Marines Not So Unbalanced
tleng
Join Date: 2002-11-21 Member: 9503Members
<div class="IPBDescription">my tactics</div> well I used to have a problem with marines thinking them too weak, but ever since then I've commanded games where we won. In the beginning, just need 3-4 turrets in your main base and then tell most of your team to go to an empty hive. Have 1-2 stay at home for D.
With 3-4 marines together they easily take out 3 skulks especially if you med and ammo them. On the way if you see a node, plop a Rc and keep moving. dont defend it. At the hive, plop a factory and another 3-4 turrets. Then the RC and at home get the observatory and gate. Reseach motion detect when u have cash.
Here is the important part. Immediately send everyone to the 2nd unoccupied hive. This is where the fight is. You dont need HA or HMG yet because they dont have fades yet. Just keep pushing for that hive. If it is too well defended, camp outside and setup a forward base with siege turrets and phase gate. Once 2nd hive is under control, again, plop down a fact and 3-4 turrets and gate, then RC. Game over.
I don't even get them HA and HMG because they are fighting skulks and the LMG can crossfire pretty well if you have 4 marines in a group. The most important thing is that you don't defend the unimportant RCs with factory and turrets because it takes too long to recoup the money. Since each Rc gives 1 rp per 5 secs I think, you are gambling that you will keep it longer than 2 minutes which is a good gamble to get your 22rp investment back.
Marines have to keep pushing for 2nd hive and keep 1st hive. If they do get 2nd hive up, then you need the HA and HMG and welders to defend the siege turret area which is sieging the 2nd hive. a few HA and HMGs are enough with the light inf welding the heavy dudes and you resupplying them all the time.
This is about it. Marines just need a good commander and people who listen to him to win. Oh and you should never have more than 50rp lying in the bank as a marine Commander.
With 3-4 marines together they easily take out 3 skulks especially if you med and ammo them. On the way if you see a node, plop a Rc and keep moving. dont defend it. At the hive, plop a factory and another 3-4 turrets. Then the RC and at home get the observatory and gate. Reseach motion detect when u have cash.
Here is the important part. Immediately send everyone to the 2nd unoccupied hive. This is where the fight is. You dont need HA or HMG yet because they dont have fades yet. Just keep pushing for that hive. If it is too well defended, camp outside and setup a forward base with siege turrets and phase gate. Once 2nd hive is under control, again, plop down a fact and 3-4 turrets and gate, then RC. Game over.
I don't even get them HA and HMG because they are fighting skulks and the LMG can crossfire pretty well if you have 4 marines in a group. The most important thing is that you don't defend the unimportant RCs with factory and turrets because it takes too long to recoup the money. Since each Rc gives 1 rp per 5 secs I think, you are gambling that you will keep it longer than 2 minutes which is a good gamble to get your 22rp investment back.
Marines have to keep pushing for 2nd hive and keep 1st hive. If they do get 2nd hive up, then you need the HA and HMG and welders to defend the siege turret area which is sieging the 2nd hive. a few HA and HMGs are enough with the light inf welding the heavy dudes and you resupplying them all the time.
This is about it. Marines just need a good commander and people who listen to him to win. Oh and you should never have more than 50rp lying in the bank as a marine Commander.
Comments
DO I need to spell it out? Far too many games I've been in had the comm reduced to a magical dispenser machine with the marines running off in several direction all screaming for ammo/health/armor/weapons/res poinst at once. It's actually rare nowadays to see a comm give good, quick to follow orders to his marines and marines actually carrying them out.
Sure sometimes I get orders 'move to waypoint' only to be standing there for a ful ten minutes, alone till some lone skulk comes awandering and decides I might be good as a snack. Or having a waypoint god knows where on the map and entire teams running in cirkles trying to get to it, getting seperated, killed etc etc. Anyho NS' greatest asset it the teamplay, paradoxally NS' greatest downfall is the teamplay.
I don't mind the high learning curve at all. It'll make those that don't enjoy teamplay get frustrated and move on. Good going!