<div class="IPBDescription">Won?</div> IS it just me, or is it RIDICULOUSLY hard for marines to come even close to winning? once they have onos with redeem, thats it game over. Id be interested to know how to comm a marine victory, please let me know.
<!--QuoteBegin--Phillyharper+Sep 9 2003, 05:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Phillyharper @ Sep 9 2003, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IS it just me, or is it RIDICULOUSLY hard for marines to come even close to winning? once they have onos with redeem, thats it game over. Id be interested to know how to comm a marine victory, please let me know. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Have done several times. With a two hive lockdown the aliens are EXTREMELY restricted, especially so if they have sense or movement. An alien team without tough Onii and no bilebomb is a team that will lose quite badly.
The marines just need to formulate a plan quickly and spread out faster than aliens. It's tough, but not impossible.
Yup only ever won once but i was a beautiful slaughtering on eclipse with us locking down tow hive and nearly all the resources. I had an excellent team behind me and the aliens were a mess. However the key is res and control of the map. You need both.
Aliens cabn build up res too fast, it seems, that to win, you need a crappy alien team and an elite marine team. Also, its hard to get marines that listen!
<!--QuoteBegin--The_Bends+Sep 9 2003, 05:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_Bends @ Sep 9 2003, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yup only ever won once but i was a beautiful slaughtering on eclipse with us locking down tow hive and nearly all the resources. I had an excellent team behind me and the aliens were a mess. However the key is res and control of the map. You need both. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I've found that a handful (3-4) of res nodes locked down securely is enough for a marine victory. And also to destroy alien nodes as quickly as possible. Once the initial spurt of alien nodes at the start, they're quite slow at getting more up because of selfish players.
<!--QuoteBegin--JimBowen+Sep 9 2003, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JimBowen @ Sep 9 2003, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> are you playing 2.01d? because ive won loads of time recently. From the games ive seen, its been pretty balanced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I was going to mention that point, 2.0 screws the marines pretty badly, but it's still possible to win, but 2.01d is far better.
EDIT:
<!--QuoteBegin--JimBowen+Sep 9 2003, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JimBowen @ Sep 9 2003, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In all the clan matches ive played though, aliens alwalys slaughter the marines easily. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That's because an alien team using solid teamwork and working to a plan is infinately more powerful. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Wewt to the new sig and avatar, Esuna. That psychotic dead zombie thing was creeping me out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I was playing last night when this awsome guy was comming, and both times in a row that he commed they won(nobody was saving for onos). He built 1 IP, 1 Armory, 1 tf, and 4 turrets at main base and after that he made 2 teams, half went one way and the other the other way and both groups went searching for rts. We had alrdy locked down a hive and a couple mins ago we rushed an another hive with shotties and quickly took it down. Then we went to their last hive and another shottie rush. We had lvl 2 wpns lvl 2 armor and MT. It was a great game.
the only way top win is if your marines do EXACTLY as the comm says, otherwise they go off on their own **** missions and get themselves killed. LISTEN MARINES LISTEN
Please, Ensuna, do NOT encourage two hive lock downs as that is just a boring game to play.
To the topic poster. Ffs, use search on this. Its been discussed to death, and if you find it that hard to win, play 2.01d. I'm usually nice to new posters, but this endless stream of crying about Marines never winning has reached my final nerve.
<!--QuoteBegin--::esuna::+Sep 9 2003, 11:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::esuna:: @ Sep 9 2003, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [QUOTE=The_Bends,Sep 9 2003, 05:41 PM] I've found that a handful (3-4) of res nodes locked down securely is enough for a marine victory. And also to destroy alien nodes as quickly as possible. Once the initial spurt of alien nodes at the start, they're quite slow at getting more up because of selfish players. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I agree, esuna. 3-4 solidly defended Rine Res (one at least, must be in a Hive), should be all that's needed to win... It's typical, from what I've seen, for even half-organized Rines to just try and keep enough res to survive to the HA/HMG/JP stage, then pretty much wipe the map (or hives, anyway) once they make it there. Downfalls would be, of course, spending that Res stupidly: IMHO, it's not only lame but wasteful to Medpack/Ammo spam when you really need Upgrades/Proto Lab(s), and I never electrify ANYthing. Just my .02, adjust for inflation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
Actually, I have commed several marine wins both on 2.01d/b (and c <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) and 2.0 (but I agree, it's abit messed up). Always start by locking 3-4 nodes down with eletricity (can be a hive spot:))
Aliens always moan that marines moan about not being able to win, maybe it has been discussed alot, but who cares, marines will find a way of beating aliens, because marines are thinkers, and aliens are way too easy to play with. I win every time im an alien, i could win with one arm! So for that reason, people who stick to marines are the better NS players. So we will moan, and we will KEEP moaning until we find a way to win. So eat my left testicle.
I win about 1 game on two as marines just as I lose 1 game on two in aliens. Considering nobody is being a total jackass and knows a minimum of the game. (Well maybe 4 games on 10 or something, but it happens)
I win the vast majority of my 2.01d games... With a fairly skilled, cooperative marine team, the only thing that can really stop us is a) unbelievable blind bad luck, b) a few absurdly sick skulks, or c) an extremely cooperative alien team. Don't see any of those much... The absurdly sick skulks tend to be members of the top clans, bad luck is rare (though happens, especially when conducting the dangerous operation of taking Refinery in Mineshaft), and few alien teams coordinate three location simultaneous attacks, double baiting, etc...
The way to win as 'rines in b and d is fairly simple: Expand faster than the aliens. Whether this means stopping alien expansion, or just building like mad, that's up to you, but you MUST out race the aliens.
One tactic that I've seen work really well for marines on a large server, 10 vs 10 (maybe I shouldn't share this, since I like playing aliens...) is going with two CC's just outside two hives, and two ip's each there. With four spawn queues, just outside two hives compared to the aliens one hive spawn queue, it was easy to dominate the map and hold more res nodes. The more players, the slower the alien res, and the faster the marines can have their respawn rate. They didn't even get any upgrades until after they managed to lock down both hives.
We would clear out one hive, and try to focus on the next, just to have a lone marine rebuild the double ip base. It would be just outside the unbuilt hive, so it had a chance of surviving/going undetected.
<!--QuoteBegin--Spazmatic+Sep 9 2003, 06:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Sep 9 2003, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Expand faster than the aliens. Whether this means stopping alien expansion, or just building like mad, that's up to you, but you MUST out race the aliens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> this is exactly right. If aliens expand faster than you, you are in serious trouble. Aliens can get 3 or 4 resource nodes going up at any one time due to multiple gorges, and that means there are lots of "early game onos" about. Eventually someone's going to get a second hive up and that onos is going to go around smashing up all those nodes, and eventually your base.
In most of the games i've played, marines expand far too slowly, and get Heavy Armour just as the oni come through the door (not a good idea) Its pretty hard to expand faster than aliens right now, unless you capture at least two hives in the early game.
I have defeated 3rd hive aliens on a number of occasions (its tough but possible) the secret is first don’t get locked into one location even if it means having a supper defended res node near the main base with a phase gate. Next always make two attacks at ones the majority of the team push for one hive try to build a base, the whole thing, this push will fail, it is purely for distraction have two guys go out a little after the first group has started to attack and move to a some vent or other small out of the way place near another hive with out attacking anything, and have them build a base there, siege fortify and repeat.
The aliens quite often spend all there time attacking the first push and never notice the second.
However usually a team made up of self centered players will not be able to do this as the casualty rate of the first push is rather high and the res demands of building two bases means that weapons will be short so it can be a problem getting people to get out of base and fight instead of whine for weapons.
Comments
Have done several times. With a two hive lockdown the aliens are EXTREMELY restricted, especially so if they have sense or movement. An alien team without tough Onii and no bilebomb is a team that will lose quite badly.
The marines just need to formulate a plan quickly and spread out faster than aliens. It's tough, but not impossible.
I've found that a handful (3-4) of res nodes locked down securely is enough for a marine victory. And also to destroy alien nodes as quickly as possible. Once the initial spurt of alien nodes at the start, they're quite slow at getting more up because of selfish players.
In all the clan matches ive played though, aliens alwalys slaughter the marines easily.
I was going to mention that point, 2.0 screws the marines pretty badly, but it's still possible to win, but 2.01d is far better.
EDIT:
<!--QuoteBegin--JimBowen+Sep 9 2003, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JimBowen @ Sep 9 2003, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In all the clan matches ive played though, aliens alwalys slaughter the marines easily. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's because an alien team using solid teamwork and working to a plan is infinately more powerful. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Skulk forever. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To the topic poster. Ffs, use search on this. Its been discussed to death, and if you find it that hard to win, play 2.01d. I'm usually nice to new posters, but this endless stream of crying about Marines never winning has reached my final nerve.
I've found that a handful (3-4) of res nodes locked down securely is enough for a marine victory. And also to destroy alien nodes as quickly as possible. Once the initial spurt of alien nodes at the start, they're quite slow at getting more up because of selfish players. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree, esuna. 3-4 solidly defended Rine Res (one at least, must be in a Hive), should be all that's needed to win... It's typical, from what I've seen, for even half-organized Rines to just try and keep enough res to survive to the HA/HMG/JP stage, then pretty much wipe the map (or hives, anyway) once they make it there. Downfalls would be, of course, spending that Res stupidly: IMHO, it's not only lame but wasteful to Medpack/Ammo spam when you really need Upgrades/Proto Lab(s), and I never electrify ANYthing. Just my .02, adjust for inflation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Always start by locking 3-4 nodes down with eletricity (can be a hive spot:))
By "I" I don't mean I am the comm.
The way to win as 'rines in b and d is fairly simple: Expand faster than the aliens. Whether this means stopping alien expansion, or just building like mad, that's up to you, but you MUST out race the aliens.
We would clear out one hive, and try to focus on the next, just to have a lone marine rebuild the double ip base. It would be just outside the unbuilt hive, so it had a chance of surviving/going undetected.
this is exactly right. If aliens expand faster than you, you are in serious trouble. Aliens can get 3 or 4 resource nodes going up at any one time due to multiple gorges, and that means there are lots of "early game onos" about. Eventually someone's going to get a second hive up and that onos is going to go around smashing up all those nodes, and eventually your base.
In most of the games i've played, marines expand far too slowly, and get Heavy Armour just as the oni come through the door (not a good idea)
Its pretty hard to expand faster than aliens right now, unless you capture at least two hives in the early game.
The aliens quite often spend all there time attacking the first push and never notice the second.
However usually a team made up of self centered players will not be able to do this as the casualty rate of the first push is rather high and the res demands of building two bases means that weapons will be short so it can be a problem getting people to get out of base and fight instead of whine for weapons.