Res Hit And Run: How To Keep Aliens At Bay

StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
<div class="IPBDescription">Another strat, from a different angle.</div> I've also played as a pub comm sometimes, and here are just some thoughts from me.

Aliens love res towers, and since they can put one up early game (costing a total of 25 res, 10 gorge, 15 tower) you know they are going to have a lot.

One tactic that I have tried, and works if your marines live long enough, is what I'm going to call the hit and run res destruction. You secure another 2 RTs, to haev 3 total (including marine start). most servers I play on haev about 20 players, so you have 9 marines to command. You keep 3 or 4 on defense, and send the rest out in a war of attrition: the target? enemy res towers. You find as many undefened enemy res towers as you can. Most people like to drop their res tower in the beginning of the game, and go back skulk, meaning it would be an effective 25 res to drop another tower. Usually you see your little 2v5 or 2v6 for res in the beginning of the game, if you destroy 3 or 4 of those towers, you have the alien gorges running to rebuild them, or some people who were saving up for onos or fade forced to rebuild them (unless they don't want their res coming in, in which case when you kill that lone onos or fade, they won't be able to just come right back). Denying the aliens res is a key factor in marine strategy. Remember, you don't HAVE to hold every single res node you destroy. run in, destroy the tower, move on. Denying alien res res prevents large-OC chamber traps (and denys them the res to create large protected areas), onos, and even fades. You need to keep on your toes though, because while you have your team hitting and running those alien nodes, you want to keep your defensive team building more res. The idea is that YOU are on the offensive Your forcing the aliens to respond to you by denying them res.

Comments

  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    Hec yah. I have been doing this pretty much every game for a long time now(well, since I figured out a bit of 2.0's play style). Res tower hunting was mentioned a lot in the beta, and I find that I use it a lot. 2 sg's and a LMG guy are all I need to knock out their towers really quickly.
  • LoRDxDeMoNLoRDxDeMoN Join Date: 2003-03-17 Member: 14636Members
    i've tried this strategy a few times (the rare few times where marines listen to the comm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ). inadvertently, every-single-one of those times resulted in the marine team somehow ending IN the alien starting hive; and since we had 3-4 shotguns... buh-bye hive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> (in less that 3 mins... res-hunting turned into a shotgun rush)
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    Yes! This is a great tactic and I employ it whenever I can. The one problem is having "l337" enough marines to carry it out. Far to often do my Marines act with no care and end up getting killed (or costing me in med spams). So this is a fair tactic with the right team.

    While we're ont he subject, what is one way some of you use to tell if your marines are good enough to pull something like this off before it's too late?
  • LoRDxDeMoNLoRDxDeMoN Join Date: 2003-03-17 Member: 14636Members
    best way: experience (if you played with them last round, you'd probably have a basic idea)

    another way, you can ask who is good with a shotgun... but i wouldn't rely on it that much, since a newbie can say he is good, or a vet can not respond at all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    you can also assign people to 2-3 squads and give them all a different waypoint; see if they move to wp, or just follow the group mentality... marines that follow orders are usually good enough to go res hunting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    more or less, try to evaluate each player by what they do at the very beginning of the game, who is watching out, who is humping the armory till they've got a completely full reserve, who asks for orders, etc. A lot can be told from these simple actions/habits of a marine.
  • MordenMorden Join Date: 2003-02-26 Member: 14045Members
    This strat is extemely effective. Even on pubs. Almost everyone knows how to knife rts. And if you put those shotguns in the hands of experienced players the marines become nearly unstoppable.

    No res = no onos
    No res = no 2nd hive

    If you can keep the aliens limited to skulks and the odd lerk, while you upgrade, the game is yours. An excellent example of this strat can be seen in the second round of the sYN vs STD CAL pre-season demo. There's a link to it somewhere in the General Discussion forum. Our clan has come to call it the "Shottie Tour", cause you just tour the map killing alien rts as they go up. Its also important to deny the aliens any extra res for kills.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Tried this.One marine knifed,rest covered.Problem :

    Skulks were carapaced or celerity vs vanilla marines and had numbers advantage.Thus,marines get anally destroyed.Then aliens proceed to rush the base and the 1 or 2 base defenders get completely owned by 3-1 odds at least.

    Game over.

    Never did it again.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    edited September 2003
    then that's just your marines being bad at aiming... If your marines were covering, then they should've gotten to kill at least some of the aliens. and if your base had some defense (tfarm or elec tf, i see that happening more now... where we use an elec tf and dump buildings around it...) Then you should've been able to stop that rush in it's tracks.

    edit::
    back on topic now, I have never won a game without first going rt hunting... (unless it was a lame game where the aliens game me like 7 rts...) even in the midgame, where your marines just got HA and shotties/hmg/gl, i find i cannot win unless i send some HA to go kill some rts. If I don't, and just try for hives, a onos appears and take down a fortified position (like that hive, or the double) then some crazy battle ensues between the HA and onos/fades, where, for some reason, the aliens always win.

    Then i lose the rest of my rts, and cannot give out more HA and stuff, which leads to the end of the marines.
  • MordenMorden Join Date: 2003-02-26 Member: 14045Members
    To prevent your defending marines from being overwhelmed, you can defend your important base structures and entrances with mines. It will stop that 3:1 ratio rush. But also keep in mind that you can't be near the mines when they go off.
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