Unbeatable strategy

cc_jujucc_juju Join Date: 2002-11-01 Member: 3003Members
<div class="IPBDescription">Sure-fire way to win as the marines</div>I've tested the following strategy time and time again, playing on both teams, and I've found it to be completely unbeatable.  I guarantee if you follow the following steps correctly, you'll achieve victory in no time at all as well.

1. Build an ammo station.
2. Upgrade the ammo station.
3. Create heavy machine guns for your soldiers.
4. Congratulations, you're invincible.  Destroy everything.

In the unlikely event that one of your boys is completely clueless, you may need to build an infantry spawn for him so he can pick up the HMG on his second time around.  After that, you shouldn't have any more problems.

---
<i>The above text was meant as good-natured sarcasm.  Hopefully it will help bring some attention to how woefully overpowered the marines are against everything but the largest alien behemoths.  Heavy machine guns, power armor, sonic turrets, and if that wasn't enough, motion detection? I thought it was the aliens who were supposed to be able to see enemies through walls?  Stealth means nothing when I see all my enemies as a blue circle.  Anyways, I imagine this will all be fixed soon.  NS is a fantastic mod, and I have every expectation that the balance will be adjusted soon.</i>

Comments

  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Have you ever taken out 2 HA and HMG equipped marines with an un-upgraded Skulk just because they didn't check the roof?

    It's a wonderful feeling.:D

    Aliens will seem a little underpowered right now simply because nobody knows how to play them right. A lot of the abilities are unfamiliar, and the strategies aren't copied from CS.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Don't forget you need to build an infantry portal first.  Are you playing with balanced teams when this works for you?  I'd LOVE to have a pickup game with you when you try this tactic, you'd be dead before you got your 2nd HMG... :)
  • QuietusQuietus Join Date: 2002-03-13 Member: 313Members
    Nothing like a little skulk rush to take out your entire team while you wait for your HMGs. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Paste from previous post:

    Most of the people I have seen playing skulks are just dummies.  Skulks are described as a "scout" class, and have only 70 hp.  Yet many times I have seen a Skulk just charge at me from the end of a massive tunnel (tram tunnel in ns_bast, this happens a lot) like he thought he was an onos.  People, you can climb on walls!  Suprise me!  Ambush me!  Do something!  At least make it so I can't friggin KNIFE FOUR OF YOU IN A ROW.  I'm serious, this happened once, two skulks and two lerks fell to my knife when I ran out of ammo, and I nearly killed another skulk before I went down.  This was also after I had killed two gorges charging me with that nasty puke-ball attack, a lerk or two, and a couple skulks with my LMG and Pistol defending the rear-aft junction in ns_bast.  Absolutly ridiculous, and it isn't the fault of play balance either; it's the fault of people that haven't yet learned how to be sneaky ninjas when they play as aliens.

    Also, if anyone would care to read the playtester stories, I remember at least half of them being the marines getting their ##### womped by the Kharaa.



    <!--EDIT|Flayra|Nov. 03 2002,03:28-->
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    I figure most marines will change their tune when the aliens a) learn the maps, and b) figure out that when most of the marines are busy building a gajillion turrets, it's easy to come up behind them and chew their legs off. I've been in a few games were me and a couple of semi-intelligent skulks were able to end the game in minutes because the marines got a bad commander.
  • D_6969D_6969 Join Date: 2002-09-07 Member: 1298Members
    ummm yeah that strategy is pretty stupid actually. Cause all aliens have to do is get like 2 or 3 bites and your marines are dead. And there go your precious hmg's.
  • BlessedBulletBlessedBullet Join Date: 2002-11-01 Member: 2804Members
    Seriously though, I don't believe for a second that the aliens are underpowered (I've seen a sulker eat the brains of groups of 2 - 3 marines *consistantly* throughout a game)

    People don't know how to play aliens yet - biggest thing aliens have going is the whole fact that they can command themselves.  Most of the time I see aliens lose is because they don't work together (or they're outnumbered 3:1).  But when they use hive-sight and all that shiznit to work together an attack together, they totally pwn marines.  Just two or three fades tossing acid rockets together can waste a squad of marines.  Throw in a oh-no or two, add milk and OJ, and aliens have a healthy breakfast.
  • D_6969D_6969 Join Date: 2002-09-07 Member: 1298Members
    yeah I'm with that. I was an Ono's and I had 2 fades with me again 4 marines. And we slowly pushed them back to their main base and then I did primal scream and rushed in and we just totally anhilliated them. If you work together and consider what you need as opposed to what you want. It works out in the end.
  • PlaguedPlagued Join Date: 2002-11-01 Member: 3454Members
    My experiences are that when you -can- ambush marines (most maps don't allow for this to happen too often as you'd like.), one of three things happen:

    1.)Two of their buddies nail you while your attacking the first one. If he's alone: See #3.
    2.)The turrets they placed at every corner of the map kill you first or on your way to ambush.
    3.)After three bites, he gets a fix on you and blasts you. Because even being upgraded up the wazoo, HMGs can plaster you if they get a clear shot.

    On the off chance you damage one of them and get away, preparing for a new ambush: They have a bed of medpacks dropped on them, or they retreat into turrets.

    I've yet to play marines at all since Halloween, and this has been my experience for the most part. Though it usually doesn't get -this- bad unless the aliens are outnumbered 5 to 1 or so.

    Oh and on attacking abandoned outposts: Even upgraded, you can't do enough damage to the defensive turrets before marines spawn to repair them and/or nail you. (Of course, you could cloak and hide, but the process would simply repeat itself.) this is because none of the single or two hive evolutions have enough firepower to devastate a large area.

    Oh, and good luck defending hives against siege turrets that shoot through walls and thirty grenades hitting your hive area all at once.
  • AcidhamsterAcidhamster Join Date: 2002-11-01 Member: 3171Members
    Guys, no amount of sneaking will allow a skulk to take out a guy in Power Armor and a HMG that has limbs.  the HMG will INSTA KILL a skulk, and it will take over 10 seconds of biting to kill the heavy marine.

    That said, EVERY frickin' marine and his brother is decked out in Power armor and a HMG.  My frist time commanding, a total newb, I was able to equip my team with all that #### easy.  Only reason it took more then 5 minutes was I needed to figure out the tech tree.  Maybe if this resource "bug" is true and fixed things will get better, but as they stand it SUCKS to be an alien after the big guns start rollin' - w/o an onos there is no way to compete with 6 heavy marines.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    You people just don't move fast enough.  Aliens that move quickly and work together are more than a match for marines.  Plus, a skulk is a LEVEL ONE ALIEN.  A marine with HA and an HMG is hardly equal in resource cost, and therefore should be more powerfull.  Just parasite them, run away, and come back later to xenocide him and his buddies.  Also use leap; as far as I know, it knocks the #### out of marines, although I can't say I've tried it yet.

    And NEVER walk on the floor.  Just don't.  You don't need to.

    One thing I should mention is that skulks should be able to get headshot with bite.  Only skulks too, it would make the other aliens far too deadly.
  • D_6969D_6969 Join Date: 2002-09-07 Member: 1298Members
    Yeah a skulk can kill a marine in heavy armor really fast especially if it's dark. It's happened to me a few times already. They just run around behind me cause they are so much faster and start biting and I can't move fast enough to give me some room to shoot.
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    This is something I've used since PVK and MS: stand still.

    It's so much easier to hit your target if you stand still. That is, if the target is a moving target.
  • UGLJonUGLJon Join Date: 2002-11-04 Member: 6940Members
    The aliens can be super powerful. They need to move quick though and get a second or third hive so they can get upgrading. A lerk and 2 fades covered by the lerks umbra can take out any turret outpost.
  • BrewBrew Join Date: 2002-11-01 Member: 2572Members
    <!--QuoteBegin--Narfwak+Nov 4 2002, 12:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narfwak @ Nov 4 2002, 12:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And NEVER walk on the floor. Just don't. You don't need to.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, I agree.

    Especially on those long hallways that have support pillars every 5 feet, which prevent you from walking across the ceiling without spending 10-15 seconds per beam trying desperately to get around without falling off, onto the floor.

    <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> what an asinine thing to say.

    Try something before talking down to someone who's already TRIED what you're talking about, and happens to be far better than you at it to boot.

    It's not always a flat surface on the walls and ceilings, and its DIFFICULT to navigate right angles upside down, and IMPOSSIBLE to do so and still move with any speed.

    Being a n00b myself, I still feel justified saying STFU N00B when I read crap like whats above.
  • UGLJonUGLJon Join Date: 2002-11-04 Member: 6940Members
    Okay dude settle down. You don't have to haze him. Let's all hold hands and be happy.
  • PlaguedPlagued Join Date: 2002-11-01 Member: 3454Members
    All of the things I stated were in response to the idea that a skulk can take out all marines using ambush tactics. (In some rare cases, yes, but hardly as a standard.)

    As for having 2-3 hives. Good luck. A good team of marines can have turrets up in at least one empty hive before you even get the second one started. The cost and delay involved in creating a hive make them extremely difficult to get started. 80 Resources and almost 20 mins (?) of waiting time?

    Early game it's not too hard, you could have a chance if the marines try to fortify up resource towers instead of search the level. Late game it's impossible unless the marine commander is an imbecile. I will say though, that these experiences are based on being extremely outnumbered as the aliens. I've had more luck keeping two hives alive with equal teams, but three is a miracle either way.

    Resource towers are extremely important to the aliens, they don't -seem- to get the same amount of juice out of them as the marines do. Unfortunately, unless the teams are fairly large, you'll have to trade a hive in order to build up resource areas.
  • BrewBrew Join Date: 2002-11-01 Member: 2572Members
    ok youre right jon

    im at work and a lil grumpy

    im just tired of marines who have no clue what it means to play aliens continuously posting "all you have to do" messages.

    i mean GOD, it even says ingame "if you're new and suck, you should play marines"

    dont tell ME how to play aliens when you have no clue.

    If a dev were to give actual useful advice or tactics, I'd be all for it.
    They've actually PLAYED the game before.

    -brew
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Narfwak+Nov 3 2002, 05:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narfwak @ Nov 3 2002, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Paste from previous post:

    Most of the people I have seen playing skulks are just dummies. Skulks are described as a "scout" class, and have only 70 hp. Yet many times I have seen a Skulk just charge at me from the end of a massive tunnel (tram tunnel in ns_bast, this happens a lot) like he thought he was an onos. People, you can climb on walls!
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hate to say it, but the wall-climbing, while pretty well done, is an absolute **obscenity** to get to work decently sometimes, though a good chunk of that is the map construction lacking the occasional 'rounding' clip brush to make the wall-walking happier, or a 'rounded off corner' around an edge to let a lip be crawled over easier. (It's a mindset of where the clip brushes go, and not something that impacts level design itself.)

    Of course, I'm too used to the way Tremulous managed to get their wall-walking code working in a seperate mod they released. :-)

    Though the only real wish-list I have for the wall-walking, would be being able to side-step up onto a wall, as far as I can tell it just doesn't work. Would allow for running in a direction and using the wall-walking as evasion, circling over around a tunnel's walls... but that'd require view-rolling, which is it's own kettle of fish to deal with that can be an absolute pain to try to code properly. :-/

    The great Holy Grail of coding in FPS it seems - Well-done Wall Walking. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Here is a sure way to win against the aliens build bases in the enemy hives before they have a chance to construct those hives and get those upgrades. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • UkatoUkato Join Date: 2002-11-05 Member: 7204Members
    one ability that is often overlooked is the lerk's umbra. when you are in umbra, bullets don't hurt. one lerk and me as a fade wasted a 4-marine base.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    edited November 2002
    <!--QuoteBegin--Brew+Nov 5 2002, 04:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brew @ Nov 5 2002, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Narfwak+Nov 4 2002, 12:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narfwak @ Nov 4 2002, 12:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And NEVER walk on the floor.  Just don't.  You don't need to.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, I agree.

    Especially on those long hallways that have support pillars every 5 feet, which prevent you from walking across the ceiling without spending 10-15 seconds per beam trying desperately to get around without falling off, onto the floor.

    <!--emo&:angry:--><img src='http://www.natural-selection.org/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> what an asinine thing to say.

    Try something before talking down to someone who's already TRIED what you're talking about, and happens to be far better than you at it to boot.

    It's not always a flat surface on the walls and ceilings, and its DIFFICULT to navigate right angles upside down, and IMPOSSIBLE to do so and still move with any speed.

    Being a n00b myself, I still feel justified saying STFU N00B when I read crap like whats above.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Dude, I've played skulk before, and don't have much trouble wall climbing. It just takes practice. Chill out man.
  • first-man-fallingfirst-man-falling Join Date: 2002-11-06 Member: 7400Members
    I think the fully range of alien-speed will not turn up untill servers have lower pings. Its hard to aim exactly at highspeed when some movements get lost caused by a ping of 300-400.

    But this will turn up in a few weeks i think <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->

    ***behind and above*** <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • ZEN_B34nZEN_B34n Join Date: 2002-11-06 Member: 7404Members
    <!--QuoteBegin--Narfwak+Nov 3 2002, 12:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narfwak @ Nov 3 2002, 12:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it's the fault of people that haven't yet learned how to be sneaky ninjas when they play as aliens.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yay! Someone else realized that aliens are ninjas!
  • Tucker_GerakTucker_Gerak Join Date: 2002-11-06 Member: 7396Members
    edited November 2002
    I agree that Marine Crap is WAY too powerful. Me and everyone else had a marine base dead; but their turrets slowed us down. Eventually they got the armor and we couldn't do crap! Even with a bunch of fades. Our attacks did bs to em... Then of course it's the holy HMG blasting away half my HP with a shot to the arm...$*@(

    Btw; Wall-Climbing is easy...Celing-Walking is not...It's hard to stay on those damn ceilings <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Being able to cloak and wait for a victim is fun <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> -- Or get in their base; hide quickly and cloak and wait for everyone to go away. Then...OWN THE COMMAND CENTER! Works everytime...and this is coming from someone who people say is a really really good commander... well atleast I know how I'll die if something goes wrong. Like there being an intelligent alien somewhere out there.... :>
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    As a skulk, I can:
    1) Take out as many as 3 turrets single-handedly. (regeneration, optional celerity and/or cloaking)
    2) Take out up to 4 LMG-armed marines. (some luck, more carapace, celerity, and silence).
    3) Take out any lone, non-HA marine. (pick your favorite upgrade and ambush like you're supposed to)
    4) Take out an HA marine. (some luck, more carapace, cloaking, and celerity or adrenaline).
    5) bypass nearly any marine defense and destroy the CC and/or IP, often effectively winning the game single-handedly (leap, cloaking & regen or carapace & adrenaline).

    Please learn to play as aliens before you complain they suck. 4 days' experience is not sufficient to learn something completely unlike anything you've ever played before.
  • TomodachiTomodachi Join Date: 2002-08-16 Member: 1175Members
    <!--QuoteBegin--coil+Nov 7 2002, 06:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Nov 7 2002, 06:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As a skulk, I can:
    1) Take out as many as 3 turrets single-handedly. (regeneration, optional celerity and/or cloaking)
    2) Take out up to 4 LMG-armed marines. (some luck, more carapace, celerity, and silence).
    3) Take out any lone, non-HA marine. (pick your favorite upgrade and ambush like you're supposed to)
    4) Take out an HA marine. (some luck, more carapace, cloaking, and celerity or adrenaline).
    5) bypass nearly any marine defense and destroy the CC and/or IP, often effectively winning the game single-handedly (leap, cloaking & regen or carapace & adrenaline).

    Please learn to play as aliens before you complain they suck. 4 days' experience is not sufficient to learn something completely unlike anything you've ever played before.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yep, except for #1 because it takes too long as a Skulk and I'm not that patient. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • DraugluinDraugluin Join Date: 2002-10-31 Member: 1824Members, Constellation
    <!--QuoteBegin--UGL|Jon+Nov 5 2002, 06:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UGL|Jon @ Nov 5 2002, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The aliens can be super powerful. They need to move quick though and get a second or third hive so they can get upgrading. A lerk and 2 fades covered by the lerks umbra can take out any turret outpost.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Definitely, and before the marines have a chance to react. Think about the turret outposts around the resource nozzles.

    The aliens have to keep the marines inside their base. That's just how the game works.

    If the marines get out, they get resources, hmg, ha, etc. Watch those demos flayra posted recently for some great tactics.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I still think the HMG/HA combo is ridiculous. Chomp after chomp after chomp, still pounding away with that uber-cannon of diefic power.

    How many licks does it take to get to the center of a HA Marine pop?

    Answer: too many.
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