Res Hit And Run: How To Keep Aliens At Bay
Starlude
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.
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
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?
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-->
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.
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.
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.