it's pretty good, except that in most pub games the first hive should have defensive chambers as 99% of pub aliens are hacks and can't/won't stop the marines expanding. with one good alien gorge you can lock down areas pretty well (of course skulks do better at harassing though)
I of course object to his calling the Kharaa "Zerg", but other then that, the Shambler really knows what he's doing. It's quite an honor to be written up by him.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
His starting strategy seems to be based on fairly large marine teams. Small teams don't have the resources to waste on a second command console, or three infantry portals, or even a turret factory. 3 mine packs, two infantry portals and an armory to start with, then leave the command post and help your marines defend against the initial skulk rush.
And small marine teams is much, much harder than large teams. Large marine teams can just use the turrets-and-siege creep tactic, with the large amount of resources they get.
Oh, the primary thing - he doesn't even mention the motion tracker upgrade! That's the most important marine upgrade you can get, and it isn't even mentioned?
Shambler is the site started by Zileas, one of the top Starcraft players ever. I'm not surprised he makes SC references. I'm not sure if he still runs the site, but I know he had a lot of game theory stuff posted there when he created it.
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And small marine teams is much, much harder than large teams. Large marine teams can just use the turrets-and-siege creep tactic, with the large amount of resources they get.
Oh, the primary thing - he doesn't even mention the motion tracker upgrade! That's the most important marine upgrade you can get, and it isn't even mentioned?
no way 99% of them are hacks.. people just arent as interested in marines and therefor not as good