Why Your Team Lost

LoioshLoiosh Join Date: 2011-08-02 Member: 113640Members
<div class="IPBDescription">How to be a better enemy</div>I posted this in the Why Marines Lose thread, but I thought it would do better to be a suggestion topic. This short guide does not address existing balance issues as of Patch 183.

<b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->How to be a Badass Marine<!--sizec--></span><!--/sizec--></b>

<ol type='1'><li><b>Take Advantage of Individual Power</b>: It is important to make use of Marine relative power and self-sufficiency in the early game. Marines are deadly at the start against Skulks in groups of 2-3. Make use of that power to take over one of the early nodes (either FC or Vent). Then quickly setup a forward position on the next command point on <i>one</i> side. (Vent->Surface Access, Flight Control -> Heli). Too often Marines get greedy and instead of progressing along one side, try to take both sides and move into both areas, only to be pushed back as the alien team works backwards to cut off the early nodes. Having Heli does little good if Marines do not have the resources for a Phase Gate (lost Flight Control) and cannot move between the two locations.</li><li> <b>Fireteam Harassment</b>: Use fireteams to harass at different weak points. Marines do not need every team member to stack up in the Vent->Surface Access corridor and bombard the defenses. Keep a roving 2+ fireteam tasked with harassing the Alien supply lines in the early/mid-game. Move between the various locations (Crevice, Crossroads, Reactor) and draw defenders away from where the Marine primary push is. In the late game; locate defensible positions , build a power node, Phase gate, and forward Armory and setup a new front for their team. Skilled Fireteams are excellent ways to establish small bases and harass the Alien hoard.</li><li> <b>Utilize Phase Gates</b>: Make sure to build a phase gate for any established position. In the mid/late game, individual Marines are vastly under powered, to balance that, be mobile across the entire map. Multiple Marines (especially with flamethrowers) beat Aliens, always. Remember that only skulks can attack while on fire. Fades, Lerks and Gorges are harmless when lit. Any time an area is established, a Phase Gate should be there to facilitate quick movement across the map. The Marine Commander should be directing defense and offense and shifting the Phase Gate accesses to assist.</li><li> <b>Turrets are Not Defense</b>: Turrets do not protect a base. Turrets allow the Marines time to respond to an attack. That is all they do, delay. Make sure Turrets cover the entrances and give cover over the existing base so that the Marine Commander knows where Aliens are attacking. This follows with:</li><li> <b>Listen to the Marine Commander</b>: The Commander drives planning and defense for the Marine team. Marine Commanders should call out attacks and direct Marines to defend. Marine team members need to follow direction and help with defense and offense. It is critical to work together, Commander and Marine team, to establish positions, defend, and attack.</li></ol>
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>How to be a Sneaky Alien</b><!--sizec--></span><!--/sizec-->

<ol type='1'><li><b>The Power of Movement</b>: Skulks move incredibly fast and traverse any world geometry. Utilize this mobility in the early game to strike down every undefended Power Node, hunt down individual marines, and harass in the mid/late game. Nothing is more frustrating for the Marine team than losing the Flight Control node while making a push from Heli. Use ceilings and tag (Parasite) Marines and Marine Equipment so that fellow Aliens are aware of player and object locations. In the Mid and Late game, probe for weaknesses in Marine defenses. Focus especially upon Phase Gates and denying access to important troop routes. A single skilled Skulk can close off an entire area until the Marines bring a friend. Find and exploit any point of attack to access a defended base.
</li><li><b>Gorges, a Hive's Best Friend</b>: Every new Hive should be defended by a Gorge. Gorges provide the only non-Commander static defenses for Natural Selection and healing for Alien units. Whenever a Hive is being established, there should always be a Gorge there to defend and heal fellow Defenders. Hydras work like Turrets to aid the Alien Commander in delaying attacks to allow the Aliens to defend. In addition, Hydras establish territory control. This follows with:
</li><li><b>Gorges, a Marine's Worst Nightmare</b>: (As the game stands) Once bilebomb is researched, the Alien end-game is done, and it is time to attack. Skulks, Fades and Lerks do not win games against intelligent Marines, Gorges do. Gorges provide the power house that clears Marine turrets and buildings and take forward positions (with Hydras).
</li><li><b>Fades, Everybody Loves an Escort Mission</b>: Fades are great at Marine killing, but terrible for everything else. Most end games consist of Fades flicking around attacking vainly at individual Marines. This is because Fades do not win matches. Gorges do. Fades exist to escort Gorges and distract and weaken Marine defenders. Nothing is more distracting than a Fade flicking in the middle of a base. This allows the real work to be done; bilebombing Marine buildings.
</li><li><b>Lerks, What are They Good For? (Absolutely Nothing!)</b>: Lerks provide AoE (Area of Effect) area denial. When Marines with Flamethrowers and Grenade launchers are chewing up defenses, Gorges and Fades, it is up to the Lerks to save the day. Not only can Lerks take out the most powerful Marines with long distance snipes (Yes, that's what the right mouse button is for), but they provide the best method of scattering groups of Marines: Spores. Use Spores to split up larger groups of Marines and chase them back to heal. Teach the Marines to fear the squishy sound and pull back whenever they see a Spore Cloud. This allows Gorges and Fades to move forward.</li></ol>
Hopefully this short guide will help your team to try better tactics. Remember: Deny movement, attack supply routes, push with the proper forces, and listen to your Commanders!

Comments

  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    The problem for me is that the game needs to be more intuitive than coming on the forums, reading a wall of text and then realising where you are going wrong.

    Even then, I get Marines players running off left right and centre all alone - it is an area that needs a real hard look from UWE, who shouldn't be afraid to use UI cues (visual/audio) to better communicate with and between players.

    That doesn't mean stick in a shed load of tool tips btw.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    edited August 2011
    The best way to win is to listen to the Marine Commander and work together in groups. Everyone is obsessed with their K/D ratio and like to run-off and Rambo up the Skulks then die and say something along the lines of "Comm, I was requesting Med-packs and Ammo, why weren't you dropping them" A) The Comm is a human, not a computer, if you request something, it doesn't magically appear; B) Stop being a meat-head and stick with your team;.

    If a Marine team moved in groups and held Resource locations while pushing the key Hive drops, Aliens really can't win unless they have some extremely skilled players.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Good stuff. It's true you see so many long games with 80% of the alien team as fades. They can't win with all fades, as fades can't kill buildings. You have to have the right mix of gorges with bile bomb and fades. Lerks only seem to be good in the early and mid game. When marines get armor 3 up, it takes 4 snipes to kill a marine, which is pretty useless. Spores were nerfed so much that it is useless too. However, lerks are quite effective with melee upgrades in the early game, and are great at defending the second hive.
  • LoioshLoiosh Join Date: 2011-08-02 Member: 113640Members
    <!--quoteo(post=1865793:date=Aug 2 2011, 02:14 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 2 2011, 02:14 PM) <a href="index.php?act=findpost&pid=1865793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The best way to win is to listen to the Marine Commander and work together in groups. Every is obsessed with their K/D ration and want to always run off and Rambo up the skulks. If a Marine team moved in groups and held Resource locations while pushing the key Hive drops, Alien really can't win unless they have some extremely skilled players.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hate playing against you for exactly that reason. You + the ana crew are deadly and so good about harassment and building attack points.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Yet the game doesn't really 'tell' you this stuff. Mainly because you don't 'visually' see or hear the benefits of healing a Fade whilst in battle, etc, etc.

    I think umbra actually was better as a Lerk attack - but imagine if Aliens started making funny / aggressive / comforted noises if walking around in it, or shimmering or something.

    This type of thing is missing.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1865796:date=Aug 2 2011, 03:16 PM:name=Loiosh)--><div class='quotetop'>QUOTE (Loiosh @ Aug 2 2011, 03:16 PM) <a href="index.php?act=findpost&pid=1865796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hate playing against you for exactly that reason. You + the ana crew are deadly and so good about harassment and building attack points.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <3
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1865793:date=Aug 2 2011, 03:14 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 2 2011, 03:14 PM) <a href="index.php?act=findpost&pid=1865793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The best way to win is to listen to the Marine Commander and work together in groups. Everyone is obsessed with their K/D ratio and like to run-off and Rambo up the Skulks then die and say something along the lines of "Comm, I was requesting Med-packs and Ammo, why weren't you dropping them" A) The Comm is a human, not a computer, if you request something, it doesn't magically appear; B) Stop being a meat-head and stick with your team;.

    If a Marine team moved in groups and held Resource locations while pushing the key Hive drops, Aliens really can't win unless they have some extremely skilled players.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Totally agree, I might be in the minority here, but I think once a certain level of skill is maintained by the marines, both in FPS ability, and tactics (playing smart and listening to the commander), aliens will lose.

    My basic strat is get fc and vent, harass crevisse/reactor, keep scouting 2nd hive locations with rines/obs. Take it out before it goes up.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Good points, but it just goes to show why marines lose so often. The things you mentioned are required for marines to win, but only optional for aliens to win. Clan-like organization shouldn't be required to reliably win in a pub match.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1865808:date=Aug 2 2011, 07:55 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 2 2011, 07:55 PM) <a href="index.php?act=findpost&pid=1865808"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good points, but it just goes to show why marines lose so often. The things you mentioned are required for marines to win, but only optional for aliens to win. Clan-like organization shouldn't be required to reliably win in a pub match.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think there's kind of interesting thing here. I think it's highly beneficial for the melee vs ranged gameplay that marines have to be somewhat decisive and aggressive for the early game at least. Then again demanding an active role is quite a lot to ask considering the low learning curve requirements of modern games. I think it's one of the equations NS2 has to solve somehow.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Loiosh that is a wonderfully eloquent and to-the-point summary. With your permission I would like to use it as the basis for an NS2HD gameplay tutorial video that I will leave permanently pinned at the top of the channel.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    edited August 2011
    <!--quoteo(post=1865796:date=Aug 2 2011, 02:16 PM:name=Loiosh)--><div class='quotetop'>QUOTE (Loiosh @ Aug 2 2011, 02:16 PM) <a href="index.php?act=findpost&pid=1865796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hate playing against you for exactly that reason. You + the ana crew are deadly and so good about harassment and building attack points.<!--QuoteEnd--></div><!--QuoteEEnd-->

    lol, thanks for the ego boost. Jk :) You just need to know the priorities for what's going on in the moment. RT/securing an area are pretty big, you need to hold back aliens so you can get your upgrades up before they get their second hive. Pressure, but pressure cautiously. As aliens, you need to make sure you get the drop on the marines and take out their nodes/RTs right away, make it so that their time is spent repairing nodes and building their RTs. The more time you can keep them away from your second hive, the better.

    Edit: It's always good to have a guy or two who stray from what the commander says, especially if they are putting on nice pressure at their main hive. Make the aliens confused as to what they should go to protect, most of the time i find myself in crevice just yawning away, knifing an RT, because all the aliens are worrying over Surface Access. Then i just go into the hive, kill some eggs, maybe kill an unsuspecting lerk, or jsut run straight through the hive and hit Surface Access from the back, pinching the aliens and taking them down. :)
  • LoioshLoiosh Join Date: 2011-08-02 Member: 113640Members
    <!--quoteo(post=1865845:date=Aug 2 2011, 05:26 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Aug 2 2011, 05:26 PM) <a href="index.php?act=findpost&pid=1865845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Loiosh that is a wonderfully eloquent and to-the-point summary. With your permission I would like to use it as the basis for an NS2HD gameplay tutorial video that I will leave permanently pinned at the top of the channel.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is quite fine and an honor. Thank you!
  • SkwareSkware Join Date: 2006-10-31 Member: 58125Members
    If you aren't in combat, constantly keep tabs on the map. You will know where threats are and what areas are likely suspect to attack and can respond quicker.
    I constantly tap my map key to keep it flickering on my screen, and I'm always the first person to say "They're attacking here" "I saw a drifter going there!" "Marine train running through X hallway" because I'm watching the map as much as what's in front of me.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Nice read but there is 1 big fault!
    If a Alien burns it can still attack as far as it has energy left. A Fade burning may get 3 hits out.

    Flames just stop the regeneration of energy but do not "burn" the energy itself!
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    Is there an in-game method for keeping a marine fireteam?
  • LoioshLoiosh Join Date: 2011-08-02 Member: 113640Members
    <!--quoteo(post=1865893:date=Aug 2 2011, 07:44 PM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Aug 2 2011, 07:44 PM) <a href="index.php?act=findpost&pid=1865893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there an in-game method for keeping a marine fireteam?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not yet. It could be a suggestion to allow Marines to form squads and have a squad-talk key.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1865896:date=Aug 2 2011, 08:59 PM:name=Loiosh)--><div class='quotetop'>QUOTE (Loiosh @ Aug 2 2011, 08:59 PM) <a href="index.php?act=findpost&pid=1865896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not yet. It could be a suggestion to allow Marines to form squads and have a squad-talk key.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would like this, or a local mic, which transmits whatever you're saying to people within a certain area.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    You guys are terrible, I will not stand for this blasphemy!!!

    Why Your Team Lost, you ask? <a href="http://dl.dropbox.com/u/17105373/Natural%20Selection/alien_needbetter.wav" target="_blank">We need better players</a>!
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    I'd like to add another thing for marine players: KEEP THE FIRELANES CLEAR!

    The usual blob of marine players moving down a corridor is an easy pray for any attack, as the marines at the back can't see the attacking aliens for all the marine butts covering them.

    If marines instead keeps to the side of the corridor, interleaving left and right, any attacking alien can be shot by most or maybe all of the marines. That makes the difference between a marine down vs a few moments of tender welding/medpack before moving on to the target.

    Oh .. and if you are the target, move FORWARD, towards the enemy. Not only will you live longer, you leave the attacker in the middle of a marine circle of death.
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    Also, if a fade jumps around inside of the base instead of waggling indecisively at the chokepoint, maybe I'll barf on his back a little less and take out the power node like I'm supposed to.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    <!--quoteo(post=1865983:date=Aug 3 2011, 04:08 AM:name=matso)--><div class='quotetop'>QUOTE (matso @ Aug 3 2011, 04:08 AM) <a href="index.php?act=findpost&pid=1865983"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to add another thing for marine players: KEEP THE FIRELANES CLEAR!

    The usual blob of marine players moving down a corridor is an easy pray for any attack, as the marines at the back can't see the attacking aliens for all the marine butts covering them.

    If marines instead keeps to the side of the corridor, interleaving left and right, any attacking alien can be shot by most or maybe all of the marines. That makes the difference between a marine down vs a few moments of tender welding/medpack before moving on to the target.

    Oh .. and if you are the target, move FORWARD, towards the enemy. Not only will you live longer, you leave the attacker in the middle of a marine circle of death.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That can be fixed with Friendly fire on. ever played NS2 on the FF ON server?
    I kinda like it
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    If you empty your clip into an alien and it's still coming at you, use the rifle butt instead of reloading. You may even want to consider skipping shooting altogether if you're surprised while repairing or building something.
  • CheburashkaCheburashka Join Date: 2011-07-24 Member: 112044Members
    I'd like to ask about your first one there. In my experience skulks absolutely demolish marines 1 on 1 in the early game. Marines feel very weak to me until their tech is up. I'm probably playing marines wrong, but even when I'm playing Aliens I feel like I have a huge advantage in the early game. Maybe you could elaborate on that point a little? I'd like to learn.
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    Make sure you have a long line of sight down a hallway that a skulk might appear, and shoot the skulk as soon as he comes into view. As long as the skulk is more than 3 feet from you, you have the advantage.
  • LoioshLoiosh Join Date: 2011-08-02 Member: 113640Members
    <!--quoteo(post=1867041:date=Aug 6 2011, 06:20 PM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Aug 6 2011, 06:20 PM) <a href="index.php?act=findpost&pid=1867041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make sure you have a long line of sight down a hallway that a skulk might appear, and shoot the skulk as soon as he comes into view. As long as the skulk is more than 3 feet from you, you have the advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is deadly for Skulks pre Hive 2, especially when they get the aim tracking fix in for 184.

    After Hive 2, they should be using Leap to throw off aim.
  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts
    yes yes all too often people dont listen to their comms nor do they stick together. Marine can have the upper hand when they are coordinated, but so can aliens. So many pub games go on for 20-30 minutes or more becuase people dont realize how to work together. @Loiosh you make some great points, thx
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