Commander Chomping

Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
<div class="IPBDescription">for fun and profit</div> Aliens often forget that it is quite possible to run straight through a heavily fortified marine base and get to the commander. Turrets take a fraction of a second to lock on to you, so if you keep moving and don't go in a straight line you've got a good chance of surviving.

I've just had the most amazing game on Hera. Marines were really stomping us. They had armour, grenades, jetpacks - the works and were pushing us back to our last hive. We managed to get three hives but they destroyed two.

However, the commander (who was otherwise doing very well) forgot to leave someone guarding the base. It looked like were doomed, as the siege cannons got closer to our last hive, so I took a risk and ran through the base, avoiding turrets and got behind the command chair and started biting.

Halfway through chomping the chair the commander realised what was happening and jumped out to get me, but I chomped him as well then finished the chair off. No commander! They didn't even have a spare set up somewhere, they were that confident of winning.

Slowly but surely we started pushing them back. Took at least an hour of brutal fighting on both sides (they still had all their armouries etc, but couldn't get new equipment). Once we got the second hive up again it was only a matter of time, as lerks and fades took out turret farms and skulks pounced from the vents.

The marines realised the tide had turned and sadly, as often happens, a lot of them left (but some aliens switched sides to even it up a bit). Eventually there were just two or three marines left. Then the fades got them.

Damn good game.

The two morals of this story are :
Aliens - you *can* get to the command chair if you try hard enough. Even if you can only get a few hits on it at a time the marines will often forget to repair it.
Marines - Always leave one person guarding the base if the CC isn't well protected by turrets.

Comments

  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    Yeah skulks with leap can get past turrets. As CC sometimes its hard to remember to place more turrets at the base because in the beginning I put 3 turrets and after that I just concentrate on building forward posts.

    The commander should have had phase gates and asked for help at the base. Coming out was a very bad idea. At least try to build a new CC at an expansion site before coming out.
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    Well seeing as he had the game bagged (So he thought) He was probably being very cocky and thought, yeah bag this skulk then get back to werk, not even DREAMING that he could die, i mean your level 1 skulks, the hive almost dead, his teams won for sure. Heh I love cocky marines, thier heightened testosterone makes them even tastier.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I'm always amused by commanders that drop turrets in configurations that are more like walls than turrets. Its not like theres some law by which we must kill turrets before hitting anything else. We CAN just run right past them and get to the juicy CC and portals. Hmm, maybe i shouldn't tell this to commanders though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SoSDSoSD Join Date: 2002-11-10 Member: 8064Members
    Foolish Commander!

    Always listen for the "Command Console Under Attack!" message, and when you hear it plunk down a backup at once of your outposts <b>immediately</b>!

    After you've done that, you can get out of your console, and gun down the pesky skulk.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Heh I was in this game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Even though we did kill their comm chair we still were pressured quite a bit as waves of 5-7 marines would storm the vent3-c hive luckily skulks are hard to hit in those confined areas <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    I went from 4-12 to 35-20 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Markeo900Markeo900 Join Date: 2002-11-17 Member: 9041Members
    Yup getting 2 or 3 people to continually rush the CC can work if the marines are fighting somewhere else, most of them just think "nah, someone else will do it"

    However this tactic won't really work against a competant commander and his team, a good commander will back up the cc mid game and if under attack can simply plonk another one down somewhere out of threat.

    Still works wonders against people that get lazy or disorganised marine teams. The perfect time for this is during a large alien or marine battle which has developed and people are caught up in the fighting.

    Skulks are fantastic support units, how many times i've been saved by a skulk leaping out of a vent to kill my HMG armed enemies or done the same for my team mates I don't know. Having someone distract your enemies for you if your a 75 dmg per bite skulk that can kill a marine very quickly is an absolute godsend.

    Confusion and disorder are a fantastic weapon, and if you can handle pressure and not panic then your team is much more likely to come out on top.

    Happy hunting, Mark
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    Marine players still don't seem to realize just how much damage a Skulk really does. The "firing rate" for a Skulk's Bite is 3 bps I believe - now, if you think you can hop out of that command console, overcome the "spawn lag", get your bearings straightened out, and slam nearly a dozen bullets into that Skulk that's right on your chest already - you'd better think again!

    Oh - commanders are very tasty. That unventilated command chair allows them to precook and marinate in their own fear and despair. When one pops out, it's like that first piece of toast in the morning, done just right. < Joy Of Cooking Marines vol 1.03 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> >

    - M4H
  • Bicycle_Repair_ManBicycle_Repair_Man Join Date: 2002-11-09 Member: 7926Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh - commanders are very tasty. That unventilated command chair allows them to precook and marinate in their own fear and despair. When one pops out, it's like that first piece of toast in the morning, done just right<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    LMAO
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    The amount of time required for a single skulk to destroy a cc is long enough for any decent commander to build an auxilary cc some where else. Provided that the commander does not build anything duringthat period of time.
  • MoratMorat Join Date: 2002-11-12 Member: 8338Members
    That hard fought end game sounded fun, wish I'd been there. I love the tough games.
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