Siegemap Commanding
bonkeykong1
Join Date: 2004-07-22 Member: 30048Members
what commanding techniques do you use for siegemaps?
the no turrets/HMG rush works well, what other commanding styles do you use on siegemaps?
i find a good trick is to build a cc right in the middle of the aliens RT room at about 40 seconds in game. at this time the whole alien team is gorges and they will all be in one res room, building thier rt. it will take the gorges forever to take down the cc, and if they do put another one right back up! this blocks the gorges from getting to the other rt room in a small hall (like the intersection in_007). then start dropping rt's on the aliens empty res nodes (takes forever to take em down as gorges)
another good trick is to make a bind that joins aliens, then evolves to gorge, then drops a sensory chamber, then F4's and joins marines. this is a widely used trick that can give marines a head start in the game.
the no turrets/HMG rush works well, what other commanding styles do you use on siegemaps?
i find a good trick is to build a cc right in the middle of the aliens RT room at about 40 seconds in game. at this time the whole alien team is gorges and they will all be in one res room, building thier rt. it will take the gorges forever to take down the cc, and if they do put another one right back up! this blocks the gorges from getting to the other rt room in a small hall (like the intersection in_007). then start dropping rt's on the aliens empty res nodes (takes forever to take em down as gorges)
another good trick is to make a bind that joins aliens, then evolves to gorge, then drops a sensory chamber, then F4's and joins marines. this is a widely used trick that can give marines a head start in the game.
Comments
Get 2 arms labs and upgrade as fast as possible - you should have the res.
Don't drop weapons early on . With lvl 3 upgrades a few shotguns/HMGs/GLs 30 seconds before the door opens will kill Fades & Oni nicely.
Get a phase network up fast, especially between base nd the door.
Also, I wouldn't reccomend CC blockng - it could get you banned on many servers.
And your "Drop sensory and F4" trick will also get you banned/kicked in short order.
this is a good strat for _003, so listen up:
drop every rt, the immeadiatly start dropping tf in lump room, and the hall close too the big room along with tons of turrets and a few sieges in lump. next get your rines jp and hmg and a few gl. drop more sieges and tf atop the ledge in lump. continue building tf and turrets all the way back to the siege room door. try to deffend the lump room for as long as possible, then drop back to marine spawn. hold off here untill the siege room door opens. build up the siege room and drop backup cc, ip, arms lab etc. siege the hives and jet around to clean up the gorge hideouts.
the idea here is to hold off the onoses in a sea of turrets and to weaken the incoming fades. why waste res deffending the front door since it only takes an onos to take care of it. the lump room is key. the lump room is a great deffense point for the marines b/c it is a small space, so fades cannot fly around in there. onoses also have a hard time getting in becuase it is so cramped and the turrets only make it harder for the onos to get through. if the aliens take the lump room early they will build it up and can now rampage into your base and to siege with a close place to heal. once in the siege room you need to watch out for fades and onoses. you will want jp to get off the floor to dodge onoses and becuase it is an open space, the fades will be flying around in there.
if the aliens kill all your guys in the siege room, beacon and send a heavy train in. this is your best hope to take back the siege room.
other than that get HA and just walk into there hives
Only problem is, sometimes they can put all 7 RT's on one node (I've gotten over 20 on one... 0o')
The basic outline of strategy on that map is to tech up and build RT's ASAP, then prevent fades from getting to your resource nodes.
Tech-up: people have explained that well.
Fade defense: there are a lot of ways to do this. Many people create huge turret farms in Undefendable, guarded by HMG marines. Some people spam mines on the back wall of the long halls, so fades blink uncontrollably into them and die. Others turret farm all the way down the halls and into the ramps room.
If fades get through: jetpacks/HMGs are your best bet.
You can either get heavies and push the alien halls, or you can hold out for the siege room to open (some people turret farm the area next to the siege room to help keep aliens from sealing it off).
Quick tips from me:
Place structures in the siege room just before it opens if you plan to build in it. Things go faster that way.
Hide your arms lab. Some fades completely ignore RTs and they home in on your arms lab, to help their buddies on the front lines.
Grenade launchers are your friends.
Weapons3 is your best friend.
The only buildings you should build while you still have unbuilt RTs are the armory (and quickly upgrade it), and an Infantry Portal (so people can suicide to get to base).
I like organizing turret farms in undefendable, with mines on the back of the long halls.
If you have spare resources (as in LOTS of it), then electrify your RTs. It slows down fades considerably to have to metabolize after killing an RT.
Remember, watch other commanders when they command. Every new strategy you learn helps out, even if it's not very good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Before the door's open you'll have ha/hmg/welders waiting there.
Electric Turret Factory Farms in the front near the door and stairs (stops them just jumping over em) with a SEA of turrets backing em up!
Then electrified t-facs all the way down the hallway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--><!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--><!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
It pwns all fades/oni... skulks become FRIED burgers, gorge ROAST, lerks CRY
Allways give every rt on rine side, immediatly after they are drop wait for armory and put it coming.
Allways put 2 armslab so you get 3/3 before 10min(!) (my best is 9.30 in normal ns_ <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Thats the principle that will take you very far in siegemaps.
In 007 the door opens just when you have _full ha train_ if you go by that plan you can also get easily 3/3 ups before it opens + much more fun to pull it off with train than with siege room. <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
PS. digged this from the forumyard of old threads <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
siege maps always make for happy games <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
so true!
your a ****. you go aliens drop sensory reconnect and come aliens saying "who dropped sensory?" dont ruin the game's of others just cause your on the internet. ill bet you'll never dream to pull that kind of **** in real life. sensory 3 rounds in a row on mineshaft isnt exactly my idea of fun. please stop being a retard and try be considerate.
First off, i'd say "Not one marine is getting anything unless you build every RT i have places". It may seem evil but well, you have to be tough with your troops.
If this is done quickly, you place 2 arms labs and upgrade as quick as you can before the door opens, while you set a turret spam at each corner to your base.
What i tend to do is equipt my marines with JP / Shotty and just toy with the aliens untill the siege door is open and quickly set up a 5x siege and scan their hive.
Of course, if the aliens are smart, this would lead to hard attacks. But thats what a siege map is.. marines need to hold out untill the last door opens.
Most easy way to win in siege is this listen carefully!!:
1. make 1ip and armor and put it immediatly to upgrdaing(ip for latejoiners)
2. give all rts
3. give 2 arms labs for double ups
4. now give some random stuff while waiting adv(save for instant proto/upgrade)
5. ignore marines saying: COMM TORRENTS!!!!(you loose with turrets server falls ot you just lose)
6. give proto now and put ha immediatly research
7. by the door opens you should have res to equip whole team with 3/3 ha\hmg\welder.
8.make jps if you have rt harrassers(quite sure they are busy with that train!)
9.Easily push throught alien halls.
If you can get those upgrades asap by watching bit and saving for them before had you win 90% time
Then when the door starts opening get everyone to stand in it to block any aliens trying to make an escape (read fades).
1. Advance shoulder to shoulder in to the first chamber, set up siege, scan and destroy the chambers.
2. Walk shoulder to shoulder again around the first corner and set up a pg, armoury and then start getting siege up. You want to put as many siege turrets in the 2nd corner of alien halls (they reach the hives from here and bypass the defence wall).
3. Plop random structures and turrets along the rest of the halls to impede alien movement.
4. Get all your HAs to stand... shoulder to shoulder... and stop any alien coming through.
5. suicide and victory jps!