Seemingly obvious things a new player must know.

humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
<div class="IPBDescription">Read, cause i'm tired of explaining them</div>I have seen many players new to the game fail to grasp some aspects of the game and I just want to lay down what I've seen so that I can hopefully prevent such misinformation.

Building: HOLD down your use key. Tapping it will do barely anything. Regardless of how fast you tap that key, all your gonna get is a very loud, annoying beeping sound.

Alien Upgrade Chambers: You arent done when you build just 1 of that type. Each additional chamber of that type which you build up to 3 increases the effectiveness of that upgrade GREATLY. Level 1 upgrades do barely anything. Level 3 upgrades can decimate an enemy. They cost the same.

Smart building: Particularly on the alien's side, I see a lot of stupid building. Do not place ONE alien turret in the middle of a hallway and expect it do something. Alien turrets need support. Defense chambers will heal turrets. Also, turrets must be placed in areas where the marines must get close to them to kill them (IE, just around corners). Check the alien strategy section for more details.

Almost forgot the most obvious thing. to build, USE THE POPUP MENU. It is bound to your right click button.

Hive Sight: This is the means of coordinating your team. Even if you cant do specific strategies because you dont know where rooms are by location, you can still run toward the general area of reds and yellows to help out your team.

Hives: This is the secondary objective of the aliens. It should be your primary concern until you have the firepower to take out the marines.

Gorges: For teams of 1 to 5 players, I wouldnt recommend having more than 1 gorge. For teams 6 to 10, you can get by with 1 gorge, but 2 helps. For teams 11 to 16, 2 or 3 gorges. There are exceptions and you CAN also choose the chancey route and have many gorges try to nab as many rp towers as possible right off, but that kind of maneuver works only rarely. You'll get a feel for it by playing. I dont think ANY alien team should ever have over 4 gorges in any situation. There are exceptions, such as a prolonged Marine Start siege which requires builders to heal and provide a staging area, but the above guidelines are for buildings who will be pursuing upgrades and hives.  

Sometimes, having 1 or 2 extras around can be useful, but having 50 % or more of the team as Gorge is a recipe for failure almost all the time. It also costs a lot.

Marines: Your commander furnishes weapons and drops structures. YOU must in turn follow his orders.

Commander: When you DO manage to kill a hive, you can prevent the aliens from rebuilding there by mining the entrances and building a few turrets. I see this less and less, for better or for worse.

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