Marine Res Strategy
kinko
Join Date: 2003-09-01 Member: 20451Members
<div class="IPBDescription">2.01d</div> Ok, I am Kinko, pub commander. Forget about me , on to what I have to say.
1)Why do marines lose more frequently in 2.0?
-Relocation is not as easy as 1.04 because aliens get upgrades faster.
-Aliens have most of the RTs very early in the game.
-Marines constantly build TF and turrets in base to start.
2)Why do aliens win more frequently in 2.0?
-Aliens start with enough res to make a RT, therefore they grab res FAST.
-They get a 2nd hive in 3-6 minutes, depending on map/players.
3)Why does the upgrade rush seem to fail and the shotgun rush aswell?
-Think of your starting res as your investment. If you want any return
you need to put it into something useful.
-You can only afford so many shotguns and only in one small burst. Its not
a constant boost of fire power.
-Upgrades are good.. once you can afford them.
4)How does kinko win?
-Read below!
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First thing you do is build a nice IP. Simple. Then make an armory.
Instruct your marines to find any open RT. Give some of them Waypoints.
Build the RTs on a path to an open hive, and the 2 closest RTS to marine
start.
Once you make it to a hive RT, build a CC there and then an IP.
Make a TF at the hive , and electrify the most vunerlable RTs (farthest from base)
Continue electrifying the RTs. Then make an OBS and your new hive, and get phase tech, then gates between start and hive.
NOW it is crutial to your success.
You MUST secure a 2nd hive or BileBOMBS will eat everything you have made!
Organize and attack the nearest hive with siege cannons.
Also , upgrade weapons/armor / armory/ heavy armor while attacking
If you capture 5-6 of the map's RTs then they will have just built the 2nd hive by them time you arrive.
Once you secure the hive, you dont need to wait or build up a big defense there. Pass out HA and take over the final hive.
VICTORY.
Variances:
-If you lose an RT, dont worry, try to recap once, then forget about it and move on.
-If you lose marine start, electrify the RT while they kill the command console.
-If you cant make it to a hive, your screwed.
-If aliens get bile bomb, your screwed.
-Dont fortify base until you have atleast one hive under control.
-Organize a defense team with welders and shotguns.
Difficulty:
Commander Stregnth: 4 of 5
Team Organization: 3.5 of 5
Chance of PUB Win: 4 of 5
Chance of CLAN Win: 3 of 5
Chance of ALIEN Sabotage: 2.5 of 5
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> Kinko!! =P
1)Why do marines lose more frequently in 2.0?
-Relocation is not as easy as 1.04 because aliens get upgrades faster.
-Aliens have most of the RTs very early in the game.
-Marines constantly build TF and turrets in base to start.
2)Why do aliens win more frequently in 2.0?
-Aliens start with enough res to make a RT, therefore they grab res FAST.
-They get a 2nd hive in 3-6 minutes, depending on map/players.
3)Why does the upgrade rush seem to fail and the shotgun rush aswell?
-Think of your starting res as your investment. If you want any return
you need to put it into something useful.
-You can only afford so many shotguns and only in one small burst. Its not
a constant boost of fire power.
-Upgrades are good.. once you can afford them.
4)How does kinko win?
-Read below!
------------------------------------------------------------------------------------------------
First thing you do is build a nice IP. Simple. Then make an armory.
Instruct your marines to find any open RT. Give some of them Waypoints.
Build the RTs on a path to an open hive, and the 2 closest RTS to marine
start.
Once you make it to a hive RT, build a CC there and then an IP.
Make a TF at the hive , and electrify the most vunerlable RTs (farthest from base)
Continue electrifying the RTs. Then make an OBS and your new hive, and get phase tech, then gates between start and hive.
NOW it is crutial to your success.
You MUST secure a 2nd hive or BileBOMBS will eat everything you have made!
Organize and attack the nearest hive with siege cannons.
Also , upgrade weapons/armor / armory/ heavy armor while attacking
If you capture 5-6 of the map's RTs then they will have just built the 2nd hive by them time you arrive.
Once you secure the hive, you dont need to wait or build up a big defense there. Pass out HA and take over the final hive.
VICTORY.
Variances:
-If you lose an RT, dont worry, try to recap once, then forget about it and move on.
-If you lose marine start, electrify the RT while they kill the command console.
-If you cant make it to a hive, your screwed.
-If aliens get bile bomb, your screwed.
-Dont fortify base until you have atleast one hive under control.
-Organize a defense team with welders and shotguns.
Difficulty:
Commander Stregnth: 4 of 5
Team Organization: 3.5 of 5
Chance of PUB Win: 4 of 5
Chance of CLAN Win: 3 of 5
Chance of ALIEN Sabotage: 2.5 of 5
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> Kinko!! =P
Comments
I see too many marines trying to get no more than 3 res. Three is too few if you want to win. You have to secure your res and kill all alien res you find. Take it all leave none open or capped by aliens. Use every last nanite you can get and then suck the aliens dry of theirs.
If you want a TF at the start FINE, just do not waste your res on turrets (and especially not turrents) until you have secured at least one hive AND 2-4 additional res. If your marines can not protect your spawn you have lost the game no matter HOW many turrets you have, and wasting res on turrets at the start will ensure your upgrades and building goes that much slower. Time and res are your enemy use them wisely.
<!--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-->personally, Id wish skulk rushes would never happen, that and SG rushes, and really, I hate all rushes at the begining of the game <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree, early rushes are so...n00bish <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Thats a great strat d00d, ill have to use it the next time I comm...or the next time i can convince a comm to use one of my suggestions ingame