Psychological Warfare - The Kharaa Way

Rolling_RockRolling_Rock Members Join Date: 2002-11-15 Member: 8677Posts: 56
The way Kharaa win.
Marines have weaknesses, and that is their teamwork design: They have one overseeing commander, and he is generally only in one place at a time. Marines themselves are weak if alone, and even numbers of aliens will generally win against an even number of marines (in most cases).

The real key to the Kharaa is psychological warfare. CONSTANTLY attack, especially in the early game.

* Distract the Commander - Wounding marines is often worse than killing them. Then they run around yelling "medpack" which distracts the commander and causes them to use 2-4 resources per marine. Killing a LMG marine will simply respawn, not causing the commander any resources or time. But wounding them, such as with a few lerk spikes or fade acid rockets, is a great way to distract and cause trouble.

* Attack Resource sites and Turret Factories - There is often a gap in the turret defenses, and a single skulk can get in and do some damage to a resource tower or a turret factory. So do suicide runs. If it takes 4 runs to kill a turret factory - DO IT. Once the factory goes down, so does all the turrets, the resource node, and the time and energy the marines spent putting them up. It deprives them of resources and forces them to waste more to get the same thing back. And only ONE skulk is needed to do this in most cases.

* Distract the Marines - 2 fades and a lerk can distract the marines in the mid-game by attacking a hive location or resource site. The commander and marines usually re-route to this, expend resources, time, energy, and medpacks to do it. Meanwhile the other resource sites and strategic places are being attacked by the rest of the team.

* Harass their Main Base - even a single lerk doing umbra and spiking from a vent into the marine main base can tie up 3-4 marines, PLUS the commander. The marines just don't know to ignore the lerk. If you can get a third of their team occupied with one man, you have struck a mighty blow. Even if they kill you, they'll likely throw up added defenses to prevent your return. This too takes time and resources. Any men you wounded will need medpacks. Marines often defend their base fiercely and will pile up ther eif even one or tow aliens start attacking it. Use this to distract them from your real target - a fortified hive or their now weakly defended or completely undefended resource towers.


The primary key here is TIME. The Kharaa have time on their sides. With 2-3 gorges building structures, stuff can go up faster than the mariens can put up stuff, and they don't require a central commander to do it. If you distract the marines at their main base while your gorges throw up that second hive, you have taken a great step toward victory. If you harass their resource sites every step of the way, they aren't attacking your gorges or securing hives very well.

The second key is to SPLIT UP THE MARINES. Attack several locations at once, even if it is just one skulk - he's cheap, expendible, and if he occupies 2 marines in the process, he has struck a deadlier blow than killing those 2 marines. Marines are nasty and devastating if they all move together quickly and sweep across a map in a wave of destruction. They are far less nasty if they split up into smaller teams, or get hung up defending stuff they shouldn't. They are de-fanged when their commander is distracted by trivial things, like lmg marines needing medpacks and ammo.

It's all psychological. If the marines see damage they usually run to stop it. What they really need to do is move as a focused group. If you can prevent them from doing that, you are winning the war - regardless of whether or not you die. That is a critical point. If you don't kill any marines, but you cause them to waste a lot of ammo and run around chasing you, then they have fallen into your trap. The more you distract them from their goal, the more your own goals are furthered.

Harassment is a critical weapon of the Kharaa. They are built for psychological guerrilla warfare, so use it. Lure them to useless places. Distract them from your hives. Get them to focus on places your gorges arent. And if you die? So what? You'll die, which means gorges get more resources anyway. If you do some damage, even if it is a little, keep at it. The damage will add up, and it can strike a critical blow if the enemy doesn't fix it.

To those marines reading, learn from this and don't fall into Kharaa psychological trappings. Stick to your objectives and complete them, making the Kharaa come to you in order to stop them. Don't let them lure you away. This will be your doom.
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Comments

  • Onii-chanOnii-chan Members Join Date: 2002-11-05 Member: 7164Posts: 503
    gets my seal of approval tiny.gif
    It's not like I want to gore you or anything!
  • NarfwakNarfwak Members, 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 Join Date: 2002-11-02 Member: 5258Posts: 3,785 admin
    . . . and I've been harping about this for how long? Oh, wait, I only started actually posting about it today. Heh.
    UWE Playtest Lead
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  • PeregineDivePeregineDive Members Join Date: 2002-07-15 Member: 951Posts: 161
    good post... thank the Lord for dumb marines right?

    -PD
  • AnarchyAnarchy Members Join Date: 2002-11-02 Member: 3969Posts: 11
    Agreed on all posts biggrin.gif

    Harassment is key, if you can keep the marines from expanding because they are occupied, you have already won!
    Never look down on someone unless you are going to help them up or put them out of their misery
    ::skulk:: > all
  • guagleguagle Members Join Date: 2002-11-06 Member: 7312Posts: 53
    And the best part is that it actually works smile.gif
  • MerciorMercior Members, Reinforced - Shadow Join Date: 2002-11-02 Member: 4019Posts: 367
  • TyphonTyphon Members Join Date: 2002-11-01 Member: 1899Posts: 1,597
    Very nice post. As you pointed out, in many cases, a wounded and frightened marine is better than a dead marine because it distracts/occupies the commander. The commander is the only thing holding the marine team together, and with him not at the top of his game, aliens have a big advantage.
    Counting bodies like sheep
    To the rythm of the war drums

  • b00tedb00ted Members Join Date: 2002-11-07 Member: 7539Posts: 38
    Nice way to put everything (I like how you say that time is on the kharaa's side), it gets my sticky approval (even tho it will nock my post off lol)
    Easter FGT
  • greydmiyugreydmiyu Members Join Date: 2002-11-18 Member: 9234Posts: 209
    Awwww, you didn't mention my favorite.

    Skulk in some random location.
    Chomp some marine.
    *chuckle*
    /say Send more meat, I'm hungry.

    I guarentee you'll have one marine hunting for you. Do it 2-3 times he'll get some of the team to go with him.
    Not just another pretty color.
    dmiyu.org 5 on 5 NS: 66.51.217.42:27016
    dmiyu.org 8 on 8 No-AWP CS: 66.51.217.42:27015

  • Bob_the_AlienBob_the_Alien Members Join Date: 2002-01-30 Member: 135Posts: 535
    all good tips except for *wounding * lmg marines instead of deathblow, marines generally take a VERY long time to get anywhere as the slowest alien is faster then a LMG marine, killing a lmg marine a long distence back will send him alll the way across the map into a line waiting to respawn. Not to mention a good commander can press the jump key use his bind to give health and jump back before 2 seconds aka one tick passess.

    but other then that this hits the nail on the head.
    Current alias:
    None. I think I finally retired?

    Past alias:
    [ReD]Fade, [ESR]Medkit, Lycanthrope, /WD/[slick], [DFA]Guardian, Screaming Willy
  • Nemesis_ZeroNemesis_Zero Old European Members, Retired Developer, NS1 Playtester, Constellation Join Date: 2002-01-25 Member: 75Posts: 12,841
    QUOTE (Mercior @ Nov 19 2002, 01:02 AM)
    Sticky this smile.gif

    OK.
    QUOTE
    And if I haven't seen further, it's because those bloody giants have blocked my sight.
  • ChompyChompy Members Join Date: 2002-11-06 Member: 7379Posts: 70
    Excellent post. My favorite map for lerk harassment has GOT to be BAST. Despite the ridiculous seige turret range issues on this map, I've never played it as Alien and lost. My favorite tactic; Go Gorge, build WoL in front of the rotating door to prevent Marines from coming out this way (which they almost never do anyway), and of course the resource point there.

    I also build a line of defense towers right up the vent leading to the marine base. If they aren't paying attention, I'll build 1 or 2 offensive towers on the vent overlooking their base. Said turrets will then fire nonstop into the marine base, while the entire marine team comes in from all over the map to deal with it! With 3 DTs backing them, my OTs usually last a few minutes before they get enough turrets/LMGs/shotties on them. At that point, I go Lerk. I give them a few minutes to think I've gone, then..."splinksplinksplinksplink" on whatever I can hit that will get their attention.

    Now the whole team comes back AGAIN, and usually at this point they go to seige towers and I have to vacate. But I've managed to tie up almost the entire team, plus at least 100 rps they've spent on extra defenses on their main base while they should have been expanding. By this time we have 2 hives and have possibly even started a 3rd.

    Just like the man said, harass them harass them harass them, and you will win every time.

  • Rolling_RockRolling_Rock Members Join Date: 2002-11-15 Member: 8677Posts: 56
    With regards to wounding marines - it is most always better to kill them of course, but if you are just perpetually wounding a couple at a location, not killing them, and they're staying there shooting randomly asking for medpacks, then it's generally just as good. They're still tied up, and them being tied up is taking time away from the commander too.

    Just a little clarification there. wink.gif
  • SoulSkorpionSoulSkorpion Members Join Date: 2002-04-12 Member: 423Posts: 4,417 Advanced user
    Listen to this guy! He is absolutely right!

    ...ok, personally I disagree with the wounding LMG marines. I think it's more important to deny them access to bases to be contructed than to leave them walking wounded, especially if they aren't newbies. But that's just my opinion smile.gif
    image
  • bitninebitnine Members Join Date: 2002-11-19 Member: 9283Posts: 167
    Yeah, harassment is definately key. Even when there's a large important battle going on at a location, its always good to have a single skulk or even two probing for unattended marine facilities and trying to take down that turret factory. As a skulk I got very much satisfaction from, say, making the marines build Station Access Alpha 4 times while the "real" battle was being fought over the Triad Generator array.

    I've seen a team of 4 players (two fades, a lerk, and a gorge) keep an entire marine team of 12 players stuck in their spawn building defenses and spamming grenades while the rest of the aliens went about the real business of getting up a third hive.

    It does work the other way though, I've seen marines rush in a tag a hive just to distract the alien team and get 'em to come running. It's a good reason to have movement chambers up, as you'll almost have someone at one of the hives to check it out and call if there's more than the one.
  • HeadFeastHeadFeast Members Join Date: 2002-11-18 Member: 9200Posts: 15
    Excellent advice -- I've always subscribed to the "scare them to death" school of thought. Make them feel like a bunch of grunts from Aliens.
    user posted image
  • WraithmanWraithman Members Join Date: 2002-11-14 Member: 8600Posts: 48
    what i love to do is be a lerk or skulk, and hide out very well at a resource point or some other location they always build at... then when i hear them building i wait... usually the order of placement goes resource tower, then turret factory, then turrets... so when i hear the commander place that third building... i attack... they are usually all crowded around the turret, cause once it's up they'll get some support when they are attacked... i can usually take them all out if it's 3 or less... then you chomp the buildings to pieces... thats 22 for the tower, 25 for the TF and 19 for the turret (i think) for a total of 66 resources they blew... with little effort by yours truley... i use this strategy all the time and it hardly ever fails me... i dont like to rush out right away cause while the first building is being constructed but most marines assume nobody is going to attack if they dont do it right away and go help build... This is 2x as deadly if you have silence... works wonders... just a suggestion for all you commandos out there!
  • WindelkronWindelkron Members Join Date: 2002-04-11 Member: 419Posts: 3,975
    What! Time is NOT on the side of the Kharra. As soon as the marines get HMGs, it's over. You can experience this on any server: as soon as the aliens see the first HMG kill, they all go "**obscenity** they got HMGs!"

    some help on how to kill HA HMGs ;\ confused.gif
    QUOTE(esuna)
    In short, stop just looking at screenshots and thinking "JESUS CHRIST! THAT ENGINE IS PERFECT BECAUSE IT LOOKS LIKE x GAME! MY COLON EXPLODED!"
  • Rolling_RockRolling_Rock Members Join Date: 2002-11-15 Member: 8677Posts: 56
    It's only over if they have HMGs and a ton of resources, lot of organization, and they focus all that firepower on one location at a time - locations most of the Kharaa aren't but should be.

    Case in point - Last night I was playing 'rines on Caged. We took freight elevator access, sewer vestibule, sewer hive, and stability monitoring. Aliens had the rest. We had phase gates going to all of those locations, so we could instantly react to any alien attack.

    But it wasn't enough. Alien attacks were slowly wearing down at all of those forward positions. They were attacking from all sides. Until I grabbed a couple guys with HA and HMGs and yelled at them "Follow me" enough times until htey finally did. We pushed hard in a direction they didn't expect, linked up with another group, and immediately pushed toward ventilation hive, using the weldable entrance. We walked right by the few defensive towers, shot a gorge in the **obscenity** who was trying to build them up more, and annihilated the hive itself in about 10 seconds of 5x HMG fire. Game over Aliens. About 15 minutes later we cleaned up.

    We won because:

    1) we secured 5 resource sites, enough to actually outfit everyone with HA and HMGs.

    2) we had phase gates to all locations, allowing us to instantly move across the map where needed, without them we would have DEFINITELY failed.

    3) most importantly, we focused all our firepower on one location, one the aliens didn't expect - their ventilation hive - from an angle they didn't expect - the weldable entrance. I feel sorry for the gorge, he was the only one on their team who could have slowed us down, but he acted too late.

    At the time of the push toward vent hive, the aliens had all but annihilated the stability monitoring position. Because we ignored their attacks and only left 2-3 men to defend that position while pretty much the rest of the team blitzed the other hive (where 90% of the alien team was NOT defending).

    If we hadn't pushed, and kept reacting to alien attacks on all fronts, we would have held out, but sooner or later, one position would have fallen, such as stability monitoring, then another, then another, then we would have lost the sewer hive, and all that remained was for the fat onos to sing.

    Bottom line: The aliens did well to practice pyschological warfare. I have to say it was working for most of my team, but I knew those tactics as a marine and knew how to counter them - ignore them and bring the fight home.

    Basically if the marines follow a counter-doctrine to this one, which I posted here: The Marine Way

    In most cases marines do NOT do this.

    Marines are fighting a battle against TIME.

    If they can secure enough resources, one hive, and put the pressure on the aliens by the time they get fades, then they have a chance.

    If the aliens sufficiently slow them down, practice psychological warfare, and have fades, then it's only a matter of time before the marines fall.

    If the marines know that time is not on their side and push hard on the offensive, working TOGETHER, then their fighting chance will become victory.

    It's all about TIME, and the Kharaa have it on their side innately due to their ability to out-expand/build the marines unless they stay very focused and diligent. Most marines on pub servers do not, which is why Kharaa usually win.
  • Paladyne-TPFPaladyne-TPF Members Join Date: 2002-11-08 Member: 7762Posts: 42
    I could not possibly have put it better myself. Bravo! biggrin.gif
  • ONE-ARMONE-ARM Members Join Date: 2002-07-03 Member: 872Posts: 24
    Last night I got 2 of the quickest wins I ahve ever gotten as kahraa, one with a skulk rush (it was 5 on 5 ) we jsut kept rushing on nothing so they could never get anything build other than 1 respawn, a turret fact and like 1 turret.

    The other was a bit longer but its was nice, we had one gorge out of 6 building at the very start and saving for another hive (on bast this time) and I decided I would help build to. WE ended up putting our second and third hives up ath the exact same time, then by building lots of defenses we were able to secure the entire map within a short time, and the marines basically gave up.
    The Power Of The Pack Is Behind My Rage!
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  • SkylarkSkylark Members Join Date: 2002-11-22 Member: 9611Posts: 2
    I agree with both parties.

    Very early in the game the commander should not heal his troopers so wounding them would cause eighter the commander to spend resources at a crusial time and/or the trooper distracts him by yelling for health he should not get!

    When I play commander there is nothing more annoying than a trooper that keeps yelling for med pack while im waiting for resources to go up hig enuff to buy a second rescourse factory.

    But l8ter in game when the mariens have enuff resourses this is a very minor distraction not worth the bother so kill-em-all.
  • SoulSkorpionSoulSkorpion Members Join Date: 2002-04-12 Member: 423Posts: 4,417 Advanced user
    QUOTE (Windelkron @ Nov 21 2002, 02:00 AM)
    some help on how to kill HA HMGs ;\ confused.gif

    That which cannot hit you cannot kill you. Remember that, Grasshopper.

    Melee Combat: Tips and Tricks
    image
  • MavericMaveric Members Join Date: 2002-08-07 Member: 1101Posts: 2,923
    dont forget to leap across a door way or use primal scream on the other side of the door or to chuckle when cloaked and spotting a marine.

    scare them.

    make them snap back to the reality that they are mortal.

    distraction is death and god, rolled into one.

    PS: ooo, looks like that'll be going into my account. biggrin.gif
    *Secret message :: Maveric says he's quit playing NS!*
  • MazdekMazdek Members Join Date: 2002-11-01 Member: 2615Posts: 44
    Please correct me if I'm wrong, I am basing this on assumption. If you've got 3 hives, then Lerks get their spore "grenades". Do the spore clouds ignore armor? If so, they would make a good weapon against HA Marines.

    I was a Lerk during our final offense on the Marine base, and spent my energy dodging around alternately launching spores into their base at the people camped and the ones respawning, and umbra-ing my teammate Fades and Onos' that were the front line. I got a slew of spore cloud kills doing that.
    Behind every Fade army is a good Lerk!
  • ZunniZunni The best thing to happen to I&S in a long while Members Join Date: 2002-11-26 Member: 10016Posts: 2,995
    QUOTE (Skylark @ Nov 22 2002, 09:26 AM)

    When I play commander there is nothing more annoying than a trooper that keeps yelling for med pack while im waiting for resources to go up hig enuff to buy a second rescourse factory.

    Do you let your team know what you are doing when you ignore the requests??

    I find that this game plays best with COMMUNICATION!!!

    If the comm lets his troops know what he's doing (saving res for now, building res points etc) the majority of the troops will shut up and wait... You of course may have the "Gimmie a SG" guy who continues on but better 1 guy who spams then the entire team...

    My 2cents

  • DiscobirdDiscobird Members Join Date: 2002-11-07 Member: 7489Posts: 85
    QUOTE (Mazdek @ Nov 26 2002, 12:48 PM)
    Do the spore clouds ignore armor?

    No, I don't believe they do.
  • DrSuredeathDrSuredeath Members Join Date: 2002-11-11 Member: 8217Posts: 1,765
    Driving Marines insane is fun.

    On Caged and Bast, there's an opening to Marine main base that they normally can't reach.

    Until they are able to afford Grenade Launcher, a skulk can just pop in and out parasiting everything it sees.
    Most of the time, the skulk will successfully keep at least one or two marines at the base trying to shoot you.

    Work great with Chuckling Hotkey (SPAM!) and regeneration.
    At worst, you will give your team bunch of parasite victims.
    "A delayed game is eventually good, a bad game is bad forever"
    - Shigeru Miyamoto
  • chia-onochia-ono Members Join Date: 2002-11-27 Member: 10053Posts: 318
    One of my favorite way of harassament early in the game is to have a skulkmate hanging above an entrance way. then I will go into the entrance way parasite a marine or two. A good marine knows better not to chase a skulk by himself, but by using psychological warfare, I chuckled my a$$ off outside of the door way and eventually...
    asrifle.gif ....... skulk.gif
    skulk.gifasrifle.gif .....skulk.gif
    *chuckle chuckle as the marine bites the dust*
  • SithProbeSithProbe Members Join Date: 2002-11-08 Member: 7698Posts: 4
    edited December 2002
    This may be my first post here on the NS forums, but I can say this is the most valuble set of information I've read yet.
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