Starting Setup

BloodBallBloodBall Join Date: 2003-07-11 Member: 18098Members
<div class="IPBDescription">Comm strats...</div> I'm curious to know what is the beginning strategy of the commander for different size games. I play in a 24 person server (12vs12) and I comm alot, and my strat usually wins. I have found that with the starting res you can build:

1 IP
An armory
An arms lab
Get armor 1
2 rts.

After this I usually get more RTs and armor2, seeing as weapons 1 does nothing with start weapons vs skulks. I usually have armor2 and weap1 by 5 minutes (when fades start appearing.) Now this is obviously a big game strat becuase in small games fades will appear earlier. I was wondering what you guys use an a beginning strategy.

Comments

  • HateradeHaterade Join Date: 2004-01-19 Member: 25471Members
    ip
    armory
    amrslab
    armor 1
    obs
    motion
    phase
    armor2
    wep 1
    upgrade armory
    beacon
    sg rush a hive
    drop proto then jp if necessary
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    Armory
    6 pack of mines
    6 welders

    welders rush ftw
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    ip->armory->armslab->armor1->restower(s)
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    This belongs in Marine Strategy. Thereby <span style='color:yellow'>*PHASED.*</span>
  • AveSatanasAveSatanas Join Date: 2004-06-04 Member: 29117Members
    The starting setup I mostly see is Ip>armoury>armslab>obs and usually mines for base defence.
  • Commander_JAGCommander_JAG Join Date: 2002-11-05 Member: 6956Members
    I sometimes go with 1 ip > armory > obs > phase as a start

    Sometimes I experiment with 4 Ips > Armory then i go with obs to phase or armlabs to armor 1.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    With a 12v12, you can afford to experiment, because you have a huge advantage. Build one Ip at first, and then build a second at the 2 or 3 minute mark.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    go look at my post indexing all the guides and faqs for strats *plug*. there are quite a few interesting posts there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    ip> force them to rush dr or a nearby hive not under there control> armoury> rt's> arms> ob> uppys (mt first... it helps even the noobets in ur team <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    -IP
    -Armory
    -few mine packs

    -rt's
    -arms lab
    -obs
    -mt (An early "wallhack" really makes a difference in early game)
    -armor 1
  • PreciousPrecious Join Date: 2003-03-18 Member: 14652Members
    For that size of game I build 2 ips around an electrified TF. This way I do not have to worry about someone defending base. 11 guys constantly attacking and pushing is way too much for the aliens.

    I hold off building an armory so that the marines will rush out and expand quickly. Only after they all leave I finally drop one. Marines are expendable. Treat them as such. If they run out of ammo tell them to build and have someone else defend.

    With such a large force upgrades get over rated. I tend to hold off on upgrades and focus on electrifying RT's. The aliens won't get higher life forms for awhile so use that to your advantage. When I have the res to spare I will get a 3rd ip. If I have a team full of nubs I will even build a fourth IP.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    edited June 2004
    Mine is basically the same.

    In Marine Start (I don't relocate) I build one IP and armory, check for hive, then drop arms lab and one pack of mines, 2 around arms lab, 2 around armory.
    Research Armor1, get three nodes away from hive, while two to three push closest hive nodes and alien friendly ones. Drop observatory in base, get Weapons1 and second IP.

    Push alien nodes, only cap if available, not agressively pursuing nodes. Get phase tech, and drop a PG in the nearest hive to aliens beggining one. If not going up, I drop TF in hive by node and elec RT. If hive is going up, quick siege and move in.

    Push alien nodes while getting MT and Armor2. If game is basically finished, shotty rush/siege hive. If we're battling higher lifeforms/they've held at least 3 nodes for 5 minutes, upgrade armory, and lock down both remaining hives with elec RT, PG, TF, and three turrets to notify when they are firing. Get weapons3.

    Once armory upgraded, drop Proto, get needed upgrade, and research cat packs. Once all nodes outside hive are down, HA/shotty rush or JP/shotty rush with catpacks, and spam like crazy.

    Yeah, that's about it. Gets repetitive, but it works.

    EDIT: Here is a game on Ayumi of me commanding. It;s a little sloppy, but hey...
    <a href='http://www.fcgdarlington.net/ns/ayumi01comm.zip' target='_blank'>Commander Demo for Ayumi</a>
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