Horrible Stalemate
Deckard1
Join Date: 2003-01-10 Member: 12127Members
<div class="IPBDescription">what would you have done?</div> Alright, here's the scenario. The map is tanith, I'm on aliens and as usual we go defense chambers first (we started out in fusion BTW). We are doing pretty well at first, killing plenty of marines and securing satellite for our second hive. Eventually we figure out, however, that the marines apparently relocated mid game to the ledge where the RT is in waste handling. We managed to take out marine start res and all their nodes except for West Acess and the one they had in waste. Now, we have a second hive and shitloads of res now, but somehow the marines managed to get heavy armor and weapons in their little roost. Since some gorg dropped sensory instead of movement as our second chamber, we pretty much just had defensive chamber stuff and cloaking or scent of fear to go after these marines, who were ironically shotgun whoring like mad. That said, we suddenly realized that it was going to be damn near impossible to kill the marines. Onos couldn't get in waste through the two corridors without being wasted, let alone get up the ladder. Skulks wouldnt' last two seconds, and lerks would do little against the heavy armor. Fades might have held a chance had we had adrenaline for their blinking or celerity, but lacking that as well as a third hive (xenocide would have owned those marines) we were stumped. Needless to say, after about 15 onos deaths the marines sieged fusion from the vent and went on to win the game. Grrrr....
Any thoughts on what we could have done??
Edit: **** why did I post this in this forum??? Any mods care to move it, pretty plz <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Any thoughts on what we could have done??
Edit: **** why did I post this in this forum??? Any mods care to move it, pretty plz <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
Lerk umbra, concentrated fade and onos rush (all at once, no hanging back) with gorges just outside to quickly heal/drop dcs nearby. Expect a few deaths, and you may not even succeed. Also, you need a ton of teamwork, which is lacking on pub servers, AND you need to keep any marines from escaping. This is also why you never let marines get Waste handling hive.
Option 2:
Kick the **** who put sensory, then proceed to lose the game.
Option 3:
F4.
And of course send in some Fades. Whatever defense upgrade it has doesn't matter because concentrated fire can kill Redempt Fades.
And of course, if you have 3 hives, you have the option to xenorush them, and respawning won't be much of a problem. Another option is to make use of the Fade's Acid Rocket's pushback effect <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
2) Umbra rushes.
OR:
Camp outside their base. Sooner or later they will get as bored as you are and come out. Goodbye heavies. Notice: it is a lot more fun for rines to kill aliens, than it is for aliens to constantly die (so just F4 or wait outside <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
...'Course, team-work can do wonders... Vain hope on pubs...
Anyhow, this situation sounds similar to game on NS_mineshaft, the marines were in Engine room Hive (i think that the name I can't recall). Its very easy to defend as far as tha marine are concerned. I was on the marines incedently, and quickly we started to get our collective **** handed to us. We escaped destruction barely by relocated to said hive and setting up some last ditch defenses. We managed to hold out for a VERY long time, not without a good amount of constant fighting. Eventually, the Comm saved up enough rez to equip everyone with HA and some weps. The aliens give us a few minutes break while they regrouped and we tried and go to another hive to kill it. Unluckily for us, the aliens were one step ahead of us. Halfway there 6 cloaked onos' stomped and devoured most of the HA train then gored the rest. Then they charged to our base and beat the snot out of it and us. So next time try letting some of the marines get out to weaken their home base. Ideally you should devour the HAs to keep them from respawning and fighting as quickly. If at all possible kill the marines outside of their base so they can't recover their weapons as easily, every rez you cost them counts in the long run.
The first thing to d ois realize that no matter how many res they get from that one tower, they won't get any better equipped. Anyone you happen to kill will be worth is as they get more than the res back from destroying your little parade of fade/onos. So stay the hell away. As someone else said, you should have 2 onos at every exit to stop the HA trains (and if you have many players, a lerk wouldn't hurt as they'll all be at least slightly dammaged, so they'll group up to weld each other
-First things first, everyone should have cerility and carapice, don't bother with sensory
As for the attack:
-2 Fades one lerk rush in and split up to distract fire. Don't even try to kill anyone. The lerk gets off a few quick spores, making the marines cluster up.
-Single onosgoes in with Stampede in order to absorb fire and give the others time to get close. If you're lucky you'll get one killed right then.
-3 Onos follow up with paralyze, and that's ALL they do. As ne goes down, the other takes it up. 2 lerks come in with them and EMPTY their res for spore attacks to kill the marines(marines will instinctively fire at the Onos)
-The pair of lerks can fly over them and take out the lot with spores, assuming that the marines' fire is EVENLY DISTRIBULED AMON THE ONOS. (remember that I'm assuming that they'd be grouped up in order to weld each other, so each spore launch would affect EVERY marine)
-By the time they respawn, the 3 onos/2 fade will be skulks- run in and swarm the spawn points to kill any marine before they can get their HA.
-When the lerks go down, they would presumably have enough res left to Fade, but don't bother with upgrades (well, maybe carapice)
In the end the marines will be down, and you'll probably lose 10 players and 600 res, but hey- if each marine has HA, HMG, and welder, they'll lose every life and 25 res per marine (with only one res tower that's BAD). So the key to winning is basically to be as well co-ordinated as if you had a commander. just explain the strategy loosely to all the players and they should go along with you!
The first thing to d ois realize that no matter how many res they get from that one tower, they won't get any better equipped. Anyone you happen to kill will be worth is as they get more than the res back from destroying your little parade of fade/onos. So stay the hell away. As someone else said, you should have 2 onos at every exit to stop the HA trains (and if you have many players, a lerk wouldn't hurt as they'll all be at least slightly dammaged, so they'll group up to weld each other
-First things first, everyone should have cerility and carapice, don't bother with sensory
As for the attack:
-2 Fades one lerk rush in and split up to distract fire. Don't even try to kill anyone. The lerk gets off a few quick spores, making the marines cluster up.
-Single onosgoes in with Stampede in order to absorb fire and give the others time to get close. If you're lucky you'll get one killed right then.
-3 Onos follow up with paralyze, and that's ALL they do. As ne goes down, the other takes it up. 2 lerks come in with them and EMPTY their res for spore attacks to kill the marines(marines will instinctively fire at the Onos)
-The pair of lerks can fly over them and take out the lot with spores, assuming that the marines' fire is EVENLY DISTRIBULED AMON THE ONOS. (remember that I'm assuming that they'd be grouped up in order to weld each other, so each spore launch would affect EVERY marine)
-By the time they respawn, the 3 onos/2 fade will be skulks- run in and swarm the spawn points to kill any marine before they can get their HA.
-When the lerks go down, they would presumably have enough res left to Fade, but don't bother with upgrades (well, maybe carapice)
In the end the marines will be down, and you'll probably lose 10 players and 600 res, but hey- if each marine has HA, HMG, and welder, they'll lose every life and 25 res per marine (with only one res tower that's BAD). So the key to winning is basically to be as well co-ordinated as if you had a commander. just explain the strategy loosely to all the players and they should go along with you! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I wont flame you, since your first sentence in that post is youve NEVER been in that situation... but i will say..... i have.... several times.... and.... NO...
The only time its really a problem (huge stalemates) is waste.. and its being fixed in 3.0
For now... DONT RUSH IN THERE.... i know its boring.. but STAY OUT... LET EVERYONE ON UR TEAM TECH UP TO ONOS/FADE/LERK and just wait...
THEY WILL COME TO YOU, since around 4/5 of thier res WILL come from alien RFK when they are turtling like that on one res....
Wait in the two long hallways outside the hive, and be cloaked... if the marine doesent scan, you can devour like 6 of them and stomp gore the rest.... rush in... one by one up the ladder until the blocking turrets are down (lose maybe 3 onos) then the remaining ones will die...
ANother tactic is to have regeneration onos rush in and SPREAD OUT...... ALL marines will fire, not concentrate fire, and you may lose 1-2... but then you have time to rush up and take out some **** while the whole team reloads....
The key thing is DONT start doing this stuff after an hour... by then they have 8-9 heavies, all HMG, full upgrades, and a huge turret farm..
Do this immediately as soon as they try to start locking thier base down like that....
The key is communication....
Even most of this stuff doesent work barely ever, but ive been in this situation quite a few times, and these are some of the more effective strats ive seen....
~Jason
The first thing to d ois realize that no matter how many res they get from that one tower, they won't get any better equipped. Anyone you happen to kill will be worth is as they get more than the res back from destroying your little parade of fade/onos. So stay the hell away. As someone else said, you should have 2 onos at every exit to stop the HA trains (and if you have many players, a lerk wouldn't hurt as they'll all be at least slightly dammaged, so they'll group up to weld each other
-First things first, everyone should have cerility and carapice, don't bother with sensory
As for the attack:
-2 Fades one lerk rush in and split up to distract fire. Don't even try to kill anyone. The lerk gets off a few quick spores, making the marines cluster up.
-Single onosgoes in with Stampede in order to absorb fire and give the others time to get close. If you're lucky you'll get one killed right then.
-3 Onos follow up with paralyze, and that's ALL they do. As ne goes down, the other takes it up. 2 lerks come in with them and EMPTY their res for spore attacks to kill the marines(marines will instinctively fire at the Onos)
-The pair of lerks can fly over them and take out the lot with spores, assuming that the marines' fire is EVENLY DISTRIBULED AMON THE ONOS. (remember that I'm assuming that they'd be grouped up in order to weld each other, so each spore launch would affect EVERY marine)
-By the time they respawn, the 3 onos/2 fade will be skulks- run in and swarm the spawn points to kill any marine before they can get their HA.
-When the lerks go down, they would presumably have enough res left to Fade, but don't bother with upgrades (well, maybe carapice)
In the end the marines will be down, and you'll probably lose 10 players and 600 res, but hey- if each marine has HA, HMG, and welder, they'll lose every life and 25 res per marine (with only one res tower that's BAD). So the key to winning is basically to be as well co-ordinated as if you had a commander. just explain the strategy loosely to all the players and they should go along with you! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Spores dont effect Heavy armor.
My suggestion = Gets lots of onos and rush up. Out hp them. Dont move in until all of you go onos.
Lerk umbra, concentrated fade and onos rush (all at once, no hanging back) with gorges just outside to quickly heal/drop dcs nearby. Expect a few deaths, and you may not even succeed. Also, you need a ton of teamwork, which is lacking on pub servers, AND you need to keep any marines from escaping. This is also why you never let marines get Waste handling hive.
Option 2:
Kick the **** who put sensory, then proceed to lose the game.
Option 3:
F4. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
heh
I lik that
This <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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-->
became this <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
1. Make sure they don't have an observatory in Waste Handling. Siege Turrets suck too.
2. Sneak into Waste Handling (while cloaked) and build a sensory chamber out of the Marines' line of sight. It will cloak when complete. (Alternatively, have another sensory chamber outside the room to cloak the one you are about to build.
3. Wait until the Marines are distracted, and build the hive. It will appear uncloaked, and any turrets in the area will fire on it. Fire on the turrets to distract them, or get some teammates to present themselves as targets, and the hive will have a chance to cloak. Once it is cloaked, it will not be targeted.
4. Wait until the hive is complete, then build 3 MC elsewhere. Have fun with Xenocide.
It's incredibly risky, and if a player on the Marine team catches you doing it you won't get a second chance, but at least it's something to do besides hit F4 when--gasp, horror--you're stuck with a SC.
How did they get mass ha/shottys and 3/3 on 2 rts anyway....it takes freaking ages.....10+ minutes to do it......
Btw if they were LA and on the waste plateform,what was stopping lerks from flying in via the tunnel entrance(the one nearest to hte waste hive),spam spore at the ledge where all the marines are stuck,fly back out and repeat?
It's risky but if every single person is onos/fade and has 100 resources in reserve, it should work easily. Let them destroy the hive (as in, don't kill that one marine knifing the hive) then all attack their outpost or HAs and rebuild the hive. Drop MCs and go on winning the game (easier said than done ).
3 onos and 2 fades and 2 skulks hide out in West access and DONT MOVE AT ALL....(dissappear from mt...)
Big huge heavy train rushes out towards fusion (remaining teammates go over leave one base guard) we have one fade and one gorge and 2 skulks defending over there...
Just as they begin to build phase, the other half of the team rushes in... takes out the turrets blocking the ladder and proceed to annihlate the comm chair..... phase goes up and marines phase back, but aliens get the cc down....
Eventually we whittle them down and win...
THe idea is to counter the concentrated fire by willpower...
If you dont go in... they WILL come out... its as simple as that
why face a wall of HMG/HA when you can let them come out of base... spread out... then do a concentrated assault on THEM (similar to what they do to YOU in a lame base situation)
~Jason
I much prefer bleeding them out before a big rush to base, but I've always to be aware that SOME commanders will continue to lame up their base "just to be sure" and may in fact turret crawl their way to the hives.
I tout "let them out" as a good strategy but I just want to say that its not a guaranteed way of breaking some stalemates.
~Jason
Here it is - Don't break out unless you have a plan. Running out and hoping to secure a new base "anywhere" will not work. Plan it in advance, sneak out at least one scout to find a safe area, and then rush out en masse.
Make no mistake, at three hives the aliens will KNOW where that scout is and probably be closing in on him, so if you CAN do it, if the server is BIG enough, send out more than one scout and choose the best of the two (or more). Then start building the new base. Rush straight from it to a hive. Kill said hive.
If you break out, it must be absolutely decisive or aliens WILL infiltrate the old base and surgically hit the TF or IPs. Relocating and relaming will not work unless the aliens are deranged and have decided to camp in your old base just to kill every last turret.
Other, clever breakouts involve using the BACON. Or beacon, hehe. That'll send everyone back to the original spawn. Its not great, but its a lot faster than trying to break out past a dozen onii. Send a scout to check out the original MS for chambers, and then sound the alarms.
All of these are desperation tactics, but thats ok because if you're lamed up in spawn then the overwhelming odds are against you. Storming out as heavies does not always work, not against competent aliens. Go for a decisive breakout and rush STRAIGHT to the hives or nodes and cut off the alien supply. If you can keep them starved, then every kill WILL count. If they have all the nodes, killing an onos means nothing as he'll very likely come right back. If you hold most of the nodes, that onos will come straight back ONCE and then after that he should be back to scrounging for res like the others.