My Pub Strategy
BOBDolol
Join Date: 2003-10-04 Member: 21431Members
<div class="IPBDescription">thoughts?</div> So here's my comm strategy for pubs. 1 ip, 1 armory, 1 tf, 3 turrets(Yes i don't trust pubbies much). I send my troops to just cap me res and go alien rt hunting. After capping 3 rts or so(no electrification), I'll drop an obs for phase tech, and upgrade the armory. I'll try to get a phase gate up at an important location(like generator for ns_nothing, temperature control for ns_lost, south loop for eclipse), while pressuring the aliens by constantly attacking their res. Then I'll get some upgrades, and drop a proto for heavy armor. My troops will continue pressuring the aliens as I save 150 res for a HA train to one of the alien hives, and depending on what they have in the hive I'll decide whether I want to siege or not.
It works most of the time, the only time it doesn't work is when you get stuck with a team that dies to 2 skulks :/. I'm really amazed with how effective the phase gate is though, in the past I don't use it at all. I just get rts up and electrify everything, which doesn't work so well against a competant alien team with players that know how to fade.
Oh well, any thoughts, suggestions and whatnot?
It works most of the time, the only time it doesn't work is when you get stuck with a team that dies to 2 skulks :/. I'm really amazed with how effective the phase gate is though, in the past I don't use it at all. I just get rts up and electrify everything, which doesn't work so well against a competant alien team with players that know how to fade.
Oh well, any thoughts, suggestions and whatnot?
Comments
Also remeber, that when the aliens res go down, and they start looking for other places to build, your RTs will go down as well.
In general, against an organized alien team, sending people out to "hunt res" is not very smart.
I would rather see one big group and one smaller, where the smaller go capping nodes on the far side of the map, while the large does the mor important fighting. I find this to work much better than having people wonder around aimlessly
Still this is what i usually do on pubs, hold onto as much res as i can while teching upto heavies then getting a rambo to put up a phase outside a hive.
for start its 1 ip tf armory, up grade armoy, zap the tf.
all the rez is spent but more is on the way as long as they get out of base. some one says fade sg time. some one say onos hmg time. if they set up wol gls r ready to go. after a few upgrades and a few rts up drop mines around base.
i dont give many orders and i dont give genral way points. giveing waypoints has a way of saying im over here kill me. if some one needs waypoint i give him one.
this works well if your reins work as a team (as they should) and can kill (if not it was game over anyway).
I would love leaping with a silence cloaking skulk, but people refuse both those chambers very much nowadays...
imho, early tech rines own early tech aliens. take advantage of that and just keep pushing their RTs. around the 4-5 minute mark, the morale of the aliens goes down by several orders of magnitude, then youjust pg outside their base, and sg yer way in.
but yes, in a cautious game, a large contigent attacking with a smaller group capping rts is effective, i find.
EDITEDIEDIT: Btw, the point of this strategy is also to prevent aliens from getting res, and constantly pressuring them so they won't have time to attack my RTs. When they hear a resource tower is under attack, they have a choice of either finishing off MY resource tower or saving theirs. And IMO, killing an alien resource tower hurts much much more than killing a marine resource tower.
I would do that but most pubbies I know don't know **** about laying mines.
as soon as you go on defence its game over most of the time. lots of times we will cap many rts and then all seem to stop and mill around base. if your com kick em, tell them to find anything and kill it. this keeps the other team from killing your rts.
edit.
if you dont trust them to place the mines in good spots wate till them leave base and hop out and drop them your self (kind of risky. u mite be killed or some one may spawn and hop in the cc)
you guys are right about not locking down hives. i only ever do this when going for a two hive lockdown :>
One strat i would like to share however is the 'Giant turret farm' strat. It works surprisingly well considering how turret farms have fallen out of favour recently and is great for pubs so i think everyone should give it a shot. Basically you just find a random spot in the middle of the map (a spot where alot of traffic goes through but isnt neccessarily a chokepoint) and lay down a massive turret farm (wall off all the entrances/exits with heaps turrets). i did this in 'temperature control' (i dont remember the name of the map. ns_lost perhaps?) early in the game and it completely SCREWED the alien team. They had Cargo hive and later got alpha but for they whole game they were crippled. even though this spot wasnt a complete cutoff chokepoint, they didnt get to equilibrium or even that side of the map AT ALL which pretty much granted me the 4 res there. By the time their second hvie was up i had a phase and armoury at temp control and my marines pushed into Cargo by themselves, killed the hive with their lmgs and grabbed me another 2 res. they managed 2 onos the whole game and both were stupid enough to try and kill my turret farm only to get ambushed and killed by a single lmg rine on both occasions. i teched up completely and it wasnt hard to finish off the final hive but it really amazed me how they aliens were completely screwed over by a single turret farm (well a large one at that) but anyway try it out _b
as soon as you go on defence its game over most of the time. lots of times we will cap many rts and then all seem to stop and mill around base. if your com kick em, tell them to find anything and kill it. this keeps the other team from killing your rts.
edit.
if you dont trust them to place the mines in good spots wate till them leave base and hop out and drop them your self (kind of risky. u mite be killed or some one may spawn and hop in the cc) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I don't do that clutter-buildings-near-tf-and-electrify thing anymore. Things get sort of... cluttered, and bile-bombing and mines splash damage will mess some stuff up. Skulks could easily just spawn camp my electrified base with regeneration upgrade, forcing my rines to come back to defend base. Why not just build 3 turrets instead? I mean it costs the same, yet it doesn't have a big as a weakness later on in the game...
thats not a good idea. why let that res sit in the bank when you could have 2 has terrorizing the aliens? a rule in ANY rts game, dont let money sit in the bank. it could be doing better things.
start off equiping the guys who can really use the guns - those guys with clan tags who flood the screen with skulk kills. those guys will stay alive until you can give the rest of the team stuff.
a few early shotguns can also be good. a good shotgunner won't let the skulks touch him and will give you lots of rfk. and shotguns take down rts fast.
1 IP, 1 TF, elec TF
OR
1 IP, 1 TF, 6 Turrets
Then i send ALL of them to a wp to cap an Res Node that is outside a hive (after listening for which hive is theres of course) then I send them into the hive, then to another RT on the way to a 2nd hive, then to the RT inside that hive, then the one just outside that hive.
I then elec all the rts and build a 2nd IP. Unless the mariens are REALLY bad pubbies then you should hav 3 mariens left in a game of 12v12. I tell that group of marines to go hit the Double Res on the map, and if lackign that half go to the first hive we put an RT in, and the rest to back up those in the 2nd hive. I lock both hives with 4 turrets and a tf and then build 2 arms labs and an armory, up the armory right away, get an obs with pgs then motion (as fast as possible) and then tell half to defend certain locations and have the rest try to get to the alien hive.
Now I played like this 4 times today on 3 diffrent pubs. I won 3 of the games (2 on 1 server). Most of the time we lost maybe 2 rts and on 2 of the games (one we pulled through the other we didnt) the aliens managed to get a fade adn take one of the hives. By 15 min in the game there was lvl2 guns and armor, and an advanced armory and almost motion every time. As long as they are in large groups pub marines can survive with a bit of a med spam ( i dont spam, i "strategically drop Medpacks around a marine when enemies are in sight" =D).
Its pretty fast paced and most people when I tell them to do it like this say something like "Oh well that nubbish" or "they are too nubbish to pull it off". Thats why they are in one group. I also had about 4 rambos out of my 11 troopers in most of the games. The HA train came up fast. And the one time we lost we had lvl 3 and adv armory and a half built proto. Only reason we lost that is cause for the first 6 min of the game i only had 3 guys out of 10 doing what I told em. the rest ran around.
Anyways there ya go. Hope that helps a lot of people cause pubs are just old now that I dont suck.
-Red
here's mine:
on a ANY pub server running a NORMAL (non-custom) map ... join the ALIEN team!
no seriously tho, pub marines can never get organized enough to crush a decent, semi-veteran alien team on a normal map where res is EXTREMELY limited.
I love playing normal maps on clan servers with vets and regs
I love playing custom maps (like ns_siege007 or ns_siege005returns) on pub servers ... u basically have unlimited res so lots of epic battles occur <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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OMG BGH MONEY MAP JOIN NOW!
Limited res is good, aliens with no res=no higher lifeforms.
Of course pub marines will lose to 'semi-veteran" aliens. To be honest, I don't hop into the chair when I see server regulars and clanners on the alien side, and pubbies on the marine side.