The Way To Counter Sc

LofungLofung Join Date: 2004-08-21 Member: 30757Members
<div class="IPBDescription">recall teh old traditional strat.</div> as a comm, you gotta med gotta ammo gotta build rts gotta think gotta siege its just too much for you to scan also.
problaly its time to recall the oldest strat.

JUST LOCK UP THE 2 HIVES
with 2 sentries only each hive
or electing the 2 rts.
the hive is secured
altough it doesnt solve the SC problem directly,
at lease situation goes better.

Strat:
(ask all the marines to rush for all the 3 hives sperately)
IP
armory
mine x1
(no rt building in the way)
rt in hive
tf st st
rt in hive
tf st st
then u get 3 rts secured at lease.

Comments

  • Let_it_snowLet_it_snow Join Date: 2005-03-12 Member: 44876Members
    HI!lofung!!!I am Let it snow!You are the admin in hkspirit,right?

    I think the alien can unlock the hive easily with fade or gorge+skulk(heal and bite)

    Did you forgot it?lock hive need pg,pg is easy to have in NS 3.0 beta 5,but now isn't

    easy but not hard,no pg then aliens is easy unlock the hive!
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    nah 2 hive lockdown is still effective against SC.

    I do it this way.

    IP, armoury, Obs > phase tech.

    Drop ammo packs to determine hive.

    Send out 2 teams to each empty hive, capping all the res towers along the way, you should have phase gates by the time you reach them. Drop a pg in each hive as close as you can get it to the res tower. Drop a tf on the other side of the pg, 3 turrets to cover all 3 structures, electrify both rts in each hive.

    Second IP

    This will make it invicible against skulkies.

    Next armour one, and weapons 1, drop SGs, hopefully at about the same time they get fades.

    Dropping Obs in each hive helps aswell.

    Once you have this upgrades armoury so hopefully you can get HMG before any possible onos.

    Then just level up at your own liesure.
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    <!--QuoteBegin-keep it Gangsta+Mar 12 2005, 07:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (keep it Gangsta @ Mar 12 2005, 07:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nah 2 hive lockdown is still effective against SC.

    I do it this way.

    IP, armoury, Obs > phase tech.

    Drop ammo packs to determine hive.

    Send out 2 teams to each empty hive, capping all the res towers along the way, you should have phase gates by the time you reach them. Drop a pg in each hive as close as you can get it to the res tower. Drop a tf on the other side of the pg, 3 turrets to cover all 3 structures, electrify both rts in each hive.

    Second IP

    This will make it invicible against skulkies.

    Next armour one, and weapons 1, drop SGs, hopefully at about the same time they get fades.

    Dropping Obs in each hive helps aswell.

    Once you have this upgrades armoury so hopefully you can get HMG before any possible onos.

    Then just level up at your own liesure. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And where do you find all that res on the first 4 minutes of the game? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    He should have enough res to lock down one hive thoroughly, and then by the time he gets to the second hive, it's already going up, and aliens are guarding it, GG.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Lockdown and Electrification is really a good counter against SC. But only in big games. It takes maybe 60-90s before SC really kicks in. That's enough time for a commander to get marines to both empty hives, and RTs along the way, boosting RT count to 5.

    If he can control the marines to guard rather than move about and get slaughtered by cloaked skulks in their territory, by 150 seconds into the game, PGs can be up at both empty hives.

    5 RTs, PG tech, Armour1 Tech, PG at both hives. By the time fades come around 5 minutes, both RTs can be electrified, with obs in them. Now all marines need to do is slowly push out and cap RTs, then elect them. They will eventually squeeze the Kharaa to death.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    So the hives will only have electrifcation and PG by 5 minutes? Focus Fade can easily take that apart, even with marines defending it. A bit of gas here, a bit of gas there, and suddenly all of your marines are dead to focus. 5 marines just can't stand up to a focus fade and a lerk. In a bigger server, add in an extra fade and a few gorges healing. Then of course the skulks can always help too.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    edited March 2005
    what I do:

    send almost all rines out for RTs
    build ip
    build armory
    upgrade armory
    mine armory
    build RTs inbetween all these objectives
    medspam ALOT
    get armslab
    armor1
    armor2
    keep eye on RTs and send rines towards a node the sec its down, if not earlier
    get obs (this can be before armor2)
    get PT

    5 min mark with armor2 + hmgs + lotsa RTs, and sometimes even PGs.

    skulks = armor, no problem.
    lerks = armor, no problem
    fade = hmg + armor = again no problem
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    The point is:
    you gotta lock up 2 hives very fast and get pg up
    a1 is less important
    with a sc fade, its not easy to clean up hive.

    anyway, risky and luck-depended
    however this is the only start i can ever think of =\
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    If you spend your lvl 1 and 2 armor/weapons upgrades on turrets, then you can put down 2 TFs and 8 turrets. Most skulks go for cloaking instead of focus, so a1 isn't as important. If you can get your marines to the hives fast enough, you can win easily.

    Also, a hive relocation should work. Then you really only have to lockdown one hive.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I NEVER lock a hive. I push it in ups and dump a PG nearby.

    Why lock a hive, IF THEY DON'T HAVE IT, YOU DON'T NEED IT.

    Just techup and advance to there current hive. get it down, push it to shreds. With luck the building hive aint done, or it is, in which case they lost 40 res for a hive, and a few upgrades. They gotta rebuild, again res lost.
    We recap any lost RTs, push on to the other hive.

    repeat this and they most likely won't ever see a 2nd hive live.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    <!--QuoteBegin-DC Darkling+Mar 14 2005, 07:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DC Darkling @ Mar 14 2005, 07:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I NEVER lock a hive. I push it in ups and dump a PG nearby.

    Why lock a hive, IF THEY DON'T HAVE IT, YOU DON'T NEED IT.

    Just techup and advance to there current hive. get it down, push it to shreds. With luck the building hive aint done, or it is, in which case they lost 40 res for a hive, and a few upgrades. They gotta rebuild, again res lost.
    We recap any lost RTs, push on to the other hive.

    repeat this and they most likely won't ever see a 2nd hive live. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    this is what most of the comms WERE doing i guess.
    however, its too dangerous to send out marines for recaping/feeding skulks
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    <!--QuoteBegin-Lofung+Mar 12 2005, 03:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lofung @ Mar 12 2005, 03:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> as a comm, you gotta med gotta ammo gotta build rts gotta think gotta siege its just too much for you to scan also.
    problaly its time to recall the oldest strat.(Except NooBS or KUSO BS, every command will do it )

    JUST LOCK UP THE 2 HIVES (Just, JUST ? )
    with 2 sentries only each hive
    or electing the 2 rts.
    the hive is secured (Is it?)
    altough it doesnt solve the SC problem directly,(excatly )
    at lease situation goes better. (Who knows?)

    Strat:
    (ask all the marines to rush for all the 3 hives sperately)
    IP
    armory
    mine x1
    (no rt building in the way)
    rt in hive
    tf st st
    rt in hive
    tf st st
    then u get 3 rts secured at lease. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Is that the way to solve the problems ?


    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ****


    THere s no differents between a "non-sc" game or a "sc-start game"
    It was simple.
    Cap rt , lock hive, kill skull, no feeding... blablabla (big mouth)

    These are the common stuffs for every NS_map .

    You want to solve the problems?
    I think the best way is to switch your monitor to "ultra Brightness/gamma"

    Be honest, theres no "ways" to solve any problems in NS. Since different situations in different maps.

    Foucs is "tough" enough to ripe out the entire team. Hive-Lock rush means you re facing a noobie team wasting their sc.
    Spending res on upgrades are always the first choice.
    No offence

    But ur points are too common.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I still do it. THERE IS NO DANGER.
    rines should cap nodes in atleast a group of 2 period. Combined with the fact that I upgrade only the armory, and then hover above my rines to pass RTs and med, keeps them alive quit nicely.

    Kharaa usually get chambers up after a minute, but even if someone does ASAP, they are still behind with the ups, and we have 2 more RTs.

    trust me, I commed lotsa games and it works. Sure, early on they die alot, but I med all my remaining res on them, so they still live long enought to get my RTs.

    another point is, if we have a RT there, either recycling or working, it blocks a node for THEM. Do it enought and you will be ahead. They 1 node, we one node and I guarantee we do better
  • FlounderFlounder Join Date: 2004-09-12 Member: 31656Members
    This only works if you know the aliens are going SC to begin with. If you assume SC and 2 hive lock, then you have to consider a couple regen fades tearing up your base and spawn camping your unupgraded marines.

    I find that the only real counter to cloak is actually mt. Yes, cloaked aliens don't show up on mt, but the aliens aren't always cloaked, so it gives the rines a heads up, and you can scan when you see that red dot getting near your rines and disappearing.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I disagree with you buddy.
    A halfworking MT is not MT. Ppl have this sense of safety, and sure, you gotta watch if you see MT go blank, but I am also stating ppl should always watch, its help alot more.
  • FlounderFlounder Join Date: 2004-09-12 Member: 31656Members
    Ok, disagree with the mt thing, but what about 2 hive locking before you even know what chamber the aliens are using?
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    spending res on hive locking means less upgrade and ur rines will be less aggressive.

    Less aggressive means they cant do their best to stop fades , lerks, onos these higher lifeform.

    If your rines cant afford the endless ambush and attack of kharaa, hive lock means nothing at all. You lock it, u lose it soon.

    So Technology always come first .
    MT and A1, choose one for ur rines at least ( for the first 3 mins )
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I never lock a hive.
    just techup damn fast, within 10 min you got your entire team HA train and just walk into that hive.
    Also the first building hive is owned by armor2 GL/HMGs naturally
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    Also Armor 1 is VERY very important when fighting sc, because they will either have focus or they will have cloak which means they will get the first bite in, allways.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    I seriously considered a two hive lockdown strat for clan matches against sc's.

    It does not work. The only reason it works, and it does, in pubs is becuase the team you are playing against is terrible.

    You can lock down both hives if you put 3 nodes up in 60 seconds by 3:15, but you wont have armor 1.

    The strat rocks against mc's if you can secure both hives in time. It will lose against dc's. period. And sensory chambers most likely beat it cause of the low arms lab upgrades. You can't do anything against good focus fades with sidekick lerks without some serious arms lab ups and welders.
  • petit_fromagepetit_fromage Join Date: 2004-11-11 Member: 32752Members
    Still , if you can get the 2 hive lockdown it IS effective. it allows them to only have one uppgrade while you keep upgrading.i find i can only lock 1 hive, then the second hive is going up with aliens ready for the marines and then the game slowly tilts in the alien favor until they take the third hive and game over.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    If you actually make it into midgame with enough res for a 2hive lockdown then you don't have anything to worry about in the first place - that same res could go towards taking down the building Hive. SC is fairly weak at defending that, 2 SG blasts at a Fade and he's either running back to the Hive or trying to get healed by an SC gorge who'll be out of Adren soon - and who you might as well smoke out if he's not in an inaccessible vent.

    Really, the counters to SC are the same as always. Aim for an outpacing midgame or an earlygame domination. Its just harder to do than ever.
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