The Commander's Game
Rapier7
Join Date: 2004-02-05 Member: 26108Members
<div class="IPBDescription">For 3.0</div> This is Rapier7 reporting in from the pub front. It's been a costly war, but the marines are still very much in control if they know what they are doing.
Tips:
Scan, scan, scan. Many aliens go sensory first, going A1 is the safest way to prolong the combat lifespan of your marines, it's also the least risky.
Because:
They attack from behind via silence? You get at least a split second to react.
Focus? No one hit kill.
Cloaking? Same as silence.
Carapace and celerity, if they get close enough to bite? You can take an extra hit.
Armor 1 is simply the safest investment, because if you rush MT and they go sensory, you're screwed.
The Advanced Armory:
I cannot stress to marines how important it is to get this up early. I personally research A1, drop 2 RTs or 3, and then upgrade the armory. Either 4:00 or 4:30, I've got marines rolling out with brand new HMGs, ripe for picking out skulks and the oncoming wave of fades. Exploit this early game advantage as much as possible.
Detect the hive in embryo:
The key to winning a game on the marine side is to prevent the second hive from groing up. Scan hive sites frequently, patrol hive routes. If you see it go up, send all your marines to the siege spot or try and get it by surprise.
Rally your marines:
This is 3.0. It is simply too dangerous for a lone marine to rambo off now, power in numbers, the marines have to stick together to increase their chances of survival. 3 HMGs staring down a hallway will put down a wall of lead for any Kharaa foolish enough to try and pass through.
It's much easier for aliens to win now. Too many people haven't acclimated to the new, harsh gameplay for the marines. But we're still slightly stronger if we can exploit the early game as much as possible. The best way to do this is to research the armory no later than 1:30 into the game. HMGs are incredibly deadly, you need them as fast as possible while still making sure you get your A1 up.
Simply put, sheer marine skill cannot win a game anymore. It's much more dependent on the commander's ability to manage his marines, assess his strategic position, and force through his agenda.
Tips:
Scan, scan, scan. Many aliens go sensory first, going A1 is the safest way to prolong the combat lifespan of your marines, it's also the least risky.
Because:
They attack from behind via silence? You get at least a split second to react.
Focus? No one hit kill.
Cloaking? Same as silence.
Carapace and celerity, if they get close enough to bite? You can take an extra hit.
Armor 1 is simply the safest investment, because if you rush MT and they go sensory, you're screwed.
The Advanced Armory:
I cannot stress to marines how important it is to get this up early. I personally research A1, drop 2 RTs or 3, and then upgrade the armory. Either 4:00 or 4:30, I've got marines rolling out with brand new HMGs, ripe for picking out skulks and the oncoming wave of fades. Exploit this early game advantage as much as possible.
Detect the hive in embryo:
The key to winning a game on the marine side is to prevent the second hive from groing up. Scan hive sites frequently, patrol hive routes. If you see it go up, send all your marines to the siege spot or try and get it by surprise.
Rally your marines:
This is 3.0. It is simply too dangerous for a lone marine to rambo off now, power in numbers, the marines have to stick together to increase their chances of survival. 3 HMGs staring down a hallway will put down a wall of lead for any Kharaa foolish enough to try and pass through.
It's much easier for aliens to win now. Too many people haven't acclimated to the new, harsh gameplay for the marines. But we're still slightly stronger if we can exploit the early game as much as possible. The best way to do this is to research the armory no later than 1:30 into the game. HMGs are incredibly deadly, you need them as fast as possible while still making sure you get your A1 up.
Simply put, sheer marine skill cannot win a game anymore. It's much more dependent on the commander's ability to manage his marines, assess his strategic position, and force through his agenda.
Comments
A- everyone knows that the dev team only cares about pubbers and comp play isn't importent
B- the odds of you running into a smart skulk is like finding a needle in a haystack.
Are you saying that HMGs suck? That A1 doesn't work? And that making your marines go out in force simply won't cut it?
What a stupid clanner you are....
Are you saying that HMGs suck? That A1 doesn't work? And that making your marines go out in force simply won't cut it?
What a stupid clanner you are....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
quite hardly work significantly
it wont get the situation better imo
when i am still having a 16:1 win/lose ratio of marines in my regular server.
its really time to look forward for new tactics
<!--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--> A- everyone knows that the dev team only cares about pubbers and comp play isn't importent<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
vice versa imo
Tips:
Scan, scan, scan. Many aliens go sensory first, going A1 is the safest way to prolong the combat lifespan of your marines, it's also the least risky.
Because:
They attack from behind via silence? You get at least a split second to react.
Focus? No one hit kill.
Cloaking? Same as silence.
Carapace and celerity, if they get close enough to bite? You can take an extra hit.
Armor 1 is simply the safest investment, because if you rush MT and they go sensory, you're screwed.
The Advanced Armory:
I cannot stress to marines how important it is to get this up early. I personally research A1, drop 2 RTs or 3, and then upgrade the armory. Either 4:00 or 4:30, I've got marines rolling out with brand new HMGs, ripe for picking out skulks and the oncoming wave of fades. Exploit this early game advantage as much as possible.
Detect the hive in embryo:
The key to winning a game on the marine side is to prevent the second hive from groing up. Scan hive sites frequently, patrol hive routes. If you see it go up, send all your marines to the siege spot or try and get it by surprise.
Rally your marines:
This is 3.0. It is simply too dangerous for a lone marine to rambo off now, power in numbers, the marines have to stick together to increase their chances of survival. 3 HMGs staring down a hallway will put down a wall of lead for any Kharaa foolish enough to try and pass through.
It's much easier for aliens to win now. Too many people haven't acclimated to the new, harsh gameplay for the marines. But we're still slightly stronger if we can exploit the early game as much as possible. The best way to do this is to research the armory no later than 1:30 into the game. HMGs are incredibly deadly, you need them as fast as possible while still making sure you get your A1 up.
Simply put, sheer marine skill cannot win a game anymore. It's much more dependent on the commander's ability to manage his marines, assess his strategic position, and force through his agenda. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It depends of situations
If ur team are a group of nut and noob, A3 W3 cant bring u victory.
dump IP + armory
one rine builds, others hunt rts
upgrade armory
mine armory
this is all done within the first 25 seconds incase anyone wonders.
the baseguy can also get RTs.
med alot
first person who dies builds the armslab
armor1
armor2
within 2 to 3 min you have armor2, like 5 RTs and its damn sure you got GL HMG before a fade apears. Anything less and armor2 saves you quite fine. just med
That said, this strategy is definitely applicable to the competitive scene.
i think that strategy works well, and i noticed how rines are losing very bad since 3.0 are out.