Siege Maps Strategy
psc1
Join Date: 2005-03-10 Member: 44711Members
<div class="IPBDescription">This is so funny.</div> On most siege maps, (like 007,003,005), use a Heavy Armor Rush.
Tell your marines to simply jump over the offense and defense chambers in their way.
In about 2-3 minutes they arrive at the hive.
You then can:
Go down to alien resources, build tf, and siege there.
or
Just take down the hive and hunt down all the other aliens.
What do you think?
Tell your marines to simply jump over the offense and defense chambers in their way.
In about 2-3 minutes they arrive at the hive.
You then can:
Go down to alien resources, build tf, and siege there.
or
Just take down the hive and hunt down all the other aliens.
What do you think?
Comments
I've been on both ends of this strategy, it's very difficult for aliens to push them back if the marines know what they're doing. But it can be done with some skill and teamwork.
_________ ____<-----ONOS_
| ^|
| | |
HA
HA
HA
Once the first HA gets out, the onos can stomp and devour and go back to cloak. The has will be too slow to do anything, and if they do the onos can get away very fast. the teams should be even so a fade rushing through and attacking base can make the has beacon and lose the game
Get all the rts
research armour/weapons
get heavy/jp
lame up base with lots of turrets
lame up bottom of siege ramp with turrets
lame siege room with turrets
ftw....
Not all marine teams out there can handle it. But mostly when the door opens, most of the aliens are gorge and one or two are fades or lerks.
It's also kinda hard to get the prototype lab on time and start researching it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It seems to be a strange annomoly in people's thinking or something but on some servers I play on that switches from NS to siege maps think complicated = easy, simple = hard. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
But anyway.
3 main tactics I use.
HA rush, HA block and lockdown on 007, 003.
HA rush is just push into hive grab a res room and siege hive.
Block is getting a line of HA in front of the door and shoot anything that comes towards it.
And lockdown is just TF in key places 6 turrets or so a TF and hand out JP/HMG/SG
You know those 2 long corridors before siegedoor? MINE THE `ELL OF EM
place the corners full of mines, really everywhere on roofs,walls, floors and after that put few turrets in front of the corner so gorges wont get so easily to bile range(nowdays harder) After that put your marines in to camp with HMG after that sit x minutes and go to siege room.
1: how good your commander is
2: how good your fades are
2. build a few sections of massive turret lines along with elect tfing and phase gates small corridors and vent entrances. Also when you can give your marines mines. people are clever with them... Also make sure you have a few Fall back locations that are secure. because more then likely you'll be pushed back quite alot.
<b>By now 5 minutes should be up</b>
3. build a huge minibase right next to the siege doors (usually its near MS). Hold aliens off until the time comes, predrop structures if you can, have 2 marines go in while the rest hold off the alien team.
4. Drop a phase to there, upgrade to seige and drop massive amounts of turrets and seiges
5. I'd suggest Jetpacks for siege maps.. and mabye HA for the builders under spore spam who are being covered by the JP/HMGS...
NOTE: This strat works very well if you havea very well organized and coopertive Marines. Also if your computer can handle spots with alot of structures.
Don't forget to drop Weapons and equipment and Make sure to build 2 or more turret factories in the same area, just incase one drops.
1: how good your commander is
2: how good your fades are <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Also, how good your jetpackers can aim. I commed one game and even though the fades sucked and my whole team had A3/W3/JP/HMGs, we went 2-23 for the first 15 minutes.
On 007, ramps room is the best place to turret farm. Unlike undefendable, you can chase fades around with a clear LoS.
If you must defend undefendable, then put tons of mines at the entrace to the halls, so when the fades try to blink into the halls, they hit the mines. Have 1 guy at each hall entrance with a shotgun, they can hit the fades once or twice as they try to get into the halls and then they can pistol the fade in the back.
You never ever want to get HAs, unless you're doing a big, early rush. The only way aliens can win is to take down your RTs, which is way too easy if you can't chase them.
Seige maps are fight for "postions" or some choking spots.
Since both teams will have plently of res ( Common seige games)
Bullying situation are no longer last.(unless some **** map like goosp.)
The only way to achive victory is hold and capture all the main postions. They depend skills of your team and "luck"
So there s no way and solution to win a seige map.
003 - if you try to rush this map, i'll laugh at you while you get pwned by xeno and acid rocket. It's a long way to the hive, and to get within siege position, you'll be very close to the hive which puts you at a very big risk for xeno/acid spam. Defending front/box/lump rooms with JP/HMG and MT is your best bet. Box room is RIDICULOUSLY easy to defend, as are the ramps.
005 - HA rush = gg. You see how short is from the door to the hive?
Anyone remember G4B2S's siege map? with tje jump packs....
I used to have the funniest strat EVER
It was a HA/GL rush.... but with JUMP PACKS....
Rush HA (have it when door opens... and a bunch of turrets) Then have like 8 guys with HA/GL just jump like jackrabbits all over the hive room lobbin grenades into em.... Wash rinse and repeat...
Its so hard to kill a jumppacking HA'er... and the gl's make the hive go down fast and kill anything following u.... plus splash damage
I remember itd be hilarious... all the fades would run by, then go OH **** and run back to thier hive.....
Hilarious Funny stuff....
Till ppl called it lame..... But what the hell... i diddnt stick the jumppacks on the level... i just used them..... haha
~Jason
Quit and join another server that doesn't play crappy box maps.
The map is simply beautiful.......
Fairly Balanced too...
Give it a whirl... ull be surprised....
~Jason
the outcome of seige maps depend on 2 thing
1: how good your commander is
2: how good your fades are
If your comm is good enough he knows that he should have no fear on cc blocking the undefendable door if the marines are not rushing. The aliens will always cry when you do this. So just ignore them.
If your marines can kill the fades then gg. If they can't, you better look for a better team.
No man. I've seen it done. with 5 or 6 HA w/ HMGS... nothing can stop it. not 2 oni, not 3..well mabe 3. Just remeber to keep cc and ips in the door room so rushing ms won't matter, you'll only get 1 res node, but w/ all HA HMG's... well gg. rines win.
NOTHING CAN STOP THE HEAVY RUSH!!!
the outcome of seige maps depend on 2 thing
1: how good your commander is
2: how good your fades are
If your comm is good enough he knows that he should have no fear on cc blocking the undefendable door if the marines are not rushing. The aliens will always cry when you do this. So just ignore them.
If your marines can kill the fades then gg. If they can't, you better look for a better team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
cc and tf blocking usually gets you banned on the servers I play on which is correct imo. Imagine it ... A commander from afar can place a big blocking chunk of steel without any marines nearby. Objects placed by commander shouldn't really be "solid" until a rine has started to build it if you ask me... but even so, cc and tf blocking on siegemaps are lame.
ha rush works well in my experience. Just jump over oc's, ignore the other chambers, concentrate fire on the aliens and then move straight into alien resrooms. From there you siege, build rts and you have all the res you need to siege the hives. Aliens will be forced to charge one by one in a narrow hallway and can easily be picked off. And building cc, ips, armory and proto down there as well, and you can forget about the fades trying to make you beacon. U got all the time in the world ...
A team of skilled fades can however make your life hard by acid spamming you, but if you get this far, you should win.
- D
Well... some ppl are interested in history, some aren't...
Comm drops Armoury and IP, armoury is the first thing built and must be upgraded the second its built. Then ip. One marine runs to JP room and starts on the res there, whilst the rest get the res points in ms. Then the comm drops an obs, one marine stays to build it, and the rest catch up the first jp man, who by now is in nameless little hall building that res. Once thats done, marines grab other two res in ramps while comm gets pg tech and drops a couple of arms labs. Heres where it splits off.
<b>Ramp defence type</b>:
One marine splits off and grabs the res node in door room then comes back, the rest of the marines build tfs, turrets an armoury and PG at the front of ramps, whilst the comm gets proto and researches JP, which he will distribute as soon as they are ready. Also, the vent should be mined with at least 3 packs of mines. The comm then gives out HMGs as and when res is avalible, at around which point the door opens. Now, these will be 2 hive fades, so should fall to marines with HMGs and level 1 armour and weapons. Once the first rush is over, 2 marines drop back to the top of ramps and build TF and turrets at the door to nameless. These turrets will shoot fades as they approch the door and as they move down the hall. Then, one of the marines heads back to front of ramps and the other moves to far end of nameless, where the comm drops an armoury. This guy builds it and gets mines, several packs of, which he puts in the doorway. This marine then stand by his armoury. Any fades that get through ramps will be very low on health and energy and should fall to this last marine.
Then its a case of killing all aliens untill the seige room opens. The trick here is to only have 1 marine go into seige room, the rest maintain defence. Assuming no aliens have got through, they will be paniky and make mistakes by this point and the loss of a man should not cause the marines to let any through. Once in the seige room, he gets, in order, TF, phase, tf, 3 obs. He builds the TF, which the comm upgrades immediatley, then the phase. If a fade does get through, all marines pahse into seige via it to defend, as soon as they realise its through. He then builds the other TF, which comm upgrades, and then he builds any seiges dropped, switching to building obs if there are no seiges to be built.
Finally, if a fade does get through and all marines move to seige room, comm builds a new base there, in case the aliens take out the old one before the hives die. With the hives down, its just a case of time and hunting.
<b>HA Rush</b>:
The second the armoury is upgraded, comm drops proto and gets HA. After res nodes at ramps, move to door room, get res, armoury, tf (Upgrade it) and phase. Build all and set up 3 turrets near the door and a couple of seiges. If aliens have built by door, scan them out. Get HMG's, load up with welders and stand by door. When the door opens, stay by door. Once HA is done, phase to base a couple at a time to get it. As soon as all have HA, push in, using either grenades or seiges to clear a path round the first corner. Fades will try to get past rather than attack you. Let them, you will take their hives before they do any real damage, so the end up giving you an advantage (Less enemy coming at you). At the next corner, set up an outpost (TF, armoury, phase, obs). Once there, its simply a case of seigeing the hive. Onos will only be able to come one at a time, so should fall quite easily. Either way, you can certainly respawn, rekit and move back into position faster than they can re-evolve, so even a 1:1 kill ratio is good enough.
Once hives are down, move into hive area. Build phase, armoury and TF with turrets. This will prevent the aliens from rebuilding. then, as with ramp def, its huntin' time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<b>Note</b> - These are not the only tactics you can use, they are just what we use and with a team that works together, they work about 95% of the time.
Marine comming: build armory then the RTS. Once armory is done, upgrade. In between RTS, build up your base.
OFFENSE ONLY
Here's a list order of what to do next:
1. Build OBS
2. Build IP (ONLY ONE!)
3. Research the pgs
4. build two arms labs then research.
5. build pgs(one in the undefendable door room and other in base)
6. build prototype lab (Adv. armory should be done by now)
7. research HA
8. keep researching in arms labs
9. by the time the door opens, HA's should be done, so beacon and gear them all up with HMGS, HAs, and Welders. Also add an occasional Grenade launcher.
10. Have the heavies line up at the door and to advance, which prevents fades from coming through.
11. Keep the heavies at the second corner, and build up a PG, armory, and Turret factory. Keep the turret factory up near the the hive entrance
12. build turrets and research adv. TF
13. build siege turrets and keep all the marines in the hallway, this is VERY vital and will be a waste of res if a heavy dies with 45 worth of it invested into that one marine
14. once hives are destroyed, have the heavies clear out the res rooms, and have one more check the "secret room". This is a little room that aliens will hole up in to turtle. The secret room is located under the right ramp facing north