Advice: Don't Leave A Pinned Marine Base Standing.

shock404shock404 Join Date: 2002-11-24 Member: 9773Members
<div class="IPBDescription">Or it will pin you...</div> I tried to post this earlier, but the site was down. I don't know if it got posted or not, so if this is a double, sorry.



Ok, so I join a game. I'm Alien, whoopde doo. I don't know all the map names, but one of the Alien bases I think was called Eclipse, so yeah.


I begin to take control immediatley as the mentor and all-time elected Gorge dude, dunno why, just felt like it. I told all the skulk guys to stay outside the Marines right entrace, hiding and pouncing any piece of meat that came out. Of course this kept them busy and annoyed, while I created a small fortification of defense/offense towers at the resource node by their right entrace. After that's set up, I run around and grab all the other nodes with towers. I don't bother defending them just yet, dumb rines are still runnin around shooting at skulks... hehe.


So eventually we have their right entrace pinned down real good, and me raking in resources fast as ever decided to go build a second hive and build a whole ****load of offense towers on the way there. We eventually get the second hive up, and decide to make my trip over to hive 3, which was Command. (I think) Well they seemed to have built a base there, but no worries. A pack of pestering lurks and Fades soon drove them out.

I had built the 3rd hive, a bunchload of upgrade chambers of all kinds, had grab just about <i>every</i> resource tower on the map, and built strong offense/defense fortifications on both of their doors. It was time to attack. Near their left entrace, I grab onos and head to their left door, happily murdering along the way.


When the door opens, I am granted by a HUGE group of turrets. Yikes. I go around to the right door and try my luck, even more bunches of turrets.

So after enough suicide attacks, me and my team group together and decide to onos rush the base. We accumilated 5 onos with a lurk, and we met at the left door. After a couple Primal screams, we charged the door, jumped the turrets, and rushed towards the factory.

Every single one of us died. We tried it again, and again, and again. Puzzled by what was going on, one of our team-mates used observe to check out their defenses.

They had 14 turrets guarding the doors. No not 14 total, 14 <i>each</i>. They had a bunch of heavily armored grenade gunners, with welders healing themselves, and even more turrets in the back. We were all going wtf for a long time. I know there's a tower limit for aliens, and assumed the same thing for marines. Guess I was wrong.

After bombing the place time after time with fades and seeing no success, one of our hives got attacked. They seemed to slip through the right door while we were busy at the left, and pushed their way to a hive. They eventually destroyed it with a siege turret, and going after the team I was astonished.

There were 5 guys, suited with Heavy Armor, and armed to the teeth with HMG and Grenade launcher. They had fortified a space with turrets and a phase gate, and since we were demoted to fades, we had no way of touching them. After about an hour of a complete standstill, we gave up from the sheer boredom.


I question three things.

- How did they get all those resources from 1 active tower?

- Why wasn't there any cap limit for their turrets?

- How many Onos does it take to screw in a lightbulb?


All in all it was a fun game. A slow moving game, but interesting needless to say. Never saw so many Onos get raped so fast, boy that must've left a big mess everywhere.

Comments

  • shock404shock404 Join Date: 2002-11-24 Member: 9773Members
    But because the explosive damage in this game is screwed, we weren't doing any considerable damage to the towers. And we also couldn't survive for long after the door opened and we were exposed to all the firepower. They had seiges in there too, so I couldn't build the def. chambers too close.

    I guess a reason we couldn't get through, is because of the cooperation percentage. I could only get 5 of my 7-8 member team to cooperate together with the plan, while every member of their team was cooperating and listening. I could have really used the extra Gorges to stay alive longer, but man you had to have been there. That room was tanked up and the grenades just kept coming.


    It lasted for about 2-3 hours. When it was finally over everyone cheered with relief. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    playing on a 1.03b server, the explosions are fixed, very fun, on bast, I was the grenade launching HA. I would gl the back vent when needed, and then the commander sent one guy out, and found a wall of o and d chambers in atm processing. The gl made quick work of the chambers. Also, the fade's bile bomb is extremely effective against turret farms. And you can't enter the other team once you've seen one side, which means that after observing, you can't join at all unless you reconnect. So that observe trick won't help you.
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    It's very rough to take down a marine buildup like this. If they don't have sieges set up, though, you can simply set up 6 offense chambers (3x2 stack) with 8 defense at each door, then open the door and use babblers to splash the turrets as best you can. Believe me, that'll take a chunk out of their turrets.

    Come 1.03 (as I've been playing on a beta server recently) I'd suggest everyone just going fade save one lerk and perhaps one gorge. Get a cluster of defense turrets close as you can and then have the fades attack (bilebomb) and heal as needed, all using carapace and adreneline. You can take out the marines, even if they drown themselves in turrets, spam nades fast as they can, and constantly weld. Oh, it'll take a while. Probably a long while. But they'll go down.

    If you can't get your team organized, it may well take hours. Maybe it'll even be a stalemate and people will leave before the game is over. That's a general problem, and I don't know an ironclad solution. But if your team does get it together, they'll crack.

    Also, if they weren't leaving at all, you could try to get a group of gorges to use healing spray through the doors. Not the most damaging of things, but you could probably get 3 gorges to hit a nice amount of turrets if they were right up against the doors, all safely behind it.

    As for them attacking your hive, that's pretty much your fault. You should have had a gorge building defenses. Everywhere. If they are going to turtle up and you can't crack them, make sure there's nowhere they can slip by. Get offense chambers on top of your hives so they can't jetpack on top of them. Get movement chambers near the front lines so you can quickly teleport back. Make sure that you have sensory chambers concentrated at each hive so that the "The enemy approaches" message actually has some meaing. If they aren't leaving their spawn for a while, there's no reason not to do this.
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Healing spray doesn't hurt buildings...though I keep forgetting when I'm a gorge myself.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Mm...

    I've played a game similar to this one. Very very similar in fact, except is wasn't on Eclipse (I don't know which one. Red sky near marine spawn. Doesn't matter).

    Anyway, the way be eventually pieced them was lots of Lerkage and Fades. The Lerks killed the marines with spores (and BOY did they rack up the kills <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->) and covered the Fades using umbra, who slowly and painfully took out the turrets. They didn't have the resources to rebuild fast enough, and they couldn't rebuild through the chocking clouds of spores.

    Yes, it's a slow process. You can wonder why they can set up all that stuff with only one node, but it doesn't matter - there's only so much stuff they can actually FIT in the room, and they can't REBUILD it without tonnes of resources. Oh, and Onoses are crap compared to Fades and umbra. In my game, every Onos charge was swiftly cut down. Bile bomb, umbra and spores are the way to go.
  • shock404shock404 Join Date: 2002-11-24 Member: 9773Members
    Bile bomb and Acid rocket seems to be only a tad bit stronger in 1.03. Either that, or turret factories are uber armored. Testing out the rocket, it took 3-4 rockets to take off one bar of a factory. I was told a factory had 17 bars. What bothers me is that today I was playing a couple games that were only 2vs2. Now if it was a large game, a group of Fades can surely rape a Turret factory. But when the game is super small and you're the only one there, it really takes forever. Also, I launched 4-5 bile bombs at a H.A marine point blank, and he was okay. He Launched one grenade at me, and I was nearly blown to pieces. Luckily I didn't face many H.A marines that game, but that seemed kind of wierd.


    And whats the specifics with the Skulk bite? Is it instant kill if you hit them in the chest or face?
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    The key to an alien win in such a situation is having a good Lerk player on the team. If you have 2-3 Fades and a good Lerk, you will absolutely destroy turret farms. Between Umbra for Fade protection, and Spore Clouds to kill the marines when they try to weld... well, it's a very grim situation to be in as a Marine. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Sign In or Register to comment.