Marine Extreme Strats.
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Ownade in 10 minutes.</div> <b>On a medium risk you can achieve total ownage within 10 minutes</b> (or at least get a way superiour position)
as long as your team just stays together and knows what a waypoint is.
This even works on publics as long as they know the game basics and follow waypoints.
It also includes how this strat gets counted badly and how you might survive a counter.
When you dont get counted just continue your strat.
<b>Marines extreme offensive. (no base, shootgun rush)</b>
Build 2 ips in a corner next to a wall near the cc, and an armory.
Maybe Drop 1 - 2 mine packs and spend the rest for shootguns. (more savety IF something goes wrong)
Maybe recycle the resnode in marine spawn. (much more risk for two more shootguns)
Move out covering each other, watch for traps and kill a hive.
Its really simple as long as you stay together and dont run into traps blindly.
-- This gets counted by aliens extreme defensive, wich is big oc towers or skulk traps all over the map.
In this case you have to secure at least 3 resnodes and upgrade your armory as soon as possible.
Hope that you hurt aliens enough so you still have a chance.
If usefull get phasegates.
Grenades or sieges is what you need, maybe turrets in marine spawn. Stop rushing.
<b>Marines, extreme expansive. (no armory, go get resnodes)</b>
Only build one ip and one TF right next to the cc. Nothing else, no Armory!!! (this strat is fun, best against DMS)
Make the whole team one squad and send it to one resnode after another.
As soon as the marine spawn or an abandom resnode is empty, electrify it.
You MUST support your squad with ammo and medpacks, dont worry your res boost will make this possible without problems.
Only drop the amrory when you have 4-5 resnodes or you hit massive Walls of lame of 5 and more ocs.
While the 2nd hive goes up you should have 4-7 RTs, half of them electrified, one hive location, lots of killed gorges and 120 res for whatever you like.
-- This gets counted by aliens extreme offensive, like ealy (gorge) rushes or getting all your resnodes killed quickly.
Then you need turrets in marine spawn and at least 1/3 of your team being defensive, this means IF you survive.
Defend build resnodes as long as possible.
Get ARMOUR upgrades, HMG or HA. (you sadly need an armory for this).
<b>Marines extreme defensive. (no attacking, I want a big base)</b>
Build 2 ips and send your whole team to the resnode right or left or marine spawn.
Built an armory there, and only there (not in marine spawn)!!
Instead od 2 exits from marine spawn you now have a larger marine spawn with 4-6 exits.
What ever exit gets attacked ONLY needs defense while a smaller team goes another patch without any alien presence.
Then build turret farms of whatever size you need (not too big) at every second resnode.
No ramboing allowed in this strat, just push forward slowly where ever aliens are weakest.
-- This gets counted by aliens being extreme expansive, they have more resnodes and are just all over the map.
Try to kill their resnodes slowly pushing forward. Stop being **** or you will face 3 onoses soon.
Weapon upgrades and shootguns make your life easyer.
Relocating sucks in general, its never a good idea, more a last stand of your whole team that only works on a 2 hive lockdown.
as long as your team just stays together and knows what a waypoint is.
This even works on publics as long as they know the game basics and follow waypoints.
It also includes how this strat gets counted badly and how you might survive a counter.
When you dont get counted just continue your strat.
<b>Marines extreme offensive. (no base, shootgun rush)</b>
Build 2 ips in a corner next to a wall near the cc, and an armory.
Maybe Drop 1 - 2 mine packs and spend the rest for shootguns. (more savety IF something goes wrong)
Maybe recycle the resnode in marine spawn. (much more risk for two more shootguns)
Move out covering each other, watch for traps and kill a hive.
Its really simple as long as you stay together and dont run into traps blindly.
-- This gets counted by aliens extreme defensive, wich is big oc towers or skulk traps all over the map.
In this case you have to secure at least 3 resnodes and upgrade your armory as soon as possible.
Hope that you hurt aliens enough so you still have a chance.
If usefull get phasegates.
Grenades or sieges is what you need, maybe turrets in marine spawn. Stop rushing.
<b>Marines, extreme expansive. (no armory, go get resnodes)</b>
Only build one ip and one TF right next to the cc. Nothing else, no Armory!!! (this strat is fun, best against DMS)
Make the whole team one squad and send it to one resnode after another.
As soon as the marine spawn or an abandom resnode is empty, electrify it.
You MUST support your squad with ammo and medpacks, dont worry your res boost will make this possible without problems.
Only drop the amrory when you have 4-5 resnodes or you hit massive Walls of lame of 5 and more ocs.
While the 2nd hive goes up you should have 4-7 RTs, half of them electrified, one hive location, lots of killed gorges and 120 res for whatever you like.
-- This gets counted by aliens extreme offensive, like ealy (gorge) rushes or getting all your resnodes killed quickly.
Then you need turrets in marine spawn and at least 1/3 of your team being defensive, this means IF you survive.
Defend build resnodes as long as possible.
Get ARMOUR upgrades, HMG or HA. (you sadly need an armory for this).
<b>Marines extreme defensive. (no attacking, I want a big base)</b>
Build 2 ips and send your whole team to the resnode right or left or marine spawn.
Built an armory there, and only there (not in marine spawn)!!
Instead od 2 exits from marine spawn you now have a larger marine spawn with 4-6 exits.
What ever exit gets attacked ONLY needs defense while a smaller team goes another patch without any alien presence.
Then build turret farms of whatever size you need (not too big) at every second resnode.
No ramboing allowed in this strat, just push forward slowly where ever aliens are weakest.
-- This gets counted by aliens being extreme expansive, they have more resnodes and are just all over the map.
Try to kill their resnodes slowly pushing forward. Stop being **** or you will face 3 onoses soon.
Weapon upgrades and shootguns make your life easyer.
Relocating sucks in general, its never a good idea, more a last stand of your whole team that only works on a 2 hive lockdown.
Comments
If they do this, and you can normally tell right off the bat, immediately rush off all but one marine to start slagging gorges and res all over the map. I normally nail 1-2 gorges before they build, and 1-2 res nodes after, and the last marine can still finish base and run off to start capping. The key is to get these down before they can go skulk again, which is actually possible since on a team of, say, 8 aliens, if even 5-6 go gorge, they'll be very very spread out, and thus take a long time to actually get there, go gorge, and build.
That, of course, is just an opening... What you do from there (you'll probably have about even res nodes with the 'liens if your marines are decent shots) is obviously up to what happens.
Extreme Risk, highest level
Offensive relocations only works on servers with less than 15 people or with really talented rines.
Build 1 IP
Locate main hive
Send whole team to adjacent room, example Cargo next to Fusion must be within siege distance.
Build a CC and IPs near hive
Drop a TF, upgrade to siege right away
Drop 6+ turrets, drop 2+ sieges
Have the team rush the hive and shoot it to get line of sight
This works on smaller servers because aliens like to run off and cap as many res as possible early, and if there is say 7 aliens, 4 of them are likely to be gorges, that means only 3 skulks for y our 6-7 marines to deal with.
PS this is a guarnateed win on servers with 6 people or less, unless your team has 0 aim.
I would say this strat would work even if you marines aren't the best shots. Essentially you are using numbers and the marines inherent spawning advantage to wear down the aliens. Once the initial relocation is finished, its not that hard to get even n00b marines to run into the next room and shoot stuff. Thats what n00b marines tend to do regardless.
Needless to say you need 2+ ips for this to work. I have only used this strat prior to 2.0, but i think it would work even better now, as alien teams tend to spread out at the start and cap nodes.
*I have had some admins say this strategy is "lame" and threaten to kick me for it. But I fail to see how it is any different than an opening skulk rush against marine spawn. *
Extreme Risk, highest level
Offensive relocations only works on servers with less than 15 people or with really talented rines.
Build 1 IP
Locate main hive
Send whole team to adjacent room, example Cargo next to Fusion must be within siege distance.
Build a CC and IPs near hive
Drop a TF, upgrade to siege right away
Drop 6+ turrets, drop 2+ sieges
Have the team rush the hive and shoot it to get line of sight
This works on smaller servers because aliens like to run off and cap as many res as possible early, and if there is say 7 aliens, 4 of them are likely to be gorges, that means only 3 skulks for y our 6-7 marines to deal with.
PS this is a guarnateed win on servers with 6 people or less, unless your team has 0 aim. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
6 people or less ?
3 vs 3 then huh?
honestly though, not even 12 player servers exist much nowadays
2nd one took longer becasue we diddnt achieve 2 hive lockdown until the HA/HMG were doled out... but still relatively quick for level3 weap/armor and all 12 guys ha/hmg wins... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->