Choke Strategy

Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
We all know that an alien tower is infinitely more valuable than a marine tower.

Let's exploit that weakness.

Beginning of the game--> listen for skulk **** and drop ammo to determine the hive.

1 IP, armory, armslab-> armor 1. 75 res.

Order all of your marines except one to cap the other side to go to one of the two usual resnode spots, try and kill the eggs or gorges before the RT goes up. Once armor 1 finishes (anywhere from 1:30 to 2 minutes into the game), hopefully you'll have at least two RTs and around 20-30 res. Invest those res into shotguns, drop those to your best marines, throw in a welder or two as well. Research weapons 1 after that, keep pressuring the RTs around the alien hive with the majority of your marines.

If you have a team that can shoot (not as good as 5+:1, but at least 4:3), hopefully you've just crippled the entire alien economy three minutes into the game.

Drop an observatory after weapons 1, research phase tech. Tell your marines to disperse into different parts of the map. Where there is an uncapped RT, drop a marine one in its place. If you see an alien RT somewhere else near the map, tell the marine to build a PG, and get marines flowing to that spot. Rinse and repeat until you're confident you've completely destroyed the alien economy to delay or prevent a hive or a 3 DC fade. Keep dropping shotguns, don't research weapons 2 (weapons 1 is already enough to kill a one hive skulk with the inner pentagon of shots).

For pubs, why does this work?

Easy, scream (well, not scream, but at least forcefully tell) your marines to go to the RT outside the alien hive. Most will obey, but there will still be one or two marines that go the other way, and they'll be your res cappers. Early shotguns boosts morale and make alien RT killing that much easier. After you research weapons 1, bar an obs and PG tech, all your res should be flowing into shotguns. Skulks are ridiculously easy to kill as are RTs, and the point is to cripple the alien economy from the get-go. Since your marines are out in force, it becomes increasingly difficult for even a 5 skulk pack to even kill one. With shotguns in the mix, it's incredibly hard.

Comments

  • sunsun Join Date: 2003-11-12 Member: 22714Members
    Sorry, its been a while, but the ammopack trick...

    i assume you try to drop a pack of ammo on the RT or hive spot?

    And you either cant or it drops on the top of the hive?
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    It's generally not advised to send a0 marines in, 2 bites is a pathetic amount to land and you have to be a **** hot medder to make it work. Unless of course the aliens are total b00ns.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    By that logic, the period between 0-2:00 of game time is useless for marines. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    Send them IN the hive room? Most of the time a force of 4 marines can penetrate the room outside the hive room, I mean, the RT rooms adjacent to the hive.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    The most accepted form of marine strategy.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    <!--QuoteBegin-homicide+Mar 3 2005, 07:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homicide @ Mar 3 2005, 07:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The most accepted form of marine strategy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol.

    Just have marines cap nodes and spawn camp. Then end. Oh and make sure you research armor 1->weaps 1->3
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    This is the most common marine strategy.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    <!--QuoteBegin-homicide+Mar 4 2005, 01:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homicide @ Mar 4 2005, 01:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The most accepted form of marine strategy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True. But it doesn't hurt to continually remind new players that the best way to beat your opponent is by killing his economy.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    A timely reminder is needed, because too many new comms came up on a diet of sieges, and need to learn the res game now.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Yes I agree that gone are days of locking down and such. What really raises the level of marine generally is dropping some frigging weapons!!! Too often you see first sgs after fade has owned group of 3 marines in crucial location. Giving those shotties right at 00:20 of game is devastating if you know you have good player in your team, stick it with him and have moving rt by rfk(Remove the rfk pls....)
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