St Farm Strat

AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
<div class="IPBDescription">Opinion</div> 1: get 4 Rt node(include the one in your base)
2: Get A1W1
3: Get PG
4: Get few more RT (1-3)
5: Start Farming in every RT node position.
6: Drop OBS in the farms
Once there s a fade drop SG*

*2 TF + 10- 15 sts + PG + OBS in 1 position
*electric TF and RT once u have RES.


Will it workagainst in a normal match? i ve tried this strat on a noob A team and it worked pretty well.

*OBS covered 80% of the map
*Lower lifeform (Lerk below) could never pass through any position.
*RT nodes = 0 dmg

It cost lots of res and time.
i ve relocated to a hive. Capture another hive and start farming.
After 2-hive-lock, i started to cap RT outside the base and covered it with ST.
When aliens got onos Marines intercept them in every position ( ST farm position) .

I didnt get the adv armor but i get the grenade and welders for my marines to prevent <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->



Whats your opinion for this strat

Comments

  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Pretty boring.

    Plus, this "strategy" requires a 2-hive lockdown, which is already boring enough as it is. Try to finish the game quickly once you have 2 hives locked down. TFac + PG + obs +Turrets + elect = over 100 res definitely at EACH location. Not to mention that you'll have like 9 phase hates locations. Your marines won't be able to reinforce quickly enough with that meny PGs to cycle through. So if you want to do this to 9 res towers, you'll need to spend over 900 res. Instead, why not drop GUNS and research UPGRADES and get Heavies or JPs? Your marines can deal more damage than turrets can, and they can MOVE.

    This will be a long game because by the time you get a 2-hive lockdown, IF you manage to lock two hives down, the first Fades will already be ont he field. Fades typically appear around 4-5 minutes. In 5 minutes, One RT can generate 80 res. Even if you manage to capture and hold 3 more RTs immediately, you'll only have earned 320 res. Add that to the starting 100 and you only have 420 res to spend before Fades start taking down your towers. Can you seriously expect to relocate, lock down another hive, and make even ONE minibase in that time? I don't think so.

    Aliens would have to have little-teamwork/suck in order for this to work.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    NONONONONONONONONO
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    <!--QuoteBegin-Ambrosek+Apr 11 2005, 05:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ambrosek @ Apr 11 2005, 05:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Once there s a fade drop SG <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like how thats at the bottom of the list. Because theres no way your going to be able to lock down that much res that quickly before fades come.
    You either get shotties, or get farms which lag the server.

    The only way this could work is if the alien team were the following roster.
    NSPlayer
    NSPlayer(2)
    NSPlayer(3)
    NSPlayer(4)
    NSPlayer(5)
    NSPlayer(6)


    You'd be better off just electing the rt's instead, it does the same, but for cheeper, and more effeciently.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    If the aliens get two hives, then you're screwed, because bile bomb, umbra, onos, and fades will slaughter your static defense.
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    I wouldn't call this a "strat", just a... "being stupid"...

    No real purpose here, is not applicable to about 90% of everything, doesn't actually win games (as such).

    I'm sure it's fun to do when it works, but if it works... you're likely to see the Ready Room team jump into action. F4!
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    It wouldn't be fun even when it works.

    Turrets and OCs need to be REMOVED FROM THIS GAME!
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    <!--QuoteBegin-Church+Apr 12 2005, 07:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 12 2005, 07:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It wouldn't be fun even when it works.

    Turrets and OCs need to be REMOVED FROM THIS GAME! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    no
    they do work efficiently to scare off those NSplayers
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Lofung+Apr 11 2005, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lofung @ Apr 11 2005, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Church+Apr 12 2005, 07:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 12 2005, 07:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It wouldn't be fun even when it works.

    Turrets and OCs need to be REMOVED FROM THIS GAME! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    no
    they do work efficiently to scare off those NSplayers <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Then the NSplayers that are scared of them think, cool, those are good, I should place lots of them.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Lockdowns can work in big games of 8v8 and above, as a viable strategy, against competent kharaa teams.

    Lockdowns cannot work in tournament 6v6 due to the Kharaa's faster res and the skill of the players involved.

    Your LD strat is too expensive to work against decent Kharaa. You should have a total of 3-4 RTs, A1 and PG tech researched/ing within 2 minutes. This works best if the middle hive is unoccupied.

    Lockdown that hive first, with at most 4 turrets, and a PG. Don't build additional turrets or elect unless you want to wind up with 2 RTs nodes and A1/W1 marines vs fades and onos later on.

    Now your course is locked. You cannot lose that LD at all costs, but you cannot only focus on it or you're dead. All your other RTs should be down by now, so recap and kill RTs.

    Fades will be blinking around around the time you successfully recap some RTs, so get W1, AA and SOME shotguns to counter them.

    Next LD the other unoccupied hive, and now, REINFORCE the original LD with more sentries, maybe an elect, or else you'll see it brought down by fades. Don't overdo it once again.

    Once you get 2 hives LDed down tight, all your other RTs will be dead again. Recap again, and electrify if you want to secure them. Don't bother with turrets, you need 3 to be effective, and it will cost 40 res, do less damage, have less close in coverage, and is easier to take down than elected RTs.

    If you can lose from this point on, then either your team sucks, or the Kharaa got lucky with using onos.

    If the aliens start with the middle hive, this can still work, but your marines will have to be good to accomplish it.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Typically, by the time you see the first Fade flying around, the second hive is eitehr already dropped, or will be dropped within 30 seconds. You *need* to lock down both hives by about 4 minutes if you're doing a 2-hive lockdown. Oh yeah and if they have movement chambers...they can movement rush and overwhelm a lockdown if your marines aren't available to phase in immediately.
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    Just for kuso . Be cool
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    edited April 2005
    <!--QuoteBegin-Church+Apr 11 2005, 06:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 11 2005, 06:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It wouldn't be fun even when it works.

    Turrets and OCs need to be REMOVED FROM THIS GAME! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That is the stupidest thing I have ever read on these forums, and that really is saying something.

    OC's are the best warning system aliens have to offer. If you stick an DC infront of an OC in a actual compition match, when the marines come by your OC will hit the DC saying "Your structures are under attack"

    A dead giveaway for the marines. If they kill it, then you've slowed em down enough to get there, if they ignore it, then you still have that few seconds of warning.

    Unless you go SC all around the map, and have really good sense of depth with the little red circles and where exactly they would be. Your in trouble.

    edit: Infact thinking abuot it, if you dont like them. Why not play CO? They're the main difference between the two game types in my opinion.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Then you are an even bigger idiot then you sound. With the free scent of wallhack provided by Sensory chambers, aliens already have NO problems whatsover scouting marine movement.

    Fighting static defenses is not fun. Fighting the other team is fun. Fighting the otehr team in a game with strategic elements is even better, otherwise NS would just be deathmatch with aliens. If you think CO=NS without turrets/OCs, then you should go have your head examined. I personally don't like CO, and I only play t if no good classic servers have people on, but I'l be sure to avoid the servers you og on, since they probably have LOTS of two-hive lockdowns and OC spams everywhere. Fun.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Church+Apr 12 2005, 08:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 12 2005, 08:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then you are an even bigger idiot then you sound. With the free scent of wallhack provided by Sensory chambers, aliens already have NO problems whatsover scouting marine movement.

    Fighting static defenses is not fun. Fighting the other team is fun. Fighting the otehr team in a game with strategic elements is even better, otherwise NS would just be deathmatch with aliens. If you think CO=NS without turrets/OCs, then you should go have your head examined. I personally don't like CO, and I only play t if no good classic servers have people on, but I'l be sure to avoid the servers you og on, since they probably have LOTS of two-hive lockdowns and OC spams everywhere. Fun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Static defense is a part of the game. It's not particularily hard to counter, but it has a good degree of utility.

    Fighting OC spam and turret farms aren't fun, but it's just as fun as fighting an unwinnable battle. Two-Hive lockdowns aren't boring because of the static defense, their boring because the marine team has already won, but the game has yet to be finished.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Static defense ALLOW the kind of strategy to work int he FIRST place! Without static defenses, hives CAN NOT be locked down, and you won't get into a situation where marines have already won but can't really finish it.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Well I just had a game yesterday where the marines had already won, but couldn't finish it, and there wasn't a single turret on the map.

    It was on eclipse, the Kharaa was stuck in Eclipse Command Hive, after losing 2 other hives, and the marines had almost all the RTs.

    But because of the insane skulk respawn rate (10v10), marines kept dropping the moment they went into the hive. It turned into a massive fragfest for 5 minutes until I dropped 3 GLs and researched armour 3, and got a siege going.

    Good stuff, and even though we marines had 5 RTs almost the whole game, I never had more than 20 res in the bank, and I couldn't even research due to having to med/ammo marines almost continuously.

    We just did a standard slash and burn, then PG + mine defence, and sieged the hives for that game. But not the last hive though, both teams begged me not to drop sieges =x.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    edited April 2005
    <!--QuoteBegin-Church+Apr 12 2005, 04:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 12 2005, 04:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Static defense ALLOW the kind of strategy to work int he FIRST place!  Without static defenses, hives CAN NOT be locked down, and you won't get into a situation where marines have already won but can't really finish it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Do you ever get into that situation now? The marines can just siege the last hive. They don't have to worry about static defense. If they can't finish it because they just locked down their 2nd hive, then the game is still on. Aliens can movement rush, have a fade take out static defense, etc to get back into the game. If the commander is decent and the marines listen, then you'll see JPs and SGs or sieges, pretty quickly.

    In situations where the aliens have already won, but can't finish it, it's usually a result of bad alien teamwork. Umbra + Acid Rocket + Spores + Onos + Fades + Xeno + Bile Bomb = Dead Marine Team.
  • NukeAJSNukeAJS Join Date: 2004-05-04 Member: 28443Members
    If you have two hives locked down and you are in one of them you should tech A1, weapon1, phasegates, (meanwhile your rines cap nodes and destroy theirs) then drop a PG outside there base, have everyone phase, build an armory and drop shotties.

    I thought that was a pretty standard "I have both hives locked down" situation.

    Anyways, your strat would work but why drag a five minute game out to 20+ minutes? Drop shotties and go. What are they gonna do leap at you? =-p Just make sure to scan if they get MC or SC first to combat cloaking/silence. If they get MC first get MT.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin-theclam+Apr 13 2005, 12:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Apr 13 2005, 12:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Church+Apr 12 2005, 04:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 12 2005, 04:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Static defense ALLOW the kind of strategy to work int he FIRST place!  Without static defenses, hives CAN NOT be locked down, and you won't get into a situation where marines have already won but can't really finish it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Do you ever get into that situation now? The marines can just siege the last hive. They don't have to worry about static defense. If they can't finish it because they just locked down their 2nd hive, then the game is still on. Aliens can movement rush, have a fade take out static defense, etc to get back into the game. If the commander is decent and the marines listen, then you'll see JPs and SGs or sieges, pretty quickly.

    In situations where the aliens have already won, but can't finish it, it's usually a result of bad alien teamwork. Umbra + Acid Rocket + Spores + Onos + Fades + Xeno + Bile Bomb = Dead Marine Team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This situation never happens in competitive settings becuase 1) people are good and 2) people don't use turrets.

    But I'm mainly concerned about PUBS when it comes to not finishing games. Yes, I've seen marine teams that can't finish off aliens because aliens control most of the mao while marines control MS, and 2 hives. The commander patiently got enough res to outfit a heavy train, and that took a LONG time because they were constantly attacking and sporing. Two-hive lockdowns are NOT fun because the aliens are just throwing themselves at turrets while the marines just camp, waiting for tech.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    In that situation, the aliens should have a lot of RTs. Meaning, it is very easy in those big pub games for 2 players to go Onos before a heavy train is started. Wait till there is minimal or even no marine presence in 1 of the lockdowns, then rape the PG and the TF/s.

    Turrets don't do jack to Onos.

    Just got to be patient and wait for marines to empty from the lockdown, or even wait for the commander to order an attack, then wipe out both lockdowns.
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    sometimes i trust a turret more than my team

    1) They wont listen to my orders.
    2) They dun have a good aimming skillz
    3) They will fooling around

    but a turret

    1) AutoMatic
    2) Wont feed the aliens
    3) A few turrets maybe much more useful than entire team of rines.
    4) They wont blame u.
    5) They have high HP


    I perfer a st farm strat instead of

    TRUST YOUR OWN TEAM WHILE THERE ARE NUBS.

    1 more benifit


    You will gain the highest frag in the team ( so nubbie)
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If your marines are really that bad at following orders, how do you get them to build all of the turrets and pg's? That seems like enough of obeying orders that you could get something more constructive out of them.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    IF a turret is better than my marine, then I will not command. I would leave the server.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->he only way this could work is if the alien team were the following roster.
    NSPlayer
    NSPlayer(2)
    NSPlayer(3)
    NSPlayer(4)
    NSPlayer(5)
    NSPlayer(6)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    great! have to quote this one. laugehd my **** off
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    One of these days i need to find a bunch of volunteers to go with me, to a server, all named as NSPlayer (the server will automatically put the appropriate numbers) and then we all stack one side.
  • DreyaDreya Join Date: 2004-08-25 Member: 30896Members
    Yes, this strategy would lead to a rather boring game, so I'll skip to the part of this thread that was of particular interest. OCs do have a purpose in active area denial. On a recent ns_lost game, I set up two ocs and an mc near the marine start exit that leads to equilibrium hive. No marines were able to get behind me and they squandered res and time on attempts at shooting their way through it with shotguns, and eventually, grenade launchers. Now, I tried this because I had been bored in previous games and just wanted to fool around, but it did wind up helping out the team. No ninja'ed phase gates found their way into the hive and there was a significant lack of marines making their way directly to temp, as I controlled their direct route there. I do admit, I could probably do better as a higher lifeform if I was any good at them, but turrets and ocs do have a valid use as area denial tools. They just have a tendency to be abused and forced into circumstances that don't make proper use of them in balance with other aspects of the overall strategy.
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    <!--QuoteBegin-Church+Apr 22 2005, 02:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Apr 22 2005, 02:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One of these days i need to find a bunch of volunteers to go with me, to a server, all named as NSPlayer (the server will automatically put the appropriate numbers) and then we all stack one side. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hahaha, I'd like to see the look of the opposing team when they get slaughtered <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Vitamin_LeadVitamin_Lead Join Date: 2003-04-20 Member: 15683Members
    If u have 7 RT's like ur strat calls for, u prolly won already...
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Only time when I lock is on those big pubs like NSArmslab those +12 teams are gonna shred otherwise as i have bitterly learn, with "parctical critisism" from rap7. Still i know I lose without the lock I wont do it, its just so broing trying to win game that is allready won.
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