Marine Commander Strats

RisingSunRisingSun RisingCalifornia Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">B201</div>So i have been trying my hand at commanding. I seem to go about it completely different from other comms (i only play on Team156 server, best evar!).

My strat: Ip, Armory, Welder (usually a lot of base rushes), mines, shotties if i see the team struggling, but where i am different i go for the Arms Lab asap instead of the Obs. I get armor 1 and 2 first, then work on the obs and weapons 1. I tell my team to hold 3-4 nodes and basically sit on these to gain what i need (having my marines advance on alien positions to down RTs is a plus). Once i have an AA/GLs and phase gates i go take over a hive. At this point it is win or lose. If we are pushed back it is game over. By this time we see the OP onos already and maybe it is just my strat but with a good alien comm they are pushing the third hive already. With active skulks biting my nodes and the game winning onos hitting the power node in base when my whole team is down range i cant seem to win no matter what i do.

Any help? I like comming and think i do an OK job at it. I tend to space out microing marines with shield, med packs, and scan (which brings me to one idea, i would love the beacon to be either Pres or Tres. I hate managing the energy or it and like to scan liberally. 50 energy takes way too long to get back lol).

Are marines doomed in this patch or is my method flawed? I am usually very successful on Summit and horrible on mineshaft. I hate Central Drilling.

I also feel like marine upgrades cost too much but then again that may just be my res flow being munched on by those damn dirty skulks.

Comments

  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    I am actually a big fan of going quick arms lab. I feel like armor 2 is just too huge to pass on. Having it ready for when fades drop just makes life so much easier. However you really do need good rines who can live without the shotty for a bit and who are willing to spend pres on mines.

    With Mineshaft I'd say ignore central drilling until you secure crushing (you might actually want to rush phase tech on this map). The layout is just too alien favored and not controlling crushing allows the aliens easy access to the 2nd and 3rd hive.

    When I am doing the arms lab prior to Obs on Summit I generally do it something like this:

    IP, Armory, RT, Mines, RT, Arms Lab (this could be after more RTs depends on map control), RT, RT, a bit of waiting with heavy medpack and nanodiscofever focus (this is super important because I cannot have people dying without phase gates up) Armor 1, Obs, Armor 2, Phase Tech, Shotguns. As long as we aren't getting massacred this works decently well. I could be lucky with the level of players I have been getting when I comm though.
  • Bio88Bio88 Join Date: 2012-03-06 Member: 148267Members
    In almost every game I have played on mineshaft, the game comes down to who controls crushing room. If aliens can defend it, they easily get the 2nd hive up in ore extraction and control the map. If Marines control crushing they can rush ore extraction from there, and with GL's can take down the second hive, plus they can hold central drilling easier.

    I've even had games where we marine com relocated to crushing room at the start of the game and we have won from there.

    I don't like marine comming that much, but games where marines have won mineshaft seem to be phase tech to crushing + mines to defend it, then take down second hive in ore seems to work well.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    edited March 2012
    Yeah, as ns_ayumi was called ns_coldturn by the players, ns_mineshaft will probably be ns_crushing soon.

    Central drilling is really a strange place...I don't get along with it either (neither as alien nor as marine).

    Maybe there'll be a re-work. Or some new tactics that make sense.

    Edit: Maybe set a hive in Central and only a RT in Ore instead? That way you wouldn't have 2 Hives connected too strong..

    Edit2: On-topic ;)

    I usually go for Phase-Tech, hold as many RTs as possible, tech slowly up. If we survive long enough we rush a hive with GLs or 4 ARCs.

    In mid-game I usually don't really know what to do. It's basically waiting for interesting stuff, watching RTs going down, telling players to get them back. Many commanders ask 'what was my fault' when they lost; but usually you can't tell. That's something that should be adressed, more feedback and more senseful actions, I think.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    I find it is very hard to comm and have 1 set strat. Even people's performance is unreliable which sends there aim to crap. I find the armor 2 rush helps keep people alive longer to aim better. The thing that gets me in that strat is an aggressive alien comm. They expand FAST and by the time i am semi ready i have armor two and am just now working on the AA after buying Phase tech. SO much is needed on marine side to be effective.

    The games i am doing great with my upgrades have ended to one onos destroying my power node in base before i can beacon with my marines far off in the field owning stuff. Sad way to end it and it has ended that was often. I got to say i really enjoy comming but dont know enough about what i am trading off and res needed and such. Like "wow, im sitting on 4 untouched res nodes, this means i can splurge here..." or "Wow, nodes are going down fast, i cant keep more than 2 up at a time. Got to tighten up and go for the basics." Experience will teach me more than any one post but it would be nice to have 3 solid build orders like in most RTS games: Good marines (high risk, focus on offensive pushes), terrible marines (more armor and shoot for Arcs), and ok marines who listen (your average game, mild upgrades + weapons).

    Thank you for the posts so far. I appreciate it and am learning. I unfortunately, as i said, only play on the Team156 London server. So i only have that group of players to get my commander basics with.

    (plus i have the occasional Skie Skulk who is damn scary.)
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    edited March 2012
    Well, your build should never be set in stone. Like you said if your marines are doing terrible killing skulks maybe considering getting shotguns earlier to compensate. Your marines having issues defending structures maybe consider getting welders. Going in with a strat in mind is a good thing, but being able to adjust on the fly is a must. If you find you are losing too many res nodes maybe go out on the mic and tell your rines to buckle down and lay off the aggression to resecure the map. If you are pushing too hard on one end of the map you are going to inevitably lose the entire other side to even just a single skulk. It's all about communication. If you let your rines know where you want them they will generally make it happen even in pubs (the promise of disco fever and medspam helps sweeten the deal as well).

    TL;DR The ladies like it more when you are flexible and hands on.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    In general, what I first do each new build is to figure out the alien 'win' condition. In previous builds, that was getting a 2nd hive, since a marine comeback from the point was usually difficult, if not impossible. In B201, I believe that has changed to aliens get 75 PRes (for onos). As such, any strategy you devise should work towards preventing (or slowing down in this case) aliens achieving their 'win' condition.

    WRT B201 and Mineshaft, this is quite difficult since aliens can quickly get 4-5 RTs (Cave, Cavern, North Tunnel, Ore Extraction, and Crushing). I still think relocating/getting a PG to crushing is a good strat because you can deny the crushing RT and put pressure on the North Tunnel and Ore Extraction RTs. I've also toyed with the idea of relocating to Ore Extraction so marines can assault all of the alien RTs better. In general, B201 is about denying aliens the 75 PRes for onos, so the general focus should be about killing off harvesters rather than hives.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1918157:date=Mar 26 2012, 05:33 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 26 2012, 05:33 PM) <a href="index.php?act=findpost&pid=1918157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In general, what I first do each new build is to figure out the alien 'win' condition. In previous builds, that was getting a 2nd hive, since a marine comeback from the point was usually difficult, if not impossible. In B201, I believe that has changed to aliens get 75 PRes (for onos). As such, any strategy you devise should work towards preventing (or slowing down in this case) aliens achieving their 'win' condition.

    WRT B201 and Mineshaft, this is quite difficult since aliens can quickly get 4-5 RTs (Cave, Cavern, North Tunnel, Ore Extraction, and Crushing). I still think relocating/getting a PG to crushing is a good strat because you can deny the crushing RT and put pressure on the North Tunnel and Ore Extraction RTs. I've also toyed with the idea of relocating to Ore Extraction so marines can assault all of the alien RTs better. In general, B201 is about denying aliens the 75 PRes for onos, so the general focus should be about killing off harvesters rather than hives.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I had a weird bug where i was a skulk, i killed a marine, then went back to comm. I lost all my Pres and couldnt build any cysts which killed my team in the end. Really sucked. So i hear what you are saying on denying the RTs. Killing the cyst chains early help to deny res also. It forced the comm to use that precious Pres and if you are killing RTs as well you have a double win.

    I prefer marine comming since there is MANS Micro (Medpack, Ammo, Nano Shield), i mean it spells MANS, like a MANS team :P but anyways you are forced to be very aggressive early on but i dont think people understand (at least on my server) the importance of RTs. Only the comm can drop them and the cysts are Pres only. Both go hand in hand.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited March 2012
    I usually go quick mines and phase gate really, that mobility and ability to maintain map control is HUGE. (Though it depends on where the alien starting position is as well) This in light of denying the aliens a second hive or a lot of map control/RTs, and still being able to maintain map control yourself.

    Lately I've been experimenting with quick turret factory, though it hasn't really convinced me as a viable early game strategy. (Certainly not when upgrade to ARC factory requires a second TF to be built if you want more sentires) I think I'll try quick arms lab sometime too.
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    Same here dude.
    Shotgun + Armor 1 & 2 before weapon 1.

    If u wanna be pro as a marine u have to learn HOW TO HANDLE the shotgun ( best weapon in the game atm )

    Just finished 1 match and my second "shotgun" i kited and killed 3 skulks. ( 1vs3 )
    Sprint + Shotgun is the shizzle in my nizzle haha
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    edited March 2012
    I find if I have a skilled couple of marines who are holding one side of the map on their own I go weapons 1 first - it all depends on if I have players who can aim (I can't aim, so as a player I'm with the rest of the team mobbing on the other side of spawn crying out for armour, hahahah!).
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    I have also taken the advice gleaned from another thread on burst fire. Full auto is horribly inaccurate but when i burst fire i kill so much faster. I think the shotgun has that going for it that the rate of fire is slow and hit detection works great for one shot.

    Other than that i totally agree with Armor 1+2 and shotguns. Seems to be my strongest opener. Just sucks when the alien comm has onos out before you can research the AA since you need Phase Tech after the above. :( Love comming though.
  • mechanicalDRmechanicalDR Join Date: 2012-03-20 Member: 149019Members
    As other people said, crushing is key. One of the most important parts of taking crushing and making sure you have gl's to kill the extraction hive with. Might as well not have crushing if you don't have gl's on the way quickly.
    Another strat I've seen work well on drilling is securing central and all the way up to refinery quickly, and bolstering central. With all the res income you can quickly tech up and arc the extraction hive completely safely.

    Have never seen a one hive onos problem yet. If they ever have early onos, its probably because they dominated way too much of the map way too quickly. I can see it being a problem if you have their entire team save up for onos for a mass onos charge. That sounds hilarious, I want to try that now.
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    As long as you get jetpacks you've got it sorted. If your team ask's for phase gates give them jetpacks. If they want better weapons give them jetpacks. Follow such actions with manical laughter and you will be the best commander ever.

    I am in no way obsessed with jetpacks.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    I think you almost single handedly are the reason they became cheaper!
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    Just go Armor level 2 + Shotgun before anything else.
    It helps the "<b>bad aimer</b>" and the beginners to have more fun.
    The Skulk and Fade cant "play" with the marines and people will not rage quit haha

    Survival is always better then damage.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Well that and the extra armor is more noticeable than +10 procent dmg.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    edited March 2012
    (unconfirmed) but i think structures are effected by armor ugprades

    so another good reason for armor first is to make skulks waste more time chewing up those res nodes

    just came back from some games as comm

    alien comm:

    Just realised 201 world, you can spend all your tres building and rebuilding res nodes, meanwhile each time they get res, your teams pres goes up... so strategy is just to expand all over the place, RES > hive. Its actually beneficial to get into a 'res' trading game with the marines side (yyou kill their extractors and they kill ur harvesters. You can use tres to keep rebuilding harvesters... true hive2 is slower but your team pres goes up. meanwhile marine tech is slowed down considerably. Similarly with cysts, just rebuild them at 2 res a pop. I bet you will drop less cyst than marine comm will drop med packs)

    last game i pushed into all 3 hive areas and only dropped down a res node - rebuilding as needed, marines didn't know which way to push, a hive can be dropped anywhere any moment...... meanwhile the 75 pres mark keeps ticking . .

    marine comm:

    got nothing to say really.. i tech up weapons earlier these days cos its cheaper, and sometimes even a flamer has its uses to burn down energy of fades (shadowstep now uses energy)

    if you can get JPs out in time for onos, great.

    armor 1 is a must though for 3 swipe fades, and armor 2 is ideal for 4 bite skulks

    if aliens decide to expand everywhere, your probably screwed as per what I mentioned above
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1918495:date=Mar 27 2012, 12:12 PM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Mar 27 2012, 12:12 PM) <a href="index.php?act=findpost&pid=1918495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->armor 1 is a must though for 3 swipe fades, and armor 2 is ideal for 4 bite skulks<!--QuoteEnd--></div><!--QuoteEEnd-->
    Armor 2 is needed to make fades require 3 swipes for a kill.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    thought that was changed this patch?
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    edited March 2012
    <!--quoteo(post=1918628:date=Mar 27 2012, 05:24 PM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Mar 27 2012, 05:24 PM) <a href="index.php?act=findpost&pid=1918628"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->thought that was changed this patch?<!--QuoteEnd--></div><!--QuoteEEnd-->


    I believe it was tweaked just slightly enough so it's 2 swipes to kill a marine with no armor points left but the 2 swipes still does enough "overkill" damage to be able to 2 swipe armor 0 and armor 1 marines. I could be wrong though as I haven't mathed it out.
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