Breaking 2 Hive Lockdown With Sensory

GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
<div class="IPBDescription">Yes the tactic works.</div> I discovered a cool trick to disable a phase gate thats locked down a hive. it only works if you have sensory first. first you a skulk and you get cloaking, use the walk key to walk into the locked down hive , the turrets won't shoot you while you are cloaked. walk up to the phase gate and stand on it. it prevents any marines from coming through. It would be real easy to counter all the marine had to do was scan the area and the turrets would chew me up. but it could help be a delay confusion tactic. Stopping reinforcements while your onos does his work.

I discovered this with 2.01d beta but it can work with 2.0 just sensory crawl.

Comments

  • UnderDOGUnderDOG Join Date: 2003-04-05 Member: 15221Members
    <!--QuoteBegin--GoldenShadow+Aug 27 2003, 01:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoldenShadow @ Aug 27 2003, 01:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I discovered a cool trick to disable a phase gate thats locked down a hive. it only works if you have sensory first. first you a skulk and you get cloaking, use the walk key to walk into the locked down hive , the turrets won't shoot you while you are cloaked. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the only problem is a decent marine team will have obs in thier hives
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin--GoldenShadow+Aug 27 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoldenShadow @ Aug 27 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I discovered a cool trick to disable a phase gate thats locked down a hive. it only works if you have sensory first. first you a skulk and you get cloaking, use the walk key to walk into the locked down hive , the turrets won't shoot you while you are cloaked. walk up to the phase gate and stand on it. it prevents any marines from coming through. It would be real easy to counter all the marine had to do was scan the area and the turrets would chew me up. but it could help be a delay confusion tactic. Stopping reinforcements while your onos does his work.

    I discovered this with 2.01d beta but it can work with 2.0 just sensory crawl. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I thought you just get telefragged? or was that from IPs
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    yea, only IPs telefrag
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    and a good comm will put an obs in the base

    But of course,what are the chances of that?They most likely will forget to slap an obs down before they proceed to get another RT
  • OvaltineOvaltine Join Date: 2003-08-09 Member: 19190Members
    Most servers with good administration frown upon this and tend to ban players who do it.

    As far as i've seen, it is considered an exploit :|
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    how can it be an exploit when its easily counterable by a smart com? a single scan or an obs by the phase will totaly prevent the tactic from working. Why does anything thats not thought of by the developers become an exploit, its how games are meant to be played, learning new strategies. this type of thing is what signifies a great game where strategies develop that the developers haven't considered, yet is still counterable.
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    Considering aliens can "block" the phasegate now, I really wish we could electrify it as marines.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    It's not an exploit, I think it's a perfectly fair strategy, it means that sensory is not completely useless, even if there is an observatory, it doesn't take many bites to kill it.
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    sometimes this strategy is really needed because the PG is inaccessable to normal attacks since its buried in a forest of turrets. marines keep pouring in before you can finish off the PG, and the turrets kill you fast. this way you stop the flow of marines while your onos can slowly work on taking out enough turrets to reach the TF. any marines will have to go the long way or be too pre-occupied with phasing around to the other hives and never getting to the one under attack.
  • OvaltineOvaltine Join Date: 2003-08-09 Member: 19190Members
    Its not a strategy, its a tactic.

    I would still consider it an exploit because it disables the phase gate with very little trouble on the aliens behalf as long as it is cleared of marines beforehand.
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    Ya, those same servers that would kick/ban for standing on a phase as aliens to stop a marine team coming thru, those same servers probably ban for the "teamwork exploit".

    Drop an oc on the phase, maybe 2 if you can, then let the skulks run in and eat the tf, as the sentries will shoot at the oc's and nothing else until they are dead.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    The tactic is perfectly legal..

    This won't help though. So what if you're on the phasegate? You can sleep on it for all the marines care. They'll just walk back and no problem. As for other units that come in and try to attack? Nope, they get owned by the turrets. And before you know it, the marines are back and plop down that obs.

    Better idea if marines forget to drop an obs is to drop a sensory near the hive (not in turrets' sight though) and then run in, drop the hive and immediately shoot the turrets so that they attack you and not the hive. This allows the hive to cloak and perhaps get that second chamber (defense) up to take the hive completely before the marines know that the second hive is even up.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <!--QuoteBegin--captmorgan+Aug 27 2003, 03:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (captmorgan @ Aug 27 2003, 03:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ya, those same servers that would kick/ban for standing on a phase as aliens to stop a marine team coming thru, those same servers probably ban for the "teamwork exploit".

    Drop an oc on the phase, maybe 2 if you can, then let the skulks run in and eat the tf, as the sentries will shoot at the oc's and nothing else until they are dead. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The sentries really aren't that stupid.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Because this behavior is intended, it isn't an exploit. The phases are supposed to shut down when something is on top of them. It's a safety feature that prevents the telefrag, and the gate itself isn't smart enough to tell the difference between a marine and a skulk. Cloaking is supposed to make turrets not notice you. Cleverly combining the two things that are not exploits does not make for an exploit. Even the has-no-counter definition of exploit does not apply here. Complaining about this is like complaining that a skulk found a hole in your turret coverage and took down your TF. Its both fixable and preventable.

    I wouldn't have thought of this. My hat is off to you.
  • Jigga_what1Jigga_what1 Join Date: 2003-08-15 Member: 19773Members
    Definetaly not an exploit, yet a very nice little trick. If they didnt have a obs, I would have dropped a sensory, then an OC or two, and a hive while the turrets fire at the oc's. Mentioned above, but I would second it, much better. After you did this, you could still stand on the phase gate...
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    I've seen it work with OC too, but thats at least 20 res investment, including the cost of the gorge evolution, a skulk with cloaking is only 2 res.
  • Dr_Zer0Dr_Zer0 Join Date: 2003-07-01 Member: 17840Members
    edited August 2003
    admins whine too much now a days, the best war tactic is to cut off reinforcments any way you can, I can understand y ppl would get kicked/ban if it where a rein blocking a tele, but an alien should be able to cause it just one of those tactics to use to cut off the enemie any way you can, its called being resorceful. and its true, a good comm would drop a scan. the key to winning NS is <b>stratigy </b> <img src='http://www.unknownworlds.com/forums/style_images/2/icon2.gif' border='0' alt='user posted image'>
  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    Of course, the next logical step would be that three or four skulks creep in, cloacked, until they are standing around/on the phase gate and/or turret farm, then start chomping together....
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    So.. you are saying that blocking a phase gate is not an exploit....

    Well then.. if there were a way for rines to block a hive... so a gorge couldnt build it... would that be an exploit...

    Or what if we could block movement chambers... better yet.. block your spawning by placing buildings to telefrag you....

    I consider all these actions.. even though most are not possible... to be exploits.. since they hinder the game through means that arent right...

    ~Jason
  • Dr_Zer0Dr_Zer0 Join Date: 2003-07-01 Member: 17840Members
    one way to solve the blocking problem, SCAN!!!
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Ovaltine+Aug 27 2003, 01:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ovaltine @ Aug 27 2003, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Most servers with good administration frown upon this and tend to ban players who do it.

    As far as i've seen, it is considered an exploit :| <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Errmmm...I don't really think it is an exploit,I think Flayra decided to leave it in

    Besides you don't really need phases when you could also walk there,but of course it's slower :\

    And marines can block building hives too,just put a CC under it and poof <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (Only applies to hive rooms which have low ceilings and a stable floor underneath)

    Besides most phase gates are guarded with turrets so I don't see much of a problem....yet
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "if there were a way for rines to block a hive... so a gorge couldnt build it... would that be an exploit..."

    The nearest marines have is jetpacking onto a hive and knifing it to death. Its not an exploit, but its hard/impossible to counter unless you've some skulks/lerks handy.

    At the same time, I don't think sitting on a PG is an exploit (hell, we can just web you on top of it for the same effect) - I just think its the marines own fault for leaving it open to an attack.

    I only ever attack PGs because they're at hives or double res. To have time to kill a PG, that means I have to take down the TF. To do BOTH means that marines are either elsewhere or sitting in base listening to mood music with the armoury.

    As I see it, you keep pressing the hives, then aliens will have no time to take out the TF and PG. If you sit about doing nothing, then you're just inviting the aliens to rampage over your new siege base.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    one thing you could do while the skulk is one the phasegate is litter the approches to the hive with sensories and put a fade or two on guard duty.
  • RatRat Join Date: 2002-12-24 Member: 11486Members
    For any of you that read the general discussion forum, the devs have stated that it is NOT an exploit to build on a phasegate. Therefore, if I can put a sensory chamber on the phasegate that would require a scan to find/eliminate, then how is it an exploit to put a non-structure on there that has cleverly sneaked past your idiotic turret farms? jesus you people need to actually read and then maybe THINK about certain things. I've been playing since 1.03, and I can't remember a time when you COULDN'T build on a phase gate. If I can drop a sens/oc on top of it, what makes you think it's any less legal in the dev teams eyes to STAND on it? Did you think all those ocs built on pgs in 1.0x got telefragged for being on there? because some of know better....


    Best thing to do is have a four person squad take out a base by having one cloaked skulk _walk_ onto the pg, a gorge nearby, and a lerk/skulk team to take out the turrets and get healed. provided a nearby sensory chamber, and the turret farm goes down quickly and smoothly with the gorge healing. If there are vents closeby the hive, I suggest the gorge sit in those and the lerk/skulk retreat to them for out of the way healing to keep the fatty alive. If you have a fade/lerk combo or a onos/lerk combo, it works even better. This is something known as TEAMWORK, which is theoretically what NS is based around. The skulk sitting on the pg HAS to stay still or he dies. That means he's just a placeholder till the TF is down, then the gorge builds a sensory on the pg, and everyone takes out everything else. It takes patience and coordination, but it works.
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