Ns_caged, The Guide Of Commander
Akalamanaia
Join Date: 2003-01-04 Member: 11833Members
Quickly Drop off a IP and Armoury both close to each other, after their completed leave one marine in base and send rest to the Double Res, electricify the resource towers and make tf,electricify it, make 8 turrets,2 in the hallway above resources, now upgrade your armoury and start dropping off Shotguns and Hmgs and Grenade launchers and command your marines to res before ventilation and generator hives,make 2 outposts(wich means phase gate,armoury,tf electrificified, 12 turrets),make arms lab and put TF in base and some turrets and electricify TF, make all weapon upgrades and armour upgrades and Ha and JP and arm half marines with HA and HMG and Welder ,then half marines with JP shotguns,grenade launchers and mines and welders. Now go on and kill aliens until the last hive is dead.
Comments
BTW,with this strat (or build order)if you have a decent alien team on the aggresive,they could have Onos when you're halfway through HA research,just wanted to point that out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You way over do the protection of Centeral, and I mean WAY over do it. You don't need to electrify the Turret Factory, hell, 4 turrets and electrfying the res is more than enough.
Also, doing a 2 hive lockdown after doing that, usually won't work, as the marines won't be able to break through the aliens that late with ease.
Not getting upgrades early is going to hurt them to.
I'm sorry, I don't agree with this at all.
We were doing great on Hera (I consider myself a fairly good comm, especially now that there are so few decent comms in 2.0), and then, suddenly, my mouse became very unresponsive (something to do with NS, as soon as the next map came it all worked again). Despite that fact (and the fact that my comm degrades as games go on), we won because I could use approximate waypointing to get my marines where they needed to go, and they were good enough to continue blocking in the aliens (I had sealed them up more or less in Archiving, and only a trickle could get out through the vents and those got mopped up by turrets).
In the end, we won (details irrelevant) despite the fact that I basically couldn't do jack (I literally had to spam meds since I'd have to drop them fairly randomly), mostly because my marines just rocked. So, yes, it is amazing, utterly amazing.
As far as the main subject:
<!--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-->This worked even aliens had 3 hives and 4 onos on our bases door, i quickly fixed problems what last comm had done but used same tactic, we won and i used that next game to. Its very good just to drop IP and Armoury and upgrade the armoury and drop HMGs and take Dual Res. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, this is a choice, but it's not neccessarily the best. First, your lmg marines are going to be toast. Period. No upgrades, they're sitting ducks. Second, 3 res isn't enough, especially if aliens rush to put up a second hive, as bilebomb will eat you alive. Sure, it'll work at times, depending on what the aliens do, but one of the big things in 2.0 is to be flexible... If the aliens start launching heavy, cooperative attacks on double res, they can still take out the tfac, all the easier because you have no pg... However, if they're expanding rapidly, something along the lines of weapon-heavy marines works well. So, while I can see this working, it's not going to work in most cases, and does, as others have said, require some real fancy marine high-falutin' shootin'.