3.0b3 Co_ Map Tactics
semipsychotic
Join Date: 2003-07-09 Member: 18061Members
<div class="IPBDescription">almost a public service announcement</div> I just played an ok game of 3.0B3 on a co map. Now, before this thread erupts into a "co sucks" fest, listen to me. CO is going to get really fun if you listen to me.
Everyone, stop JP rushing.
In the days of 3.0B2 yore, the JP rush was an effective way to end the game swiftly unless the other team had that pesky lerk, in which case the game would last a minute or so longer. I know from firsthand experience that losing to one fool weilding a JP and an HMG is a lame way to go. Now, the most important part of the 3.0B3 changelog:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Fixed bug where heal spray wasn't working for many hives<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
supplemented by this:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Reduced mine health to 20 (so gorges can easily take them out with spit and marines can detonate them in combat with FF)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What does this do? It almost kills any chance of an entire alien team losing to a John Rambo wannabe. How? Well, now, there's an incentive to go gorge. If the webs and partial healing abilities weren't enough, now the gorgies have full healing abilities and a minesweeper effect.
Firsthand experience reference #1: two gorges alone can keep the hive well above 70% health amidst constant pressure from JPs with heavy weaponry, as long as the aliens are covering them.
Firsthand experience reference #2: the jetpacks don't stand a chance against the two gorges even if they shoot the gorges first. They just get caught in the webs and tumble to the ground where death awaits in the form of very nasty xenoforms.
Firsthand experience reference #3: the marines didn't last too long when we got that Onos. The game was over after 40 mintues of constant action. A fun game, but an example of failed tactics nonetheless.
Firsthand experience reference #4: The rambo JPs didn't last a second. When the team brought two or three people in, they lasted a few seconds. The sporadic nature of JP rushes ensured us, as it likely did for many alien teams today, that we would be able to heal the hive up before the next little cluster of marine rushes came along.
If those marines had gotten HA and/or more HMGs and put their effort into one massive charge, we likely wouldn't have survived.
The conclusion, and message to all combat marines: the JP has now become a method to get to the hive, not to take it down singlehandedly.
Everyone, stop JP rushing.
In the days of 3.0B2 yore, the JP rush was an effective way to end the game swiftly unless the other team had that pesky lerk, in which case the game would last a minute or so longer. I know from firsthand experience that losing to one fool weilding a JP and an HMG is a lame way to go. Now, the most important part of the 3.0B3 changelog:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Fixed bug where heal spray wasn't working for many hives<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
supplemented by this:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Reduced mine health to 20 (so gorges can easily take them out with spit and marines can detonate them in combat with FF)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What does this do? It almost kills any chance of an entire alien team losing to a John Rambo wannabe. How? Well, now, there's an incentive to go gorge. If the webs and partial healing abilities weren't enough, now the gorgies have full healing abilities and a minesweeper effect.
Firsthand experience reference #1: two gorges alone can keep the hive well above 70% health amidst constant pressure from JPs with heavy weaponry, as long as the aliens are covering them.
Firsthand experience reference #2: the jetpacks don't stand a chance against the two gorges even if they shoot the gorges first. They just get caught in the webs and tumble to the ground where death awaits in the form of very nasty xenoforms.
Firsthand experience reference #3: the marines didn't last too long when we got that Onos. The game was over after 40 mintues of constant action. A fun game, but an example of failed tactics nonetheless.
Firsthand experience reference #4: The rambo JPs didn't last a second. When the team brought two or three people in, they lasted a few seconds. The sporadic nature of JP rushes ensured us, as it likely did for many alien teams today, that we would be able to heal the hive up before the next little cluster of marine rushes came along.
If those marines had gotten HA and/or more HMGs and put their effort into one massive charge, we likely wouldn't have survived.
The conclusion, and message to all combat marines: the JP has now become a method to get to the hive, not to take it down singlehandedly.
Comments
web goes bye bye...... nades will nuke your whole team and the hive will go down in less than 15 seconds <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
web goes bye bye...... nades will nuke your whole team and the hive will go down in less than 15 seconds <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yay, now how to solve <i>this</i> eh?
Still, psychotic's Utopian combat sounds like a lot of fun...
Anywhere I can D/L it?? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
web goes bye bye...... nades will nuke your whole team and the hive will go down in less than 15 seconds <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This doesn't really work at all... nades may take out the lower webs, but the upper webs, which catch JPs quite nicely, will still remain, unless a welder is used, and a welder is fairly slow and ineffective if the webs are placed right.
web goes bye bye...... nades will nuke your whole team and the hive will go down in less than 15 seconds <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This doesn't really work at all... nades may take out the lower webs, but the upper webs, which catch JPs quite nicely, will still remain, unless a welder is used, and a welder is fairly slow and ineffective if the webs are placed right. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nades don't affect web, period. Welders work just fine if you know where the web is, but it means that you don't have a weapon out to defend yourself.
Grenades clear out webs faster than a burrito clears out colons.
Grenades clear out webs faster than a burrito clears out colons. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> That just rocks. What a metaphor...
Anyway Nades have always cleared out webs, as I remember it. On the occaisions when a player bothered to put up webs in combat while I was playing, which wasn't nearly as often as servers you guys play on it seems, I've seem marine rushes just purge the hive of webs split seconds before they get there...
so just camp outside and wait for a squad of marines. of course you should atatck if the base is empty. but you have to think different in co than in ns!
If I have a bad round I am dead. If I have a good round I get 3 clips atleast in the hive (lmg) and ocupy 3 or 4 aliens atleast desperately trying to take my out the air.
Mix this with I will go sit on top of hive and shoot and it takes a experienced player (or a n00b with brains) to figure I am on top of it and GET on top, to take me out.
it still works
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> combat NS
NOT in 1.04. Like it matters.
NOT in 1.04. Like it matters.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Grenades have always destroyed webs. But GLs were almost never used in 1.04 as HMGs owned everything.
Seconded
Firsthand experience reference #5: The webs will get you.
I'm not making this up, I heard a quote in that game "WTH why didnt my nades kill all the webs." There's always that web that your grenade didn't blow away.
You guys have also missed my point: No longer can one person single-handedly bring down an alien hive. This isn't a suggestion, this is a fact that everyone should be aware of before people start complaining about the fact that marines don't win any more (hint: constant pressure, not sporadic rushing wil win you the game now, meaning HA helps a lot).
By the way, on the matter of webs, anyone have troubles of not seeing webs you make as a gorge? Played several games as a combat gorge, webbed a spot but it didn't appear to me, but my entire team said it did....