How to win every time as aliens
Wilson
Join Date: 2010-07-26 Member: 72867Members
<div class="IPBDescription">(almost)</div>Here's a strat that works almost all the time in 183.
Use your initial 50 tres to place a hive in surface access right at the start of the game. Get all the players in your team to defend it. Have 1-2 players go gorge and place several hydras. As you get more res build 2 RTs in reactor and crevice, then get a whip and get melee 1 and frenzy.
As long as you keep defending well it's very difficult for the marines to take the hive down before it gets built as they have very little tech that early in the game. If the marines make a big push for the hive and you don't think you'll be able to kill them in time, just go for marine start. There will unlikely be any defence as most of the marines will be trying to rush your hive so it should be easy to take out. Similarly if they make a big push for alien start through crevice then just push on their base.
Once you have the 2nd hive up, your skulks will have leap and you can start to get fades. At this point it's very difficult for the marines to do anything other than turtle up. Then just continue to get upgrades, take most of the RTs on the map and build more hives.
If you're playing with a low player count, less than 5 per team - use the initial 50 tres you get to place a hive in crossroads. The reason for this is that crossroads is usually the last hive location to be scouted as marines are busy getting their RTs up in vent and flight control. Sometimes you can get the hive fully built without the marines knowing. With low player counts it's harder to defend the hive so getting a ninja hive built is much more effective.
Also, on low player counts it can be really effective for 2-3 players to go gorge and just spam hydras at the new hive location. It's very difficult to kill groups of gorges with only a few marines, especially when they have a wall of hydras to sit behind.
Use your initial 50 tres to place a hive in surface access right at the start of the game. Get all the players in your team to defend it. Have 1-2 players go gorge and place several hydras. As you get more res build 2 RTs in reactor and crevice, then get a whip and get melee 1 and frenzy.
As long as you keep defending well it's very difficult for the marines to take the hive down before it gets built as they have very little tech that early in the game. If the marines make a big push for the hive and you don't think you'll be able to kill them in time, just go for marine start. There will unlikely be any defence as most of the marines will be trying to rush your hive so it should be easy to take out. Similarly if they make a big push for alien start through crevice then just push on their base.
Once you have the 2nd hive up, your skulks will have leap and you can start to get fades. At this point it's very difficult for the marines to do anything other than turtle up. Then just continue to get upgrades, take most of the RTs on the map and build more hives.
If you're playing with a low player count, less than 5 per team - use the initial 50 tres you get to place a hive in crossroads. The reason for this is that crossroads is usually the last hive location to be scouted as marines are busy getting their RTs up in vent and flight control. Sometimes you can get the hive fully built without the marines knowing. With low player counts it's harder to defend the hive so getting a ninja hive built is much more effective.
Also, on low player counts it can be really effective for 2-3 players to go gorge and just spam hydras at the new hive location. It's very difficult to kill groups of gorges with only a few marines, especially when they have a wall of hydras to sit behind.
Comments
Errr, shouldnt you drop your Harvesters in Reactor & Surface Access -instead- of Reactor & Crevice? Your already protecting Surface Access for the Hive drop, so dropping the Harvester would be <u>much</u> safer than dropping it in Crevice, correct?
Yeah, I guess that makes more sense. I don't think it's a big deal though. You can actually use the RT in crevice to scout for incoming marines and they get distracted shooting it and the cysts.
Dropping a Postule chain at the costs of <b>60E</b> in Crevice is much smarter to achieve a "scout" then dropping a Postule Chain + Producing a Drifter + Sending the Drifter + Dropping a Harvester (60E+30E+10R = <b>90E & 10R</b>).
<i>[E= Energy; R= Resources]</i>
I usually go Melee 1 before the 2nd Harvester even drops when I am the Alien Commander. It seems to make the Skulks happier and more prone to listening to my orders I bark out.
In previous builds I preferred to get melee 1 right at the start and to wait a while for the second hive. In this build I think that giving skulks leap is a huge advantage for aliens and it's easier to defend the hive if you put it down right away (as long as your team listen to you and defend it).
If you wait longer for the 2nd hive then the marines can get armour 1 and shotguns and be more organised / eager to push forward. Getting it right at the start makes if very hard for marines to do anything before it's almost complete.
In any case once the second hive goes up it's pretty much game over for the marines.
I like to tech melee and armor, and drop 2 rts right away. Gets a huge amount of resources for you, and it also gives a substantial tech boost to the aliens.
If you wait longer for the 2nd hive then the marines can get armour 1 and shotguns and be more organised / eager to push forward. Getting it right at the start makes if very hard for marines to do anything before it's almost complete.
In any case once the second hive goes up it's pretty much game over for the marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
True, but with a semi-competent alien team (i.e. they can sometimes kill marines and generally follow orders), I still win this way in B183. Granted, that might still give marines a chance to win, but only super competent and organized marine teams are able to capitalize on it. With teams of equal skill, aliens always win regardless of the comm strat.
Even if marines have all tech, it's still really hard for them to do anything once fades come out. You just need 1-2 skulks to go and harass them on the other side of the map and it'll stop them from getting too many res towers. Your skulks guarding SA can also peak into vent and take down the RT there. The aliens are so mobile they don't need to guard their base like the marines do.
A lot of the time you don't even need a second hive. Marines need to defend their IPs so much in the early game. If they get too adventurous you can just pop into their base and deal massive amounts of damage. This forces the entire marine force to run back to the base or they lose the game.
It's just so easy to play aliens right now. You don't even need a good commander. I've only seen 2-3 marine wins in total - and I think all of them were long drawn out sentry farm games.
Win stats: <a href="http://unknownworldsstats.appspot.com/displayendgamestats?version=183" target="_blank">http://unknownworldsstats.appspot.com/disp...ats?version=183</a>
6 v 6 strat.
Marines: 3 rines go to vent (res) > SA, 2 go to flight (res) > look at crevice (shotguns up in 2-3 min) and observetory.
So basically you have 5 aliens in SA, 1 commander in AS. At SA it's 5 v 3 rines, aliens won't push into a ###### position (vent) so they will stay in SA. 2 rines push the hive , kill the eggs (you can't respawn). Take out commander and it's now 6 v 5 with no respawns for aliens.
Marines will push into SA at the same time as AS is getting attack, take out at least 1/2 the aliens in SA and it's now 6 v 3 or 6 v 2. What are the aliens at SA gonna do?
Go AS? 2 /3 v 2 rines (if they win ok cool.) if they don't gg. If they Go MS, will be 2/3 v 3 (rines respawn) at marine start (with shotguns) doubt thet could do that. SA will be scanned once rines go down.
If AS rines get kill, repeat process. Forces aliens to cover crevice. Res nodes are up for rines so they would have constant res (armor 1, now 4 hits for skulk) while you went for early hive and have a ###### income of res.
Like i said, your risking alot compared to getting attack 1 up in 1 minute and having map domination for 5 minutes or more.
Note: Don't assume marines will always be defensive. Your strat will work in pub as everyone is ######, but it's risky in a proper game.
I think you're right though. It's much safer (in a match with people who know what they're doing) to go for melee 1 early and get the second hive a little later.
This strat is only for improper games though :P
I think you're right though. It's much safer (in a match with people who know what they're doing) to go for melee 1 early and get the second hive a little later.
This strat is only for improper games though :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, this is the strat Anagram uses for every single scrim. Melee 1 is way more effective in public games due to the lack of parasites going around (1 parasite + 2 bites = kill).
Early hive > everything.
Early hive > everything.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just for clarification, how often do you lose as aliens?
6 v 6 strat.
Marines: 3 rines go to vent (res) > SA, 2 go to flight (res) > look at crevice (shotguns up in 2-3 min) and observetory.
So basically you have 5 aliens in SA, 1 commander in AS. At SA it's 5 v 3 rines, aliens won't push into a ###### position (vent) so they will stay in SA. 2 rines push the hive , kill the eggs (you can't respawn). Take out commander and it's now 6 v 5 with no respawns for aliens.
Marines will push into SA at the same time as AS is getting attack, take out at least 1/2 the aliens in SA and it's now 6 v 3 or 6 v 2. What are the aliens at SA gonna do?
Go AS? 2 /3 v 2 rines (if they win ok cool.) if they don't gg. If they Go MS, will be 2/3 v 3 (rines respawn) at marine start (with shotguns) doubt thet could do that. SA will be scanned once rines go down.
If AS rines get kill, repeat process. Forces aliens to cover crevice. Res nodes are up for rines so they would have constant res (armor 1, now 4 hits for skulk) while you went for early hive and have a ###### income of res.
Like i said, your risking alot compared to getting attack 1 up in 1 minute and having map domination for 5 minutes or more.
Note: Don't assume marines will always be defensive. Your strat will work in pub as everyone is ######, but it's risky in a proper game.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you rush a 2nd hive, it'll likely be up before (or very shortly after) marines have time to research, buy shotguns, and carry out your strategy. What you have mentioned would only be viable if 1) shotguns were available from the beginning of the game or 2) the alien comm was incompetent and rushed neither melee 1 or a 2nd hive (which falls under the marines win due to terrible alien comm category). Any game between equally skilled teams, aliens win, full stop.
I can't remember the last time I lost as aliens. In fact, if you're talking about solely scrims I don't believe we've ever lost a game.
I have a good win/lose ratio as commander espically in longer games and taking into account the average. (sometimes you just can not stop one lone alien ninja taking out your base early/mid game) But the way my games play out is very limited it feels like I am playing the same game over and over.
Here is how my games go: -<i>Marines use better team work* at the start of the game to make some early advances normally can take surface access and get a few extrators up for the important resources. </i>
*luckly because aliens are so easy to play allot of alien teams/players have become lazy meanwhile marines are getting very good at following commands which is the main reason I can drag out a marine victory, if I can keep moral up. I actually like this about the game and would not mind aliens being a bit OP to keep this but I think it only works with such a small player base. If more 'random' people were playing I can see marine teamwork breaking down. Because of this you also want to get upgrades (armor first then weapon) because until you can defend rooms with sentry guns you have to rely on your players skills. You also want to get shotgun fast for this reason.
-<i>Aliens get 2nd hive sooner or later. The longer it is delayed the better.</i>
<i>
After the second hive the aliens quickly retake the map except for your base, hopefully. Marines are stuck in base and everyone moans about fade while I try and get the last l3 upgrades and place important sentry guns to cover power etc.</i> (you need to rush a sentry gun to cover the IP's before this really, it's also usefull to have a power pack in base)
-<i>Marines slowly retake vent and flight control following commands over mic and good team work now they are buffed with upgrades and not forced to defend base asit is now coverd with sentry guns. Retake one of those rooms at a time with the whole team rushing then secure with sentry guns and armory.</i> You must use at least 4-5 sentry guns to have a hope to hold a room from even one alien. A few rooms can have less if you know the best locations for them but they will only delay an alien not stop one (depends on the alien players skill). I try not to go over 5 to advoid server lag. Aliens who cry about sentry gun spam sometimes think more than one gun in a room is spam or do not realise that it is <b>IMPOSSIBLE </b>to win or even defend as marine without many guns. There is <b>NO </b>way around it. But commanders do need to learn how to place them better and not just spam them around at random because those are useless anyway and a waste. If you are marine commander and they cry spam it only means it is working (unless you have more than 8 in the room then its spam ;P)
-<i>You then need to take down one hive at a time and repeat sentry guns etc. I then unlock phase gates if I have not done so already and use those to secure the room which can have hives.</i>
<i>
Take back the map room by room. The takes a VERY long time most games I have won with marine take hours.</i>
-<i>AT some point the aliens team will start to rage quit, rush them (even with one hive and half as many players they can still defend alien start for a very long time), win, quit game because you have been playing a 2+ hour game.</i>
If you compare that list to what aliens have to do to win (basically attack marines and defend 2nd hive) you see the problem. The ball is firmly in the aliens court. I dont want to have to rely on sentry guns or make games unfun for aliens but there is no choice at the moment.
If the aliens use team work or have 1-2 good players that know how to use their skills you are screwed no matter what (not very fun)
I have had games where the marines have been 1 player down the whole game and you can just not do anything even though you have much better teamwork or even players as well. (you can reduce the chance of a marine win by at least 50%)
Hmm this post is allot longer than I thought it would be maybe I should do some sort of commander guide.
Turtle from the start (with at least 2 Rts Vent / FC). Make some ARCs to prevent aliens build too close to marine base.
... And then just wait until aliens are bored and leave :D
Of course I've won a bunch of games as aliens too, its typically a matter of...uh...being aliens?
In any case, it just takes for freaking ever if you don't rush immediately with aliens into the enemy base to ruin things. Then again, in most alien games I play the gorge, and as cool as skulks and fades are, gorges are the ones who <i>win</i> games.