Need Help
taintedbeef
Join Date: 2003-12-05 Member: 23972Members, Constellation
Hi, this is Tainted-Beef from suX, and we have been playing for 2 seasons +, not very active, but we are always looking for advice.
Recently we have been doing much better than in the past, but are still having some troubles, mainly that we cant finish a marine half, I'm not sure why we are having these problems, but we haven't even won one, we have alien tied many a time, but never won a marine half.
So start from the beginning, what should we be doing? And where should we go from there, please use map examples. Example strats, and what not. If you have scrimmed us, tell us what we did wrong. We seem to cap up, but the res dosent come, and we get killed trying to recap by 2 hive fades.
Thanks,
Beef
Recently we have been doing much better than in the past, but are still having some troubles, mainly that we cant finish a marine half, I'm not sure why we are having these problems, but we haven't even won one, we have alien tied many a time, but never won a marine half.
So start from the beginning, what should we be doing? And where should we go from there, please use map examples. Example strats, and what not. If you have scrimmed us, tell us what we did wrong. We seem to cap up, but the res dosent come, and we get killed trying to recap by 2 hive fades.
Thanks,
Beef
Comments
"Standard" marine game goes something like this:
You've got two teams, a pressure team and a capping team. Pressure team hits a likely alien node location hard and early. Like in our week 1 match vs. wnf, we had three of our better shooters book through cargo in to vent. This kept the entire alien team occupied for ~ 60 seconds, and we'd've almost certainly killed wnf's hive node in that first push if we'd positioned ourselves better instead of like... one guy LMGing the node, one guy knifing it, and one guy running into the hive itself. ;p
While your pressure team is keeping the aliens occupied, your capping team - and by "team" I'm referring to one or two guys - is, well, capping nodes.
Sometimes your pressure team will cap some nodes on their way to the alien nodes. You'll see this alot on tanith, with the pressure team capping RR and then pushing into cargo/fusion/acid. The idea is basically to keep the aliens so occupied with defending their nodes that you can hold pretty much the entire map without effort.
If you've done things right, the fades will be delayed until 5:00 or so, and you'll be able to to field level 2 shotguns and HMGs, which can handle fades with ease. Or if you've done it really right, you can throw a load of jets at the aliens. Either way, between 4:00 and 5:00 you should be presenting some sort of credible threat to one or the other hive. If the aliens are holding you off of that hive, you have one guy sneak off and get a phase in or just outside the other hive, while their scouting is damaged by doing hive defense. Also keep one guy on node-capping duty while you're threatening a hive.
gl/hf
for each node you take down, depending on when it happens, you push back the 2nd hive and the fades. In a marine slaughter you don't even see fades.
The most important parts of a marine round are:
- Always be pressuring, force the alien team to react to your attacks rather than sitting back and let them decide when to fight
- It's important to kill their rt's early if you don't have at least one of their first 3 (inc hive) nodes down within 2-3 minutes you'll find the mid game very tough, with one less node the alien tactic becomes much less flexible.
- Always have a dedicated rt capper/ defender, most of the time if the pressure marines are doing their jobs well you'll only need one guy to patrol your nodes or build new ones.
It's important to get the marine tech right too, a general tech list would go:
a1
advanced armoury
w1
obs > pg tech
w2
w3
mt
there are other variations too such as early mt or proto rushes but generally a basic strat is the safest.
Apart from that it's down to the teamwork of your marines and their experience in whatever role they play, the aim of your marines and the ability of your comm to drop medpacks and not screwup.
^? went through it's first two seasons with winning a hot 3 marine rounds between all its scrims and matches. It wasn't until GoM broke up, and we snatched up players who knew how to play the last half of the game, that we did well. Part of the problem is, as a new team, you end up scrimming nothing but delta clans so you get a lot of practice at surviving for the first three minutes and then on Sunday when you play other omega teams you just go, "Uh, it's minute four, what now?!"
The trick is to plan your end game ahead of time. Things that you can't practice in a scrim against terror because of their level, your comm can do on a print out of the map. Figure out good phasegate spots, ideal ambush positions, and other stuff that shouldn't be determined as the match is playing itself out.
That said, listen to Kavasa; he makes marine halves look easy.
Yes... but that implies you actually manage to get them down, no?
Also you might want to ask if anyone has any commander demos you can watch to see what other clans do in similar situations & to learn their strategys. Most competitive games are won or lost in the first 5 minutes.
Yes... but that implies you actually manage to get them down, no? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We manage to take out those nodes the majority of the time.
Yes... but that implies you actually manage to get them down, no? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
We manage to take out those nodes the majority of the time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Whatever floats your boat... depends on the situation I guess.