Uber Caged Strat

StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
<div class="IPBDescription">Relocate , rack up res and crush hives</div> I witnessed this strat (as a marine) on Roob's server , Tankefugl was the comm. Aliens started on Generator probably.

We were immediately ordered to go to Processing , predictable you say ? Wrong , we halted just before reaching the double res room and headed towards Purification. The CC was dropped near the weldable grate - as the grate isn't transparent anymore , aliens were clueless. IPs and other stuff were piled in that small space outside the weldable grate. The comm split us into 3 squads (we were around 8 marines) , we took the double res with ease (they got elec'd) , then went for the Aux Gen while others were capping nodes at Sewer.

After quite a bit of skirmishes here , we noticed that the Ventilation hive was up so we proceeded to strike it en masse after welding the entrance open , and the hive fell under the combined fire of shotguns and sieges. The number of shotguns and proximity to the IPs made it nigh impossible for the aliens to defend their hive.

A few unimportant things happened , the onos we remotely heard when sieging the hive destroyed the double res. A gorge set up a massive OC nest here , but it couldn't hold a whole team of shotgunners obviously.

The aliens were still tricky , and managed to drop the Sewer hive. With a tight control over Purification , a TF was dropped to siege it , purposely. But HAs were already raining (side effect of 2.01) , and we stepped on the alien's premises , everyone holding simple lmgs and welders with arrogance. Staggered HA outfitting is a cunning strategy , your boys don't rambo off and are forced to keep welding each other. In fact , their welders is their best all around weapon.

Well , the remaining shotguns made short work of the Sewer hive. Aliens rebuilt the Ventilation hive , this time it stood no chance whatsoever , as it was a mere step before the Generator hive. I barely had the time to see the hive before it exploded.

The aliens were good players , they weren't any less organized than us probably. But if a marine team can strike objectives hard while remaining near vital structures , the aliens have a very difficult game. This strat exploits the Caged layout , it has 2 phases :
1) Cautious expansion from the relocation spot , claiming nodes and keeping the strategic chokepoints clear of skulks , lerks and gorges.
2) Attacking hives , with a shotgun/siege combo for Ventilation or Sewer , and phase gate / HA combo for Generator.

With a smart comm and obedient soldiers , the marine team is unstoppable on Caged. It might become the next Mother Interface relocation , and the aliens badly need to devise effective counters against this strat. They have little hope on 8vs8 games.

Comments

  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    It's amazing how durable even LMG marines with HA are. I got a bit scared there, because I could not rely on respawning as a major part of my base defense ... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    But it was a good game -- the aliens countered our massive res expansion pretty good, and when vent hive went down, we were down to 2v3 rts. My competent marines turned that around, of course.

    It's not an unbeatable relocation. Not by far. The massive rt expansion grows at the expense of early base defense, and a combined rush of skulks to the relocation spot just after the 2 minute mark could eliminate the entire marine game. However, after that initial rush, the aliens seem to go on to other things: Drinking tea, eating cookies, putting down res towers, and playing checkers.

    And, there is another similar great relocation spot on caged that somehow go unrelocated most games ... Anyone care to guess where?
  • davidsansomedavidsansome Join Date: 2003-02-07 Member: 13228Members, Constellation
    <!--QuoteBegin--tankefugl+Sep 23 2003, 11:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Sep 23 2003, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And, there is another similar great relocation spot on caged that somehow go unrelocated most games ... Anyone care to guess where? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I tent to relocate to the spot just under the little vent at Purification Station leading to Upper Sewer. It gives you good access to double res, vent hive, and sewer. I can see how the above strat could work better though...

    Nice one tanke <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--davidsansome+Sep 23 2003, 07:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (davidsansome @ Sep 23 2003, 07:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I <b>tent</b> to relocate to [...] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No pun intended? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    A weakness of this strat though is that if the aliens get coordinated they can knock ur RT's out as relocating to the weldspot u are pretty far from ur nodes.

    Nice spot to relo too though as only really one entrance till u wanna open it up. If the aliens were a bit faster at the start by taking ur nodes out it coulda been countered, but this is only from what i know of the map, i wasnt in the game so i cant say that wouldve worked completely.

    Just curious what upg did the aliens have??

    - RD
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Stakhanov+Sep 22 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Sep 22 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In fact , their welders is their best all around weapon.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The welder can no longer be used effectively as a weapon. It does a measly quarter of its 1.04 damage. The knife is more threatening, but doesn't repair stuff (naturally).
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