Men Or Machines?
Zamma
Join Date: 2004-05-04 Member: 28458Members, Constellation
<div class="IPBDescription">as sentries?</div> My view is in large pubs a personal tactic i find use ful is this:
Sentry turrets cost 10 res and a tf costs 10 res. 1 turret on its own is useless. To fully secure an area really u need atleast 4-5 turrets. 50 res + tf 10 = 60 RES :O.
In my experience on pub games holding areas with turrets can be swamped by gorges and skulks they dont even need fades.
Now heres wat i do:
I use marines at posistions. Instead of securing a place with sentries. A marine is free and will last for ever. One marine can account for 3-4 turrets in power. But at the same time he does have reload time. But a marine with one mine pack a tf and a pg can secure a place from 3 skulks.
Ofcourse u want men geting rts this is why i suggest this as a PUB only strat due to the fact that in 8 vs 8 pubs u can easily spare the men.
Also later on u may give ur man hmg - sg.. well this means he can keep fades "Busy" and means skulks will have no chances.
This strat also stops lone gorges from spitting/biling.
Sentry turrets cost 10 res and a tf costs 10 res. 1 turret on its own is useless. To fully secure an area really u need atleast 4-5 turrets. 50 res + tf 10 = 60 RES :O.
In my experience on pub games holding areas with turrets can be swamped by gorges and skulks they dont even need fades.
Now heres wat i do:
I use marines at posistions. Instead of securing a place with sentries. A marine is free and will last for ever. One marine can account for 3-4 turrets in power. But at the same time he does have reload time. But a marine with one mine pack a tf and a pg can secure a place from 3 skulks.
Ofcourse u want men geting rts this is why i suggest this as a PUB only strat due to the fact that in 8 vs 8 pubs u can easily spare the men.
Also later on u may give ur man hmg - sg.. well this means he can keep fades "Busy" and means skulks will have no chances.
This strat also stops lone gorges from spitting/biling.
Comments
And also you could have that guy somewhere was it how large pub. You should allways make your marines fully used.
I tried this on a server although with the odd 1-2 men out ur squad u collect rts slower u dont loose ground. It really help'd.
And they are being used there stoppping aliens gain ground and also getting R4K
or a lowered cost to 5 res, that way you can get 2 sentries for 10 res.
+Aimbot
+Don't whine
+Don't spam the voice com or chat
- Unmobile
- Cost 10 res
- limited dmg
- require TF
(skilled) <b>Marines</b>
+Highly Mobile
+Go anywhere you need them
+Upgrades! (more dmg/armor/equipment
+They speak!
-require IP
(moron) <b> Marines</b>
-Give the other team res
-Give the other team details because they don't type in Team Chat
-Waste your equipment/res
-Don't listen
-Spam voicecom/chat
-Whine about a gun ALL the time
-Blow themself up with GL (oh boy I do that myself too much ><)
+Are sometimes fun to watch...sometimes.
My advice:
<b>o</b> Marines! (and find the good ones <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->)
<b>o</b> Mines! (4 mines per 10 res, just make sure they get placed, and get placed well)
So like, if you fire and hit the galloping tank, all the turrets will turn and fire on it, if they're in range.
Same for aliens, the oc's will fire at whatever you spit/bb. If there's several gorges in an area, the oc's will follow whomever's closer or whomever dropped them if that player's still in range....or something.
And shooting at players who're in range would still override shooting at buildings...so like if you shot at the hive, or the CC (depending on whose side you're on), they would start shooting at that. Then, once someone spawns or jumps out of the chair, or runs into the room, they'd target that person, then go back to the building.
Know what i mean?