Stopping 10 Minute Onos.
Hunty
Join Date: 2003-08-09 Member: 19244Members
<div class="IPBDescription">How?</div> By 10 minutes im usually attacking alien RTs or trying to seige a hive.Maybe have some upgrades but upgrading adv armory by 7 minutes to counter the onos seems harsh to me.Shottys are pratically useless.....one onos can take out 4,maybe 5 shotgunners in a corridor.If they get 2 hives its umbra or stomp or both.
Your RTs simply vanish when the onos appears.Thus you dont have res to tech to ha/hmg.Trying to attack hives/alien RTs usually results in onos stomping and skulks wiping out your entire team,giving them more res to onos....
Your RTs simply vanish when the onos appears.Thus you dont have res to tech to ha/hmg.Trying to attack hives/alien RTs usually results in onos stomping and skulks wiping out your entire team,giving them more res to onos....
Comments
anyway, why wouldn't you upgrade the armory?
upgraded armory is needed for proto lab.. which is needed for HA/JP...
getting hmg early game is a great tactic against skulks and gorges.
a small team of marines..
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all equiped with hmg.. they will not see any onos.. just rush in and take the hive..
hmg is needed to take down onos.. when u take down one onos, you know you can take down the rest of the team!
<span style='color:gray'>don't listen to me
</span>
You must head out immediatly after round start and destroy all alien res you can.
If the alien team is not stupid, they will all go gorge and build 1 RT at least.
So after a while, you ll have 1 RT and a minimal base, while they ll have 6 or more RT.
If you like it or not, you ll have to destroy those to get room for YOUR OWN RT, cause maps dont have more than 10 nozzles. You need more than 4 RES to upgrade to HA.
Denying Aliens RES = Marine WIN just like the opposite Denying MArines RES = Alien WIN.
What happens to you is probably the second, cause you didnt attack their economy.
If you see lot of onoses, 2 things can happen: Either they have nothing and all were res-whorring for Onos right from start->take HMG try kill them. They wont come back again. OR your team screwed up on Eco-Attack and even if they die, they ll onos again.
If you dont wanna see Onos, kill Alien RES. 1 or 2 Onii shouldnt be problem to Equipped Squad. Take them down and let them cry.
But it usually takes me about 10 minutes to get 5-6 rts and a hive secured.
And at 7 minutes,im usually spending the res on upgrades,MT,turrets at a hive,electrifying RTs,etc....
TBH Onos aren't half as terrifying as fades.
Personally I try to gear myself up for a worse case scenario.I upgrade the armory at the 3 minute mark, at the absolute latest; remember it takes 3 minutes for this thing to finish, so at the latest you want them 6 minutes into the game; If a good player is on a streak and is just saving for Onos the entire game, this will probably be around the time he shows up, or shortly thereafter. As for the 10 minute Onos, you could probably get HA researched and be half-way through your arms lab if things go well enough, possibly stuck at 1/1 if your setback by a good Alien maneuver.
Point I'm trying to make here is that you should upgrade the armory as soon as possible, not only to open up the top of your tech tree, but also to give your marines some deadly firepower against whatever shows up unexpected. HMG's just rip everything to shreds, Onos included, vanilla marines are more than capable of taking down onos and fade with HMG's often they dont even get close enough before they die. Get these things asap, 2 minutes is ideal to begin the upgrade, 3 minutes at the latest.
It's really not that bad to see one onos. It can be dealt with, so long as the game isn't like 4v4, or to a lesser degree 5v5. 3 marines on the field will have a heck of a time against an onos. Two onos, or an mix of onos, fades, lerks, and gorges will cause much much more damage and give you very little chance to stop them.
HMG's are by far the most effective gun against cows. If you don't have the armory upgraded 10 minutes (!!) into the game, then you messed up. You don't need HA to hand out HMG's, as you seem to imply.
The best way to stop 10-minute onos is to go after aliens res nodes all the time and upgrade your Marines (less RFK). I don't really have a problem with this and I think that those who do are either lacking in their comprehension of the game or playing alien-biased servers (where all teh good players go alien).
Anyhow, taking down oni isn't as hard as it seems. You just need people who can shoot - 3 marines with lmgs who place themselves nicely can shoot the hell out of the onos and then pistol him to kill him.
The other way is to use an onos trap. 5 mines placed on the same spot do the trick. While not completely killing the onos, I can tell you that it will run as fast as it can - and away from your spawn. Also good for killing fades. The biggest problem with this is that 1 skulk will detonate all 5 mines at once too. So it has its good points, and its bad points.
In my opinion, I believe that the armory should be the first upgrade that you start - before an arms lab is even built. And I generally start it after I have 4 total resource nodes, 2 of which are electrified. Given decent marines, you will have this happening by the 3 minute mark, if not hopefully sooner.
But then I love to rush jps ........
Don't research Motion Tracking. Hopefully your marines will learn to be alert and take advantage of their speakers. And the kharaa won't use Silence.
Don't hand out too many shotties. Personally, I prefer to hand out at least one if I expect my marine team to move in a group, because one shotty with a group of lvl 1 armor marines does wonders. And a welder to pass around. Using this, you can take out kharaa res and stop that Onos from coming so fast.
Don't electrify unnecessarily. An electrified res node costs the equilavent of 1 HA + Shotty + Welder. In addition, 30 res could be used to help build your Proto, or upgrade the Armory.
Keep kharaa res under control. Unless kharaa have too many OCs at each res node they have, don't let those res nodes stay alive. If one or two of your marines have to do a suicide rush on it or two, that's ok. RFK for two kharaa is better than a res tower for their entire team.
By 4 minutes they had an 3 OCs and 2 DCs at the left exit of our base(from commander's view).They had some 10-15 kills by this point.They also had 4 rts.
So around 9 mintes i had alpha locked down,los paranois,eternal requiem and external overlook electrified.By this time aliens also had 2 hives.When onos appeared i gave out 4 HMGs...we had 2/1 upgrades....so i sent the team out,they bumped into the onos,4 hmgs and 1 shotty and 2 lmgs lost to that onos.How?
All he had to do was spam stomp while the fade went round happily slashing.
Thats right all he had to do was spam stomp and 2 aliens beat 7 marines,of which 5 had advanced weapons.
I've done the same thing myself only with a gorge healspraying onos stomp victims. Once they're all single file or tight together you can spam stomp and laugh yourself silly.
I don't see it as an exploit, more sort of "this is what happens when you cluster".
and marines should never clump, becuase friendly fire for clan matches, plus stomp will get you all
By 4 minutes they had an 3 OCs and 2 DCs at the left exit of our base(from commander's view).They had some 10-15 kills by this point.They also had 4 rts.
So around 9 mintes i had alpha locked down,los paranois,eternal requiem and external overlook electrified.By this time aliens also had 2 hives.When onos appeared i gave out 4 HMGs...we had 2/1 upgrades....so i sent the team out,they bumped into the onos,4 hmgs and 1 shotty and 2 lmgs lost to that onos.How?
All he had to do was spam stomp while the fade went round happily slashing.
Thats right all he had to do was spam stomp and 2 aliens beat 7 marines,of which 5 had advanced weapons. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ah, they must have had TeamWorkHax 7.8 installed. Damn those cheaters.
Those never work for me. Help <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Also, lost is a horrible map for Marines due to the design, I admit that, but having 7 Marines move in a way that allows them all to be stomped by one onos, that's just silly. Something tells me this was in the Cooant area, very aliens friendly part of the map.
use all them nice conveniant vents to the hive to your adavantage, and while two jpers attack the hive your building a seige and phase just outside
XD
Also, IME, a regen cow is much more dangerous than a redemp cow at this stage of the game, but that is a difference in style, I guess. Still, I have been in a number of situations in which we would have lost the game if the onos attacking us was a regen cow instead of a redemp cow. The reverse never happened.
But in all cases the marines *must*must*must* know where the onos hitbox is. This can't be stressed enough. It is not hard to take down an onos once you know where to shoot.
Run backwards in a staggered line : Never works.Been on both sides of this situation.Never ever works unless this is a big fat open area.Corridors are death to marines once they get an onos and 2 hives.
Onos can come at 6 minute mark, not 10 (in 6v6 game = standard CW) and fade.. yes 2 minutes is possible :-)
I don't recomend electryfiying too much for these reasons: you loose 30 res, RT has to work for 3 minutes to pay itself off, and usually after 3 minutes fade/gorge/onos comes and kills it no matter of electricity. It's good sometimes but hard to recommend in games with less than 20 people or with good aliens.
Concentrate on teching up, give majority of res to marines, not into useless buildings like turrets, which are wiped out by single onos. So tech up and if you see hive growing go kill it, single hive onos is harmless - as well as other single hive aliens..
This works a treat placing the mines on top of each other makes 10 mines look like 1.
Along comes a <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> then BOOOM dead onos <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
And you tell me marines are disadvantaged in corridors?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Tight packs protect marines from skulk ambushes but are not good when it comes to Onos, webs, spores even umbra. Your squad should be in an appropriate position depending on the enemies they plan on fighting.