As for the point about marine dodging with resupply being as good as redept to save a marine then a skulk with celerity or regen is just as good as that..cause they are healing while dodging or they completely avoid the marine fire altogether.
Keeping aliens from getting level 4? That'd be a feat in any pub game. It'd even be pretty hard in a clan matchup. With the margin SO small there you can't even allow aliens a small few kills that will inevidably happen.
I xenobomb without adrenaline often, I can normally get about 1 leap after I hit Xeno and that normally will carry me right where I wanna be or I'll find a place to hit xeno and just drop down onto the marines. Silence goes GREAT with this if I get a level off the xeno bombing.
Even endgame I've done super as a xeno skulk. I might die OCCASIONALLY more often but 9/10 times I will even be able to leap right into marine spawn and explode in the middle or roughly where I wanna be. Whether I got a kill or not if I got in blast range of CC I got XP and they didn't get any from my death, and if they go to weld thats 1 less marine with a gun out for the rest of my team and I'll be back to do it again, not to mention I stripped armor off most of the team before the bigger lifeforms come in.
As 2 said though it breaks down to simple game type. Aliens MIGHT win if they aren't coordinated. If they are they WILL. If marines are coordinated they MIGHT win but if they aren't they WILL NOT. You might have the occasional rambi win ut the rambo style wins also are there on aliens and by and large aliens win most games unless they are nearly outright feeding the marines xp.
playing in co_ is worth playing...it can really train you in personal skill if not teamwork (not sure why people view co_ as an individual's match rather than a team effort).
just remember to play it as you would in ns if ur trying to train up e.g. not suiciding a fade to kill two marines.
Yup It can teach you really much if you dont spend all those points. Practice eg 2 hive fade cele/cara/meta. You also learn better how long can you stand what and where. Going with the focus-fade is generally too easy/boring. First you leech a fade with 0 deaths and then you camp for kills and after getting focus you just freaking kill anyone quite easily. Now wasnt that fun? first some leech then camp and after that blinking 75% of the time!
In Combat, if the marines are good shots and can track a moving skulk, and they don't rambo off alone, marines will win 9/10 times. If the marines can't aim and don't use their ranged advantage, then aliens will win 9/10 times. Unfortunately, it's easier to be an alien, rush in with the other aliens and hold down bite while running at your target. Shooting an LMG and killing a moving/jumping skulk is harder because all the n00bs seem to be using gamepads.
<!--QuoteBegin-ElusiveLlama+Jan 31 2005, 11:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElusiveLlama @ Jan 31 2005, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In Combat, if the marines are good shots and can track a moving skulk, and they don't rambo off alone, marines will win 9/10 times. If the marines can't aim and don't use their ranged advantage, then aliens will win 9/10 times. Unfortunately, it's easier to be an alien, rush in with the other aliens and hold down bite while running at your target. Shooting an LMG and killing a moving/jumping skulk is harder because all the n00bs seem to be using gamepads. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thats good thinking, just that you didnt tell anything that people wouldnt get after thinking 5 seconds. (sarcasm/)Allways allways write before you think!!!(\sarcasm)
<!--QuoteBegin-SLizer+Feb 1 2005, 07:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ Feb 1 2005, 07:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ElusiveLlama+Jan 31 2005, 11:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElusiveLlama @ Jan 31 2005, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In Combat, if the marines are good shots and can track a moving skulk, and they don't rambo off alone, marines will win 9/10 times. If the marines can't aim and don't use their ranged advantage, then aliens will win 9/10 times. Unfortunately, it's easier to be an alien, rush in with the other aliens and hold down bite while running at your target. Shooting an LMG and killing a moving/jumping skulk is harder because all the n00bs seem to be using gamepads. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thats good thinking, just that you didnt tell anything that people wouldnt get after thinking 5 seconds. (sarcasm/)Allways allways write before you think!!!(\sarcasm) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well hey, its a liama!
Good marines vs good aliens, aliens lose in CO. 9/10 times, marines win vs equal skilled aliens because of ranged advantage. But its easier to get a kill as a dumb noob alien than as a dumb noob marine. Clearer now, you fscktards? ..|..
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Forum nerds? This coming from soemone who also posts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
In any case, you're wrong. Ranged advantage means **** when the entire other team can all be lifeforms that are not capable of being killed 99% of the time (cara/redempt onos for example).
You obviously haven't played extremely skilled aliens very often in a serious setting.
<!--QuoteBegin-Church+Feb 2 2005, 06:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Feb 2 2005, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forum nerds? This coming from soemone who also posts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
In any case, you're wrong. Ranged advantage means **** when the entire other team can all be lifeforms that are not capable of being killed 99% of the time (cara/redempt onos for example).
You obviously haven't played extremely skilled aliens very often in a serious setting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yep. When they all go onos or mostly fades the marine team is doomed. It's already over when they get some super fade that has 3 upgrades, which includes focus, that knows what he is doing. I've seen this playtester take on almost the entire marine team with constant hit and runs on several co_maps.
2 or more Onos will generally end a game very quickly.
You usually see them when aliens rush focus upgrades, then proceed to mangle any marine not packing armour upgrades or resupply. One onos alone can cheerfully stomp spam the marines, which means any skulks looking for easy pickings can quickly hoover up the stomped marines... leading to two onos running around the map... and so on...
In normal NS you could just JP around and hide on a high enough ledge. In combat, you can't really safely destroy a plague of onos, so the best strategy is not to let them go onos - and you do that by not rushing aimlessly into the aliens home turf. Keep defensive and shoot down long straight corridors, should make things easier.
<!--QuoteBegin-Necrosis+Feb 2 2005, 08:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Feb 2 2005, 08:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 or more Onos will generally end a game very quickly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Exactly, another example of alien teamwork > marine teamwork. 2 Onos can constantly keep the whole Marine team stunned in one room (adren especially). In the meanwhile, skulks/fades/lerks/whatever can just parasite/AR/spore the Marines to death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-2 of Eight+Feb 3 2005, 09:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2 of Eight @ Feb 3 2005, 09:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Necrosis+Feb 2 2005, 08:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Feb 2 2005, 08:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 or more Onos will generally end a game very quickly. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Exactly, another example of alien teamwork > marine teamwork. 2 Onos can constantly keep the whole Marine team stunned in one room (adren especially). In the meanwhile, skulks/fades/lerks/whatever can just parasite/AR/spore the Marines to death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If it's a decent sized room, two jp/hmg marines can easily kill/redeem the 2 onos before they do any damage, then reload and continue on their way to the hive.
<!--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--> In the end CO games usually come down to that one player who owns the rest of the other team and is 52/3. Whoever has him wins. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sadly the truth.
On the other note, onos are weak versus high rooms, which is why you see an increasing amount of people learning JP and playing avoidance games. An individual JPer is, imho, far more deadly than an individual HA, skill notwithstanding.
It's quite simple really. Not only are the higher-tech aliens tough to kill, but there are several abilities the aliens have that basically prevent the marines from firing properly at all. Web (one marine can't shoot at all, but at least it is counterable), Umbra ("Hah! Shoot me now marines!"), Blink (have you tried to hit a blinking fade? To say nothing of when they blink into your face before you've even got a small burst off), Devour (You'd think the marine would be firing more than ever!), and of course, Stomp (How exactly does that work anyway? Last time I stomped the ground, all that happened was I got a slap.)
If one or two aliens use these abilities well, the marines have a tough time. If most or all of them use them well, marines can do nothing to stop the bum rush. Serously, I've never seen marines make a comeback from a stomp-blink rush. Whenever I see marines win, it's when they basically spawncamp the crap out of the aliens to prevent fades and onos coming into play.
As for jetpacks, I've now started seeing fades and lerks swat them out of mid-air. And as people get more experienced, it's only going to get worse.
ns is obviously the mode that the natural selection team is trying to balance (as well as co_ but ns would take priority). due to the res system, in ns you never see a whole team of fades - even at late stages of the game - unless they are purposely prolonging it. while for marines, it is perfectly possible to see a whole team of jps and sgs to go with it, or an ha train with hmg welders.
in co, very rarely do the whole marine team get jp and sg, but aliens often have nearly full teams of fades. this is just because of the point system rather than the res system, making it obviously bias to aliens.
It takes ONE single marine to kill the aliens hive.
It takes teamwork as aliens to finish the marine CC. I am sorry but thats how it is. I have played games as a fade where I finished 100+ kills and 4 deaths....100+ and 4! We still lost. We had some gorges, but the rest of my team was "so so"....6 jetpackers into the game(since I cannot take the CC myself as a fade, respawns + hmg + shotgun fire + 4 welders ect)..
As a marine with jetpack, resupp, and damage 3 shotty I have single-handedly killed a hive, MANY times.
This is how it works...
DONT GET ARMOR FIRST, WASTE...
People always say "Hey armor 1 saves you from focus bites"... Yeah ONE time. Where as Damage 1, Shotgun and Resupply save you from every other bite multiple times. Shoot them before they bite you, learn who is using focus/leap, be ready for those players, learn their habits, their jump the crap out of you points.
Shotgun = lots of dead skulks, rush to this weapon. If you can get Shotgun, Resupp BEFORE they obtain focus you can kill 5 aliens before you die, maybe more. Think, if you kill 5 aliens a death you're getting jetpack before they even have fades.
Damage 1, Shotgun, Resupply, Damage 2, Damage 3 > Jetpackif you're confident in your skills.
Damage 1, Shotgun, Armor 1, 2, Jetpack, Resupply if you're confident you'll die more than kill. This allows you to pressure their hive/escape from skulks and other lifeforms, thus surviving a bit longer.
If there is a gorge webbing, I generally try shotgun a few times, if that doesn't seem to work out, I go grenade launcher or try welding(grenades work best, it all depends on the map in my opinion).
Kill the gorge, KILL THE GORGE, KILL THE FRIGGIN GORGE! He isnt immune to damage, catch him off guard, SHOOT HIM. Run through all the web you need to run through to get shooting the hive. When that skulk spawns, FOLLOW HIM, kill him before he re-gorges.
When you buy a jetpack, please, FOR THE LOVE OF GOD, leave your spawn. LEAVE YOUR SPAWN PLEASE. The most ANNOYING thing on the marine team is having 3 jetpackers with the _most_ mobile item in the game for marines, camping spawn/defending. Buy heavies if you want to defend, weld it up all you want with a friend and defend away, just please use the jetpack for its purpose, to attack.
No alien team can keep up with 3 decent player jetpackers. It just cant happen. As soon as they defend you win. If they're defending the hive, you win. While the jetpackers are keeping them busy, the rest of your slow team is moving in, if you die as a jetpacker its okay, you did your job. Harrass the hive, when the rest of the team arrives seconds later you've done your job, you'll return shortly, thats the point of packing. Attack in waves.
Don't buy Grenade launchers to kill aliens. Its for hives and respawning skulks. I hate seeing people shooting nades at fades. Are you insane? At least shoot it at his escape route, then when hes low on HP it'll kill him, but don't stand at spawn, or stand right outside and shoot at aliens. Your job is to take CHUNKS out of the hive with that launcher, to destroy webs, not to waste ammo on aliens.
Don't buy HMG's if you want to kill the hive. HMG's should only be bought if you have Onos problems or you have a fetish with the petting animation. Shotguns kill fades better, fades are your main concern. Lerks easily take out HMG fire. HMG's do less damage to hives than other weapons.
Corners are your friend. Take that shotgun, listen for aliens, wait for aliens, aim at a corner. What? Suprised alien goo mess on the ground now, one shot up close.
Don't ALWAYS rush into a hive. Sit outside, listen. WHen aliens leave, go inside, pump it with your shotgun, run off, hide, reload. Most aliens will NOT look for you, they'll simply think you left.
On that first rush do NOT SHOOT THE HIVE WITH YOUR SMG. PLEASE. Everyone always unloads on the hvie, gets 1/2 a level of exp and dies, the whole team...8 or so people giving each alien like a level and a half of EXP for doing nothing but finishing off a buncha idiots. Im sorry, but pistol or knife the thing and bring out your SMG and spawn-kill. Killing aliens gets levels, not SMGing the hive. If you kill a few aliens and ONE person gets a shottie, that person kills the hive, the rest cover him.
Fade killing with a shotgun 101.
Stick in groups, make a triangle formation. Dont shoot at the fade till he comes to you. Dont waste shells. Pretend you're a bull fighter and torro that sumbitch then blast him up close with every little pellet that comes out of that shtogun, he'll run quick. Damage 3 is great for this. EXPECT skulks after fades come.
Please, learn to move OUT of your friends firing line of sight. If you KNOW people are behind you, side-strafe to the LEFT or RIGHT, NOT move backwards. If a skulk is biting you, and you move right, he turns right, he exposes his broadside to all your friends, dead skulk.
Well, I cant think of much else except, LEAVE YOUR SPAWN. If you camp, the aliens will win(unless they're all skulks running in dying, then camp till they stop <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). If a fade comes into the spawn, gets wounded and leaves, go CHASE HIM. Hes gonna keep doing it, I hate to have to say this, its pretty obvious the 50th time he does it, CHASE HIM. Make him run to the hive, dont let him go regen outside of base 15 feet. Ive killed so many fades like this. If a fade is going in and out of the room, CO_KESTREL ect, go block the doorway instead of shooting him, he'll run to you wounded and get a suprise.
Oh and one more thing, shoot the skulks please, if you see 3 skulks and a fade, shoot the skulks, you'll get more exp than wounding a fade and simply dying without a kill. Better to kill 3 skulks and see 1 fade, then wound 1 fade and see 3 fades 2 mins later.
I know this may have seemed pushy, but I am pretty confident in my ability to whoop **** in CO, so listen to it, and add your own strategies onto these, or change these to make your own.
From my experience in co maps, its usually the other way around, the marines tend to camp for first 5 minutes get their lvl 3 shotguns and then march to the hive unmatched for the 10 minute win. The aliens are actually quite underpowered in co considering most of their attacks are melee and have much less damage potential against marine weapons, especially against multiple marines. The early game most decides the map, if the skulks overun the marines in beginning just a few times its pretty much a downward spiral for the marines because soon they will be behind levels and have nothing to take down fades and onos's.
<!--QuoteBegin-Church+Mar 11 2005, 06:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Mar 11 2005, 06:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then you're playing on the wrong servers. Aliens are always overpowered if smart in CO. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> From my expericance, default size/no plugin CO is pretty frigging balanced. Server stats I have seen indicate a fair bit of back and forth gameplay on almost all the maps.
Comments
As for the point about marine dodging with resupply being as good as redept to save a marine then a skulk with celerity or regen is just as good as that..cause they are healing while dodging or they completely avoid the marine fire altogether.
Keeping aliens from getting level 4? That'd be a feat in any pub game. It'd even be pretty hard in a clan matchup. With the margin SO small there you can't even allow aliens a small few kills that will inevidably happen.
I xenobomb without adrenaline often, I can normally get about 1 leap after I hit Xeno and that normally will carry me right where I wanna be or I'll find a place to hit xeno and just drop down onto the marines. Silence goes GREAT with this if I get a level off the xeno bombing.
Even endgame I've done super as a xeno skulk. I might die OCCASIONALLY more often but 9/10 times I will even be able to leap right into marine spawn and explode in the middle or roughly where I wanna be. Whether I got a kill or not if I got in blast range of CC I got XP and they didn't get any from my death, and if they go to weld thats 1 less marine with a gun out for the rest of my team and I'll be back to do it again, not to mention I stripped armor off most of the team before the bigger lifeforms come in.
As 2 said though it breaks down to simple game type. Aliens MIGHT win if they aren't coordinated. If they are they WILL. If marines are coordinated they MIGHT win but if they aren't they WILL NOT. You might have the occasional rambi win ut the rambo style wins also are there on aliens and by and large aliens win most games unless they are nearly outright feeding the marines xp.
just remember to play it as you would in ns if ur trying to train up e.g. not suiciding a fade to kill two marines.
At least in NS it hampers marines and helps the team by stripping armor and making their comm burn through res to medspam.
In combat spores just annoy the marines into GL spamming you...
Thats good thinking, just that you didnt tell anything that people wouldnt get after thinking 5 seconds. (sarcasm/)Allways allways write before you think!!!(\sarcasm)
Thats good thinking, just that you didnt tell anything that people wouldnt get after thinking 5 seconds. (sarcasm/)Allways allways write before you think!!!(\sarcasm) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well hey, its a liama!
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> @ lusiveLlama
Good marines vs good aliens, aliens lose in CO. 9/10 times, marines win vs equal skilled aliens because of ranged advantage. But its easier to get a kill as a dumb noob alien than as a dumb noob marine. Clearer now, you fscktards? ..|..
In any case, you're wrong. Ranged advantage means **** when the entire other team can all be lifeforms that are not capable of being killed 99% of the time (cara/redempt onos for example).
You obviously haven't played extremely skilled aliens very often in a serious setting.
In any case, you're wrong. Ranged advantage means **** when the entire other team can all be lifeforms that are not capable of being killed 99% of the time (cara/redempt onos for example).
You obviously haven't played extremely skilled aliens very often in a serious setting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yep. When they all go onos or mostly fades the marine team is doomed. It's already over when they get some super fade that has 3 upgrades, which includes focus, that knows what he is doing. I've seen this playtester take on almost the entire marine team with constant hit and runs on several co_maps.
You usually see them when aliens rush focus upgrades, then proceed to mangle any marine not packing armour upgrades or resupply. One onos alone can cheerfully stomp spam the marines, which means any skulks looking for easy pickings can quickly hoover up the stomped marines... leading to two onos running around the map... and so on...
In normal NS you could just JP around and hide on a high enough ledge. In combat, you can't really safely destroy a plague of onos, so the best strategy is not to let them go onos - and you do that by not rushing aimlessly into the aliens home turf. Keep defensive and shoot down long straight corridors, should make things easier.
Aliens usually win short games because the marines are more likely to split up and not camp meaning the aliens can pick 'em off easier.
In the end CO games usually come down to that one player who owns the rest of the other team and is 52/3. Whoever has him wins.
Exactly, another example of alien teamwork > marine teamwork.
2 Onos can constantly keep the whole Marine team stunned in one room (adren especially). In the meanwhile, skulks/fades/lerks/whatever can just parasite/AR/spore the Marines to death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Exactly, another example of alien teamwork > marine teamwork.
2 Onos can constantly keep the whole Marine team stunned in one room (adren especially). In the meanwhile, skulks/fades/lerks/whatever can just parasite/AR/spore the Marines to death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If it's a decent sized room, two jp/hmg marines can easily kill/redeem the 2 onos before they do any damage, then reload and continue on their way to the hive.
In the end CO games usually come down to that one player who owns the rest of the other team and is 52/3. Whoever has him wins.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sadly the truth.
On the other note, onos are weak versus high rooms, which is why you see an increasing amount of people learning JP and playing avoidance games. An individual JPer is, imho, far more deadly than an individual HA, skill notwithstanding.
If one or two aliens use these abilities well, the marines have a tough time. If most or all of them use them well, marines can do nothing to stop the bum rush. Serously, I've never seen marines make a comeback from a stomp-blink rush. Whenever I see marines win, it's when they basically spawncamp the crap out of the aliens to prevent fades and onos coming into play.
As for jetpacks, I've now started seeing fades and lerks swat them out of mid-air. And as people get more experienced, it's only going to get worse.
ns is obviously the mode that the natural selection team is trying to balance (as well as co_ but ns would take priority). due to the res system, in ns you never see a whole team of fades - even at late stages of the game - unless they are purposely prolonging it. while for marines, it is perfectly possible to see a whole team of jps and sgs to go with it, or an ha train with hmg welders.
in co, very rarely do the whole marine team get jp and sg, but aliens often have nearly full teams of fades. this is just because of the point system rather than the res system, making it obviously bias to aliens.
It's about <b>preventing</b> the other team from getting them.
marines need to rush into the hive and spawn the alines. Then its gg. But NOoooo..
stupid plugins give them 5 hour spawn shields and 498946457934 hp.
marines need to rush into the hive and spawn the alines. Then its gg. But NOoooo..
stupid plugins give them 5 hour spawn shields and 498946457934 hp. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
dot dot dot.
you can't just say that. then why can't u say it for the aliens as well?
"god damnit aliens just need to kill every marine on the way and then spawn them while biting cc. Ths it's gg. But NOoooo.."
if it is that easy, then all the marines would just "rush into the hive and spawn".
It takes ONE single marine to kill the aliens hive.
It takes teamwork as aliens to finish the marine CC. I am sorry but thats how it is. I have played games as a fade where I finished 100+ kills and 4 deaths....100+ and 4! We still lost. We had some gorges, but the rest of my team was "so so"....6 jetpackers into the game(since I cannot take the CC myself as a fade, respawns + hmg + shotgun fire + 4 welders ect)..
As a marine with jetpack, resupp, and damage 3 shotty I have single-handedly killed a hive, MANY times.
This is how it works...
DONT GET ARMOR FIRST, WASTE...
People always say "Hey armor 1 saves you from focus bites"... Yeah ONE time. Where as Damage 1, Shotgun and Resupply save you from every other bite multiple times. Shoot them before they bite you, learn who is using focus/leap, be ready for those players, learn their habits, their jump the crap out of you points.
Shotgun = lots of dead skulks, rush to this weapon. If you can get Shotgun, Resupp BEFORE they obtain focus you can kill 5 aliens before you die, maybe more. Think, if you kill 5 aliens a death you're getting jetpack before they even have fades.
Damage 1, Shotgun, Resupply, Damage 2, Damage 3 > Jetpackif you're confident in your skills.
Damage 1, Shotgun, Armor 1, 2, Jetpack, Resupply if you're confident you'll die more than kill. This allows you to pressure their hive/escape from skulks and other lifeforms, thus surviving a bit longer.
If there is a gorge webbing, I generally try shotgun a few times, if that doesn't seem to work out, I go grenade launcher or try welding(grenades work best, it all depends on the map in my opinion).
Kill the gorge, KILL THE GORGE, KILL THE FRIGGIN GORGE! He isnt immune to damage, catch him off guard, SHOOT HIM. Run through all the web you need to run through to get shooting the hive. When that skulk spawns, FOLLOW HIM, kill him before he re-gorges.
When you buy a jetpack, please, FOR THE LOVE OF GOD, leave your spawn. LEAVE YOUR SPAWN PLEASE. The most ANNOYING thing on the marine team is having 3 jetpackers with the _most_ mobile item in the game for marines, camping spawn/defending. Buy heavies if you want to defend, weld it up all you want with a friend and defend away, just please use the jetpack for its purpose, to attack.
No alien team can keep up with 3 decent player jetpackers. It just cant happen. As soon as they defend you win. If they're defending the hive, you win. While the jetpackers are keeping them busy, the rest of your slow team is moving in, if you die as a jetpacker its okay, you did your job. Harrass the hive, when the rest of the team arrives seconds later you've done your job, you'll return shortly, thats the point of packing. Attack in waves.
Don't buy Grenade launchers to kill aliens. Its for hives and respawning skulks. I hate seeing people shooting nades at fades. Are you insane? At least shoot it at his escape route, then when hes low on HP it'll kill him, but don't stand at spawn, or stand right outside and shoot at aliens. Your job is to take CHUNKS out of the hive with that launcher, to destroy webs, not to waste ammo on aliens.
Don't buy HMG's if you want to kill the hive. HMG's should only be bought if you have Onos problems or you have a fetish with the petting animation. Shotguns kill fades better, fades are your main concern. Lerks easily take out HMG fire. HMG's do less damage to hives than other weapons.
Corners are your friend. Take that shotgun, listen for aliens, wait for aliens, aim at a corner. What? Suprised alien goo mess on the ground now, one shot up close.
Don't ALWAYS rush into a hive. Sit outside, listen. WHen aliens leave, go inside, pump it with your shotgun, run off, hide, reload. Most aliens will NOT look for you, they'll simply think you left.
On that first rush do NOT SHOOT THE HIVE WITH YOUR SMG. PLEASE. Everyone always unloads on the hvie, gets 1/2 a level of exp and dies, the whole team...8 or so people giving each alien like a level and a half of EXP for doing nothing but finishing off a buncha idiots. Im sorry, but pistol or knife the thing and bring out your SMG and spawn-kill. Killing aliens gets levels, not SMGing the hive. If you kill a few aliens and ONE person gets a shottie, that person kills the hive, the rest cover him.
Fade killing with a shotgun 101.
Stick in groups, make a triangle formation. Dont shoot at the fade till he comes to you. Dont waste shells. Pretend you're a bull fighter and torro that sumbitch then blast him up close with every little pellet that comes out of that shtogun, he'll run quick. Damage 3 is great for this. EXPECT skulks after fades come.
Please, learn to move OUT of your friends firing line of sight. If you KNOW people are behind you, side-strafe to the LEFT or RIGHT, NOT move backwards. If a skulk is biting you, and you move right, he turns right, he exposes his broadside to all your friends, dead skulk.
Well, I cant think of much else except, LEAVE YOUR SPAWN. If you camp, the aliens will win(unless they're all skulks running in dying, then camp till they stop <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). If a fade comes into the spawn, gets wounded and leaves, go CHASE HIM. Hes gonna keep doing it, I hate to have to say this, its pretty obvious the 50th time he does it, CHASE HIM. Make him run to the hive, dont let him go regen outside of base 15 feet. Ive killed so many fades like this. If a fade is going in and out of the room, CO_KESTREL ect, go block the doorway instead of shooting him, he'll run to you wounded and get a suprise.
Oh and one more thing, shoot the skulks please, if you see 3 skulks and a fade, shoot the skulks, you'll get more exp than wounding a fade and simply dying without a kill. Better to kill 3 skulks and see 1 fade, then wound 1 fade and see 3 fades 2 mins later.
I know this may have seemed pushy, but I am pretty confident in my ability to whoop **** in CO, so listen to it, and add your own strategies onto these, or change these to make your own.
resupply
armor1
armor2
JP
You will be surprised how long someone with armor2 lives on resup, add a JP and fly forever babeh
From my expericance, default size/no plugin CO is pretty frigging balanced. Server stats I have seen indicate a fair bit of back and forth gameplay on almost all the maps.