An All Too Easy Way To Win.

HuntyHunty Join Date: 2003-08-09 Member: 19244Members
<div class="IPBDescription">Taking advantage of rfk,expansions.</div> Taking advantage of the crazy speed by which aliens get res from expansions and RFK....

3 skulsk go gorg,drop rt,skulk back/type kill.Another 3 skulks go gorg for dc.

Focus on stopping marine res and getting as many RFK as possible.

At about the 8 min mark,you should be able to go fade,earlier if you are a good skulk/marines cant aim.

All goes fade at this point,picks regen/cara,blinks into marine base.At this point its a question of 1-7 marines vs 8 fades.No contest.Shotgunners cant fire fast enough to stop a fade from blinking into swipe distance.

Game over.

Comments

  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    Then suddenly you get one of those 'godly' rambos everyone talks about and you loose some fades, instead of dropping a hive or two you effectivly give the marines some free lock downs.. Game Over..

    all hypathetical.. but ive seen it happen <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <rawwrrr *die*
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    No more than 2 fades , else they're redundant. Rest goes lerk or gorge , or saves for usefull stuff.
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    <!--QuoteBegin--Stakhanov+Sep 12 2003, 02:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Sep 12 2003, 02:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No more than 2 fades , else they're redundant. Rest goes lerk or gorge , or saves for usefull stuff. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    True, Very true, Semi-good, HIVES ARE USEFULL111!!1!one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It's helpful if at least one skulk does not go gorge until he has enough res to gorge/drop hive. Preferably a skilled skulk that appreciates the merits of teamwork and won't go onos when you need a hive more.

    You also don't need 3 skulks to gorge and drop chambers. It makes more sense to have fewer gorges drop more than one each, and not waste 10 res a pop to gorge.
  • Juchel_ZeroJuchel_Zero Join Date: 2003-07-14 Member: 18155Members
    So, in short, fade rush. Seems pretty darn effective.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    On the servers i play on even one of the most accurate players in the country,with a shotty,cant stop a fade 1 on 1.As it should be.

    Fade rush happened in one of our local scrims.

    It was so darned effective that everyone used it for the entire bloody scrim,save for one round,where aliens ambushed the marines who were trying to relocate.

    That scrim had everyone saying things like "im NEVER playing marines again" "marines suck so much...even with 2.01d.....".

    That scrim also increased vet stacking on servers,so we also had a couple of clanners in RR desperately trying to join aliens and pestering the "random players" to join marines.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Why would the marines let you fight them one on one, even with a shotty?
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