David And Goliath

relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
<div class="IPBDescription">Winning endgame stalemates</div> Let me guess, you have all three hives, all the res nodes except for one, and the marines are for some mysterious reason, still alive. Oh but it's not really mysterious at all is it? They have a massive turret farm with several electrified turret factories and campers with GLs and HMGs aiming at anything that comes close. You've sent several onos to their deaths in an attempt to break their gauntlet to no avail. Sound familiar? Well I've ran into this scenario a lot of times and I've lost some and won some. But one thing I'm starting to realize is that sometimes bigger isn't better.

Onos are simply too slow to get the jump on an entire team of trigger happy commandos that have automatic bot aimed turrets doing most of the job for them anyway.

There are two solutions to this problem that you must realize:
1. Hit them quick before this scenario happens.
<b>2. XENOCIDE. </b>

As soon as you have beaten the marines down to the point where they only have ONE stronghold left, MOVE TO ATTACK IMMEADIATELY. This is CRUCIAL if they are in a hive spot.

Now if you have the option of getting 3 hives, keep them contained at their stronghold until that last hive comes up, and when it does, <b>XENOCIDE THEM TO HELL</b>. See rule #1 and hit them before they get a chance to set up a routine. Sneak as far into their base as you can and blast as many of them as you can with skulk kibble and bits. I'm recommending you do this because there are only three ways I have ever seen this scenario won:

1. The commander got bored and recycled everything.
2. The commander was dumb and did not keep his front line fortified.
3. The commander did everything right and we resulted to Xenocide, admittedly with some backup from other classes.

Notice the third way was the only one that had to do with aliens? I've taken down heavys with Xenocide. It works because its fast and it hits hard when you time it right. It's like David and Goliath; you don't need a lot of strength if you are precise and accurate. And if everyone is doing it, there's no way the marines can stop an entire team of rushing skulks before one of them pops. And as anybody who has witnessed Xenocide knows, it only takes one skulk to kill half the team with a properly orchestrated Xenocide.

Comments

  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    Agreed, xeno also does a helluva lot of damage to buildings, it is however difficult at times to even make it through to door to marine spawn to xeno. At 3 hives acid rocket and primal scream are the way to go, fight fire with fire. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
  • Sucky_DuckySucky_Ducky Join Date: 2003-05-04 Member: 16043Members
    <!--QuoteBegin--relsan+Dec 17 2003, 01:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Dec 17 2003, 01:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Let me guess, you have all three hives, all the res nodes except for one, and the marines are for some mysterious reason, still alive. Oh but it's not really mysterious at all is it? They have a massive turret farm with several electrified turret factories and campers with GLs and HMGs aiming at anything that comes close. You've sent several onos to their deaths in an attempt to break their gauntlet to no avail. Sound familiar? Well I've ran into this scenario a lot of times and I've lost some and won some. But one thing I'm starting to realize is that sometimes bigger isn't better.

    Onos are simply too slow to get the jump on an entire team of trigger happy commandos that have automatic bot aimed turrets doing most of the job for them anyway.

    There are two solutions to this problem that you must realize:
    1. Hit them quick before this scenario happens.
    <b>2. XENOCIDE. </b>

    As soon as you have beaten the marines down to the point where they only have ONE stronghold left, MOVE TO ATTACK IMMEADIATELY. This is CRUCIAL if they are in a hive spot.

    Now if you have the option of getting 3 hives, keep them contained at their stronghold until that last hive comes up, and when it does, <b>XENOCIDE THEM TO HELL</b>. See rule #1 and hit them before they get a chance to set up a routine. Sneak as far into their base as you can and blast as many of them as you can with skulk kibble and bits. I'm recommending you do this because there are only three ways I have ever seen this scenario won:

    1. The commander got bored and recycled everything.
    2. The commander was dumb and did not keep his front line fortified.
    3. The commander did everything right and we resulted to Xenocide, admittedly with some backup from other classes.

    Notice the third way was the only one that had to do with aliens? I've taken down heavys with Xenocide. It works because its fast and it hits hard when you time it right. It's like David and Goliath; you don't need a lot of strength if you are precise and accurate. And if everyone is doing it, there's no way the marines can stop an entire team of rushing skulks before one of them pops. And as anybody who has witnessed Xenocide knows, it only takes one skulk to kill half the team with a properly orchestrated Xenocide. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Omg... That post was so gramatically correct I actually took the time to read it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Your totally right... But I've seen it won one more time, another way... Entire team was onos, we made "peace" and secretly ate them all... lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    <!--QuoteBegin--Even~Flow+Dec 17 2003, 07:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Even~Flow @ Dec 17 2003, 07:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Agreed, xeno also does a helluva lot of damage to buildings, it is however difficult at times to even make it through to door to marine spawn to xeno. At 3 hives acid rocket and primal scream are the way to go, fight fire with fire. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's definitely right. Let's amend that then.

    End game:

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> should Xenocide.

    <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> should Primal Scream.

    <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> should Acid Rocket.

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> should Web marines that leave stronghold.

    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> should devour heavies that leave stronghold.

    All these things together should prove to be a winning strat.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    You can seriously nail a while base with just one lerk.
    Setup:

    DCs just outside siegerange.
    SCs just outside siegerange
    MCs just outside siegerange
    Lerk with adren, carapace en freaking SOF.
    If you got a MC closeby forget adren and go for silcense or speed. I prefer the silence to make it even more hell.

    Spike, spike, spike, spike... heavely underestimated move. I took entire HA teams down on one hive spiking. Aslong as you got a right spot and first nail there OBS you are ok. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    Ok all that stuff is very nice BUT... What do you do when they have their last base in Satellite (ns_tanith) about 4 of the 7 rines are heavy and they have about 10-15 Turrets? WTH are you gonna do? xenocide? I dont think so without the 3rd hive. Bomb them to hell with fades? nope. Web them? nope. Charge? and a gain a no. This **** happened to me one time. 8 Onos attacking about 4 times but we werent able to get them. 2 Times all were fades and 4 times we tried it with umbrella and Onos. Unfortunately a noob built a sensory at the beginning so we just had sens and defense...

    I left the game after some time because I knew hat we wont win that way and they wont win either.

    Any good tactics for this one?
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--><!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin--D.C. Darkling+Dec 17 2003, 03:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Dec 17 2003, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> entire HA teams <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    bs
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Xeno the living crap out of everything in the base. Then hit the tfac.

    Good skulks might consider cloaking/silence and taking out the ips/tfac quickly and quietly while marines are bouncing around to xeno.

    Once the marines are half strength or so, you can rush in your other evolutions. Usually I find once you clear the turret wall, you can hide behind other marine structures and use them as cover.

    IE a fade hiding behind the armory and blinkslashing anything fool enough to try to get near. Or the aforementioned stealth skulk taking out the IPs.

    If the marines spawn back in en masse, merely retreat, rinse, and repeat. It is VITAL that once the tfac goes down, everyone rushes. The sheer chaos generated should give you all enough time to clear the turrets, with onos stomping everything they can under spore spam and gorgies going ape with bb spam on the ips/cc.


    Another, riskier solution is letting the rines leave base............. then hit the base when its half staffed. Chancy, and only to be used in those situations where even coordinated xeno hits are doing sweet FA damage.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--relsan+Dec 17 2003, 10:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Dec 17 2003, 10:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> should Web marines that leave stronghold.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bile.

    Chamber rush.

    Web rush.

    Gorges are cheap, quick to evolve into, and require minimal effort to do gobs of structural damage. With some skill, they can shut down turrets (by spamming OCs) and stop rines in their tracks (with targeted webs).

    IME, the lowly gorge, he who maketh RTs, is the key to breaking stalemates.
  • BuglerBugler Join Date: 2003-09-04 Member: 20561Members
    to be blunt, you should never really be in this situation. It's not really a stalemate as so much as a bunch of **** marines deciding to drag the game on. Theres really no point in playing when the aliens control the whole map except for marine base. I think servers need to start running plugins (or at least enforce rules)- something like; if the marines only control their base res for at least 20 min, the game is over.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    I see a problem with xenociding: Marines will get a lot of resources through RFK by killing skulks. Depending on the location, every wave of 5-10 skulks will lose half the skulks giving marines enough rez to reequip an HA. If marines are smart and pick up weapons they dropped, the commander could make a lot of rez off these attacks. Xenocide may work if actually ALL aliens join and if the skulks won't have to run a long stretch to actually hit anything xenociding... Acid rockets are better if the fade can attack structures without being hit by several people at once. Another thing i found useful is infinite blink as regeneration fade inside the marine base. I drop near a structure, start slashing, then start fliing, gaining health. I haven't seen a lot of people use that tactic with me, but i was able to take down some buildings (there were never more than 20 turrets however).
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    edited December 2003
    Well, I can say I've never really seen too many wins from an endgame marine team. Those that I have were due to stupid aliens. It's imperative that you have at least one of every type of alien at their base doors doing whatever that alien does best. Onos stomping, if possible, but if any alien was really not needed for turret farming endgames its the onos. Gets blocked by skulks trying to xeno, dies, or just dies from being a huge target. You need fades acid spamming, gorges building and healing, lerks supporting everyone else, and skulks xenoing the hell out of them.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Best way I found to destroy a stalemating marine base is to build 4-6 mc's by the main *hopefully long range* get 2-3 fades to constantly acid rocket.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    "I see a problem with xenociding: Marines will get a lot of resources through RFK by killing skulks"
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Erm, if you're cara, celer, and sof, there's no way marines can kill you before you boom them. Well, unless you're on your own and they all see you.

    TBH its rare that a marine shoots me before I boom, because celer allows me to "trigger" myself wayy outside the base, I go in along the roof to my big pile of sof sprites, and cara means i've enough armour to take a few seconds of fire - more than long enough to explode and scatter rines.


    If you've ever been on the receiving end of concerted xeno, then you will KNOW how hard it is to get a bead on one skulk when you're bouncing around like a pingpong ball.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin--lagger+Dec 18 2003, 01:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ Dec 18 2003, 01:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Best way I found to destroy a stalemating marine base is to build 4-6 mc's by the main *hopefully long range* get 2-3 fades to constantly acid rocket. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    An even better support for acid rocket is primal scream. Most underused ability ever.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    The interesting thing about this whole discussion is that it sounds like the onos should stay out of the base until the lower classes have made some havoc occur. only then should they even think about participating.
  • c0ke_for_the_lungsc0ke_for_the_lungs Join Date: 2003-12-25 Member: 24751Members
    Basically what <b>lagger</b> said but in more detail:
    This is what I recommend, and yes I know its quite a cheap way to win. Anyway if you have three hives and you're in a stalemate situation, then go build atleast 4 mcs that are near an entrance to the marines base but far enough back to be out of siege range. Then go fade, and don't forget the adren. Then continuously blast the hell out of their base with acid rockets. This is an easy way to win even if teams are uneven, as long as some bothersome heavy doesn't come along with a gl. Oh yeah incase that happens make sure to have a few dcs and scs in your little sanctuary of stamina. Now if a few lights wonder out of the base hmging, sguning, ect. then blink into them and slash em a few times (only takes 2 slashes to kill a light who's not upgraded, 3-4 if he is), but be very careful of the ol' sgun to the face, it can be dangerous to your health. If its a heavy who wonders out; play around with him a bit and acid rocket his feet, then when you've hit him a good number of times pounce on him, get 2 hits, then back off and wait for hp to regen, and repeat! Anyway back to the acid rocketing; you should be able to take out their tf, ips, armory, a few turrets, whatever. Hopefully after a while some other fade will catch on and help you out, and if not then ask one!!! Team work is the key to winning this kind of situation. Anyway try it out, see what you think.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Bases around corners are virtually immune to acid rocket spam, since GLers can easily cover the approach and nail you all.




    And yes, the onos is pretty useless at LAST STAND ASSAULTS since the marines will fight to the death, won't scatter, will be in good positions usually above ground, and the floor is covered with mines or turrets.

    Onos aren't meant for that. So you've to clear a path, thin the marines, then send the onos in to raise almighty hell.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    another thing I found very effective is the ol' battlegorge.

    while I would not pick carapace this round its a habbit of comms to put most turrets up front.

    if you can get in with a gorge (this is the big if part) and to the back you might find a spot where you can stay with regen.
    Now BB and web. if you got a clear view you can also web from great distance completely bypassing this if.

    main goal is the IP. use all your webs on the IP. then its just a few xeno skulks to get them killed. While rines are hugging your webs the others can start taking out sentries. It will take long but eventually it works cause they can't move to weld it. (you webbed)

    aslong as ppl concentrate on structures, not the webbed rines. this helps.
Sign In or Register to comment.