Containing Alien Expansion

pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
<div class="IPBDescription">Focus on nodes, ****</div> People have been whining so much of late that Aliens expand too fast.

There's a simple counter to this and with any scrap of teamwork, you should be able to make their fast expansion work to your advantage. You see, early expansion is negated well by an early offensive. If they're going to let all their starting res go on RT's, you have to get those RT's down as quick as possible. For every Alien RT that they have to rebuild early on in the game, you gain some time to tech up and secure your own nodes.

Just drop one shotgun and have two or three LMGers accompany him. Have them move to an Alien RT. LMGers cover, shotgunner hits the RT and possibly some LMGers knife the RT. Once it's dead, you head towards another RT. As well as opening up more nodes for you to capture and forcing them to spend res on rebuilding nodes, it slows their upgrades down a <i>ton</i>. They won't have Fades or Onos anytime soon if you knock their RT's out.

Comments

  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    And some people like to be greedy and not use there res to build RTs but save for fast ono, well without the RT's they will have a long wait.
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    Exactly, I've said the same thing. Get those RT's down at the start of the game, and you'll find that you will be a lot more successful. Don't freakin' hump the armoury all day, get out there and fight!
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    edited August 2003
    Once again this uses the well documented 'team work exploit' it's banned on many servers who are using the 'rambo' plugin.

    This is one of the best strats marines can use, I think it's possibly even better than early res denial, as proposed by eaglec. This strat simply erases the res that was spent. (usually 27 res down the drain as people have done gorge>RT>skulk) Sure they get a little res boost at the start but if you can do this in less than 5mins and get at least 3 RT's then it's a seious alien set back.

    Of course you need a good team to do this.

    I usually want to do it, but have a problem. A typical marine team usually only has 2-3 people that are skilled enough to do this (good shots and will cover SGer). However I need these people to defend bases and generally do other stuff so I rarely get around to it.

    As a comm I really would like 1 good shot to offer to do this asap and try and get some people to come with him...

    edit: Also even quite decent alien teams can not notice a lack of res towers until the 'active res towers' reminder comes up. Because of this and general alien confidence it's quite common that once the initial res towers are down it's a long time before they are replaced.

    In addition a SG is vital against a half decent alien team, anything else takes far too long to destroy the RT. SG's however are almost so quick it's hard for aliens to respond
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    The shotgun is underestimated. There is nothing wrong with using it. You can bring down an Onos with 4 shots if you're lucky.

    However, you could get all the marines to knife the RT. This would be as fast. Using the lmg would be faster, and supplying ammo would be cheaper than a shottie.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Please note, this means holding res you CAN hold, and knocking down anything you cant.

    Rushing dbl res at game start = foolish.

    Rushing nearby res, tfing a choke point near to two other res in the direction of a hive = win.
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