Breaking 2 Hive Lockdown With Sensory
GoldenShadow
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.
I discovered this with 2.01d beta but it can work with 2.0 just sensory crawl.
Comments
the only problem is a decent marine team will have obs in thier hives
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
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
As far as i've seen, it is considered an exploit :|
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.
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.
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.
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.
I wouldn't have thought of this. My hat is off to you.
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
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
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.
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.