going with phase), Tech Phase/Mt other and build Phases at any hives that you have cleared, At this point you should have the ~tier 3 marine that should be able to put up a decent fight against the most ferocious aliens in the game.

Notes about the strategy: Rsr nodes are not a totally needed commodity although should be made during the course of your build order, I suggest making most of the buildings during your weapon 2-3 upgrades and after depending on how well your marine keep their ground. This strategy is fueled by rfk *rsr for kills* which also means that you must have your marines constantly attack/containing the aliens. I suggest ordering marines to kill things in this order (Rsr Towers, Gorgs, Hives, Upgrade Chambers, Misc). Shotguns can and should be given out when someone spots something above the class lerk, such as a fade or oni. Meds are needed very much and should be given out willingly although you should also keep from spamming them (More like 1-3 per fight). During the build order you also may include a tf+1-4 turrets in order for the commander to electrify your rsr nodes if you chose to build some. This allows your marines to keep a more aggresive stance against the alien team and not be bogged down by constant assualts upon your rsr flow.

Out of expierence this strategy has kept almost the same tech level as an alien team with only working on the basic marine start node.

Suggestions: Drop mines if the first pack gets used up, Try to keep your marines attacking the aliens main hive *But not moving in just containing the sorrounding nodes*, Keep a patrol at the other hives incase they try to build it so you can take it down before it becomes a problem *They will proabably get a 2nd hive* resulting in a tier 3 marine team vs a tier 2+ Alien team which seems to be at the same level, a tier 3 alien team ie: 3 hives + upgrade chambers is at an advantage to marines and will be a very hard thing to put down although has happened. Drop shottys over hmg's most of the time as they ushally have more use, add in a gl if you feel its needed for the occasion, try to stay away from sieging as it forces you into a defensive outpost that is much harder to hold then a aggresive map domination. Finally, keep your marines in at least groups of 2 depending on the size of your server. Make them into 2-4 patrol squads and have them cover different parts of the map sorrounding the aliens main/secondary hives.

This strategy shouldnt reliy on static defense such as turrets, as your base should be protected by an aggresive marine team that keep the kharra in a constant defensive stance *Mines to kill any rambo skulks that ignore hotspots*.

Comments

  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    My experience with mines in pubs has been a disaster. For 10 res a pack, they sure are evaded easily. One alien kills a mine, then there's a crack that the rest of the aliens can jump through and into your turretless base.

    TF/sentries is probably still the most sure-fire way to deal with early game. You still have to build it up later in the game. While it's more expensive at first, I think replacing mines covers the cost and the time that you gain from using a farm.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    whats wrong with 2 base guards? ;p 1 lmg to softenup incoming targets then a shotgunner to mow em down with auto fire.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    man it must be awsome to play with marines that can Follow orders...
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Has anyone actually tried the strat yet? I would like to get some overall comments on how effective it is.
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