Double Structures
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Double armslab/Double TF/Double phase</div> The plan is to do drop the same structures twice, if it firts in the situation.
Double TF:
When one TF in the turret farm is not enough to defend a location you need a second and you an keep it more alone.
A hive with 2 TFs is way more Fade proof and needs good onoses to kill it.
Double Armslab:
Nothing special, when your offensice marines work good ad there are no good lerks just get upgrades faster with 2 armslabs.
Double Phasegate:
All you Need is 2 phasegates next to an electrified resnode instead of just one.
This is tricky, seen it only once in 3 years, but works surprisingly good when marines are good in expanding, electrifiing, and Fades aint too good.
It works best in a 2 hive lockdown, because a second phasegate is cheaper than a turret farm, and fades can only attack one phasegate at once.
Another nice thing is that you can phase directly to our location, no more phasing twice between 3 locations.
Then just get shotguns, mines or turrets and expand more.
Double TF:
When one TF in the turret farm is not enough to defend a location you need a second and you an keep it more alone.
A hive with 2 TFs is way more Fade proof and needs good onoses to kill it.
Double Armslab:
Nothing special, when your offensice marines work good ad there are no good lerks just get upgrades faster with 2 armslabs.
Double Phasegate:
All you Need is 2 phasegates next to an electrified resnode instead of just one.
This is tricky, seen it only once in 3 years, but works surprisingly good when marines are good in expanding, electrifiing, and Fades aint too good.
It works best in a 2 hive lockdown, because a second phasegate is cheaper than a turret farm, and fades can only attack one phasegate at once.
Another nice thing is that you can phase directly to our location, no more phasing twice between 3 locations.
Then just get shotguns, mines or turrets and expand more.
Comments
Double Arms Lab are good if you got the res to fast tech.
But eh double PG? As mentioned, don't marines phase in a certain cycle, meaning that they will always keep coming out of the same PG, so the kharaa just need to camp that PG and your marines are screwed.
Unless they spam the button twice and if they don't die, they come out from the other PG. Hmm kinda tricky.
By the time you can afford 2 arms lab, problaly aliens are ruined up badly. i dun think it should be called a strat. in normal cases u will not have enough res to support 2 arms.
<!--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-->But eh double PG? As mentioned, don't marines phase in a certain cycle, meaning that they will always keep coming out of the same PG, so the kharaa just need to camp that PG and your marines are screwed.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i think the double pg should be worked in this way: the marines phase, the first 3 marines die in a buffet, comm recycles and marines pop up in the nearby pg. comment?
of course talking only about pubs, not scrims
Double phase gates are an awful idea. It takes your marines longer to get somewhere if you have too many phase gates.
Double arms labs are ok, if you want to tech fast, but I'd usually rather drop a couple shotguns.
Double obs are great against sensories. 2x the scanning and you can beacon even if an alien manages to take one down.
Basically, it doubles the cost of your pg's but you end up with two gates from base to whichever hive...
Double PG is the most iffy one he reccommends here. To double PG costs 30 as opposed to 15 res, which is a huge hit in the early game, expecially since more PGs mean more work for marines to quickly phase from point A to point B.
You forgot double obs. Not only do you get the advantage of not losing motion tracking and phase tech if one obs goes down, but the extra scan allowed by 2 obs is almost nessicary some time, expecailly against sensory.
I'm in the habit of scanning my marines pre motiontracking even when the aliens haven't gone sensory. The tell tale red blips that show up on thier maps are still worth it.
Basically, it doubles the cost of your pg's but you end up with two gates from base to whichever hive... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Inneresting! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
In all honesty, thats not a half bad idea.
You can hide things like obs and armslabs around the map, and have them there almost the entire game without aliens finding them.
Beacon costs 15 res to use as well, so really you're only spending a little more, and your rines dont have to jog all the way back to what they're doing.
dont do it if hes hitting the obs though, or if theres just skulks in base.
i.e. wait 2 seconds to cancel, means only 5 res refunded.
Out of base obs rock, since they provide wall hack, and nothing like a silent distress that sends that fade or onos from max hp to 0 in 2 seconds flat.
The "WTH OMG"s are priceless <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
And as for the dual turret factory lockdown, well yes it is a good idea to kill the turrets instead. But everyone has the mentality that kill PG first, then TF. So this rarely happens.
And if they pound on the turrets first, you do have some time to phase marines in.
its just a matter of problability.
lets say the onos too dumb to discover the armory at the back and u upgraded the one in the front?
edit: spelling
Armory: I like dropping armories outside of base. If you have a little time and have to drop more than 10 res in ammo, then an armory is a good idea. One in a seige outpost makes it easier on marines.
Obs: Remote obs against sensory? Cool. Silent bacon? I'LL HAVE TO TRY THAT!
Armory: I like dropping armories outside of base. If you have a little time and have to drop more than 10 res in ammo, then an armory is a good idea. One in a seige outpost makes it easier on marines.
Obs: Remote obs against sensory? Cool. Silent bacon? I'LL HAVE TO TRY THAT! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wow it's sad too see that still ppl don't know how important outside obs (especially at sc aliens) are..
If aliens got sc i allways get obs everywhere. At the locked down hives it's something you HAVE to get. At dbl it'S good also and at choke points it's good too. Makes sc nearly useless as aliens can'T cloak anymore at any important location. And you don't have to scan anymore at these places..
In the end of sc games i tend to have 4-6 observatoys. I love sc first it's so easy to counter as a comm 8)
Back to topic:
Double pg's: crappy idea as stated above.. even with the building of another pg in base it'S still useless and crappy.. For the same res you could build an cc+ip into the hive and recycle the cc.
Double armslab: With the cheaper armslab now it works even better and you won't need that much res at least for lvl1 upgrades.
Double tf: As i'm no friend of turretfarming and turtling i dislike that.. as allready said just build the tf next to a elec-node and drop some turrets.
double armory: That's a nice one i like to drop armorys in locked down hives. Solves the problem of marines humping the armory at base and leaving the hives unguarded. With an armory somewhere you can be sure there will be marines around it, works really good on public :>
And droping a cc somewhere just to drop an ip (in locked down hives for example) and recycling the cc is also a good way to have marines around at places they need to guard.
Splash damage on both phases and the RT. (For phase gates)
Flimsy arms labs (Not nearly as effective)
No turret farm lasts long....trust me.
Double Obs gives you a MUCH greater chance of pulling off beacons. Two gorges can bilebomb an obs out of existence before the beacon fires, almost always. It's insane
<3 BB
For a single hive, it would be much harder to break. But any team that uses teamwork can break any of these strats, as is the case with everything. The key is determining how.
I love having 1 ip in MS and 1 ip in CC on eclipse. It allows you to reach every node on the map quickly and gives aliens nearly no chance to cap res and/or a 2nd hive.
How much res would you lose on having to put up and recycle the CC though?
Bilebomb doesn't take factories down that quick, any decent team will respond to the threat well before it gets out of hand. and once again, the redundancy of two factories makes bilebombing less effective.
in pub games, I've seen turret farms last all game. why should anyone "trust you" over what they've observed? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Jesus really?
Im definatly going to have to try this out sometime.
Double TF:
When one TF in the turret farm is not enough to defend a location you need a second and you an keep it more alone.
A hive with 2 TFs is way more Fade proof and needs good onoses to kill it.
Double Armslab:
Nothing special, when your offensice marines work good ad there are no good lerks just get upgrades faster with 2 armslabs.
Double Phasegate:
All you Need is 2 phasegates next to an electrified resnode instead of just one.
This is tricky, seen it only once in 3 years, but works surprisingly good when marines are good in expanding, electrifiing, and Fades aint too good.
It works best in a 2 hive lockdown, because a second phasegate is cheaper than a turret farm, and fades can only attack one phasegate at once.
Another nice thing is that you can phase directly to our location, no more phasing twice between 3 locations.
Then just get shotguns, mines or turrets and expand more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No offense or anything but this is a great way to get ejected from the command chair.