Decisive Strats

BurncycleBurncycle Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
edited September 2003 in Frontiersmen Strategy
Some people have the mindset that the best way to counter the onos is to end the game before the onos ever becomes a threat.

GG.

Given the weakness of marines in this version, what decisive moves can marines make?

I remember starcraft we had build orders to quickly crank something out. Difficult to do in NS, but still possible.

Alot of it depends on player skill. If you have good cohesion you can do riskier things with more chance of success. So what, in your opinion, is the best mix of decisiveness/risk?

-Relocate near their base and take it out with LMG's
-Shotty Rush
-Shotty/offensive Mine Rush (mines at hive)
-Shotty/Defensive mine rush (mines at base)
-Shotty Rush with a base guard
-Seige Push

If there are any more, feel free to list them. Which, in your experience in the latest version, are generally more successful?


Micromanaging: Should this be done? Assuming the marine team successfully get to the enemy hive, should you just leave them be, dropping ammo and meds, or should you order them to do something specific? Like 1 guy hit the hive, while the rest only shoot aliens as they spawn? TOO many times I have seen an entire team of 6 die because a skulk spawned and they were too busy shooting the hive than to turn around and shoot the skulk...

Comments

  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    edited September 2003
    One method that is pretty risky but highly effective is to pretend you're going for a long game, that is getting resource towers and everything. Once you have phase tech send one or two ninjas to thier hopefully empty hive and drop shotty at base, then once the phase goes up phase in and take the hive down in seconds. It all depends on the stealth skill of the marine and whither or not aliens are dumb/smart enought to build stuff in their hive. Hopefully the hive will be down before lerks come. But I think 5 6 guys with shotguns won't even need more than 16 shells each for the hive to be down.
  • Insanity_GizmoInsanity_Gizmo Join Date: 2003-05-05 Member: 16072Members
    edited September 2003
    In replying to Chia-ono, The one major flaw in that tactic (even is just about everything else goes perfectly) is that the later in the game it is, the more likely there is to be a few gorges with 38 res wating at the next hive location. And of course, once you pull a stunt like that, There'll be at least one person throwing down OCs next game.

    Edit: Ooh, I got the Beast rank.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Actually, dropping a load of shotguns at the first onos-encounter seems to work pretty well. It's pretty easy to kill the first onos, since he won't have as much support, but you're in trouble if there are more than one in an area. After that, you've still got a few shotties left over to cause trouble with.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    If its a hoarder onos, you can shotty him to hell, or mine with impunity, since he'll likely be ramboing.

    Once it comes to second hive, chances are its a moderately intelligent onos player. Mines will still work, but shotties get risky because of stomp and the likelihood of half the team running in abject fear.

    I dunno so much about weakened marines, certainly in the latest version I see a lot of alien teams getting destroyed through poor alien teamwork.

    Chances are if you rush the hive, the onos won't go back to defend. That *can* work in your favour, especially if you've previously relocated. Attacking a rambo hoarder onos isn't entirely wise, as they almost always have redeem, which'll send them to the hive you're probably attacking.
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    Rush JP HMGs and hold nodes, or PG and keep putting constant pressure on their hive.
Sign In or Register to comment.