Beacon And Ha Trains...
Fro5ty
Join Date: 2003-09-26 Member: 21238Members, Constellation
<div class="IPBDescription">BACON!</div> Back in the days of 2.01, and Onos could take a HA train by itself. Not true today, but with new gameplay changes come new strat changes. There are those occasions that an onos has an entourage of skulks, lerks and fades with it. THe onos at hive 2, spams stomp. The skulk and what not rip your heavies apart in a few seconds. GG.
But here is something that you may have enver thought of. Distreess beacon. For 15 res investment, you can beacon and call all the surviving heavies back to base, med spam them a bit and have them weld up and go out again. Used to be that if this happened, the HA train is gone. Now, you can save some of your investment if not all of it if you're an alert comm or have an alert team and know it's comming. Just some FYI and reminders for all you comms out there that forget how uber godlike beacon has become.
But here is something that you may have enver thought of. Distreess beacon. For 15 res investment, you can beacon and call all the surviving heavies back to base, med spam them a bit and have them weld up and go out again. Used to be that if this happened, the HA train is gone. Now, you can save some of your investment if not all of it if you're an alert comm or have an alert team and know it's comming. Just some FYI and reminders for all you comms out there that forget how uber godlike beacon has become.
Comments
On topic, yes this is a very usefull strategy indeed. For 15 res you could save about n80 res worth investing in. Veeery good find.
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Remember though, an onos with adrenaline can spam stomp for what seems like half an hour before having to stop. By then, most if not all your heavies will be gone and the ones that are still alive, are probably not enough to stop an onos anyways. If you retreat, you live to fight another day, knowing that they are doing such a tactic and thus, have your marines spread out more and have a guy away enough to be of help but not get stomped. The point is, you are spending what is equal to 3 welders to save those 3-4 heavies or so. Even if you only end up saving 1 or 2, you still saved a good amount. Now if this is the deciding factor of the game, where the two forces are clashing to see who can cause the other the most loss in res, then this can possibley help you from encountering the slippery slope.
This way, you still have a few heavies, and hopefully enough res to equip the fresh spawning lights with sgs or hmgs. Let the lights be in front and be meat sheilds and the heavies saty in the back a little. It could be that moment that pulls your **** out of the pan.
Good idea though, I never thought about that, I'll need to remember the next time.
Oh, and I ALWAYS hotkey the obs, very useful in a tight situation. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Aliens will be very disorganised on pubs, therefore easy fodder for your HA train, and will waste a lot of res laming areas you will NOT be passing through, or rebuilding the hives which you'll keep knocking down.
Once you've knackered their hives and economy, the big bad onos is less of a problem - once you've killed him twice you can be fairly sure he's out of res for a loooong time.
I did manage to get a useful beacon call for HA train once - that was on a pub where we had 6 of what I would classify "sheep"-type players. They would never listen to me or my waypoints, but they would go where the rest of the"herd" went. So I had two people that were good enough to listen to what I was telling them to lead that train. Unfortunately leading the train got them devoured first when team run into a couple of oni, and I was pretty certain that those sheeps would be torn to shreds by a couple of space cows without the leadership provided by those two guys. So, instead of wasting 6 guys worth of full gear, I beaconed them back, and also accelerated the respawn for the two dead guys as well (I still remmeber that game because it was aprticularily frustrating to command. Usually people in pubs start listening to me when I start yelling at them at the latest). But that was the only time I ever found beaconing the HA train back useful, other then for defense purposes or for cornering an onos in a free marine start. And I've played quite a few pub games as a commander.
Tho I'm in total agreement if you're caught short mid-trek - you just won't react fast enough unless the aliens are severely slack or the alien ambush consists of one Onos who's poor at stomping.
Along these same lines, think how difficult it is on a pub to organize the kind of alien teamwork needed to obliterate a heavy train like that. To pull that off and have the prize just vanish would be quite demoralizing for the alien team. Great idea!
My personal favorite trick with the new beacon is if the rambo sneaks the PG into the hive... beacon, drop 5 shotties, gg hive.
I've seen that work well, and I've seen it wind up where everybody humps the armory as the aliens tear down that fresh pg.
Great tactic when it works, it utterly destroys the hive before they can react.
For it to work, you'd need very good timing, literally baconing the marines just in time for them to arrive at spawn as the PG goes up, so they can phase through asap.
However, if you hold off the PG rush then the aliens will cotton on that the map is dead, and suspect a rush or at the very least go to investigate the last location of the marine's main base.
And if they see the trap, then its all over (although with 5 SG rines in base, its not likely that they'll crush that).
Just did this yesterday on an empty hive. Go me.
*BEACON*
Phase through! Quick! Take these shotties and kill the hive!!!
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My personal favorite trick with the new beacon is if the rambo sneaks the PG into the hive... beacon, drop 5 shotties, gg hive.
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I've seen this work effectively even without Shotties. Don't underestimate the infamous LMG rush. It's a very effective tactic, but sometimes it's a hassle to find a place where the PG will not be seen or heard and will still be in close enough proximity that the entire team will make it inside.
Doesn't always work but it is very effective, especially if the marines are all using shotguns.