No Observatory, No Welders, No Arcs, No Advanced Armory (This is how I Comm)

MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
So far it's been working well, but I've noticed that the level of whining is very high when a team does lose using my strats
<i>(Nothing that can be fixed. . . just typical human reaction for doing something original)</i>

The basis for the build is trying to save on resources and give my team many chances to win instead of just one or two all-in pushes

Instead of building an Obs and 2 Phase Gates <i>(75 Resources Total)</i> I spend 24 Resources and build 2 Infantry Portals at an adjacent base

The split base usually requires MACs so it's more like spending 44 Resources, but the MACs and Robotics Factory pulls double duty so it's worth it

Instead of researching Nade Launcher <i>(35 Resources)</i> I spend 40 Resources and put 2 Sentries and an Armory around the corner from a hive

Now my team can put constant pressure on the hive making it so MACs can actually go around and build / repair stuff
<i>(which in turns frees up more marines to maintain pressure)</i>

Then It's normally just Arms Lab upgrades until we win the game

Early game I get mines, Mid Game I get Shotty, and Late game I can break the rules and do an All-In push if the above isn't working

Things could change a lot once Exo-Suit becomes available, but for the moment this is what I've been doing and it's been working the majority of the time
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Comments

  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    We all know spamming sentries will work.....It's very lame tho.
  • saltybp53saltybp53 Join Date: 2010-07-22 Member: 72675Members
    I prefer the "Recycle marines for res" tactic better.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1925609:date=Apr 15 2012, 02:36 PM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Apr 15 2012, 02:36 PM) <a href="index.php?act=findpost&pid=1925609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We all know spamming sentries will work.....It's very lame tho.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The sentries are barely in plural, how is that spamming? :S
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    <!--quoteo(post=1925609:date=Apr 15 2012, 07:36 AM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Apr 15 2012, 07:36 AM) <a href="index.php?act=findpost&pid=1925609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We all know spamming sentries will work.....It's very lame tho.<!--QuoteEnd--></div><!--QuoteEEnd-->

    2 sentries is spamming? What is wrong with you people? Whiners just want to remove sentries from the game, I guess.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    Nice. It's strats like this that will force a dynamic metagame.
  • ThyReaperThyReaper Join Date: 2006-11-15 Member: 58621Members
    By far the most effective tactic right now for marines is locking down a hive. It's the only time I've seen a truly effective win (not due to a lucky rush, say). The comm I've seen pull it off replaced the sentries with mines - lots of mines. Eventually, either the hive dies from the constant pressure, or we would get grenades and take it down.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    I'd feel nervous as a marine in that game, I admit it. If I played a few games and saw that it could work, or that you're a good comm in general, you might convince me :)
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited April 2012
    You can't spare 10 to 30 res over the course of a whole game for observatories? It's so useful to scan stuff and help your dudes make wise choices (or find hives when they fail to come close)...

    I like the "spread out IPs" idea, though. That's definitely one of the easiest ways for me to keep a team of pub players in line without saying anything.
  • 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
    I would love to cast this strat - sounds like it could make for some tight play especially outside Hives
  • TravCarpTravCarp Join Date: 2010-06-04 Member: 71962Members, Reinforced - Supporter
    edited April 2012
    I'm a big fan of forward static buildings that act in an offensive way like you're saying. I get a lot of people saying armories are not necessary outside of the base and I'm wasting res... but they don't get it. I've found this also deadly in a way though, if your team manages to gather around these forward posts and not enough defending the other side where obviously there is going to be an increase of pressure. Now I don't have a working mic (Razer let me down...) to catch <u><b>all</b></u> of the marines attention when they're wandering around like idiots, so that is a little problem I have when executing something along the lines of what you have said.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    i think i've played in one or more of you games as comm. it works quite well with these small maps. larger ones won't let you neglect phase gates though.
  • pRiNcEkAhUnApRiNcEkAhUnA Join Date: 2012-03-06 Member: 148264Members
    Just played three games (One as marine with you using this strategy and two with Master Blaster commanding for aliens) This is a tough strategy to beat, and it required a lot more alien communication in order to beat you using this strategy. I have used this strategy in a different form before seeing you command. Tough to beat!
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    i think i played a game with you comming on mineshaft, in which you got ejected at the end. the strat is nice for early res node control, but you need to work on your turret placement. Also, the strategy doesn't hold up in the late game, since it's very difficult to push as marines vs fades and onos with no upgrades. especially onos.
  • pRiNcEkAhUnApRiNcEkAhUnA Join Date: 2012-03-06 Member: 148264Members
    <!--quoteo(post=1925717:date=Apr 15 2012, 12:15 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Apr 15 2012, 12:15 PM) <a href="index.php?act=findpost&pid=1925717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think i played a game with you comming on mineshaft, in which you got ejected at the end. the strat is nice for early res node control, but you need to work on your turret placement. Also, the strategy doesn't hold up in the late game, since it's very difficult to push as marines vs fades and onos with no upgrades. especially onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah... I was alien comm. Marines got crushed. This strategy seems to not work at all on Mineshaft.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1925722:date=Apr 15 2012, 04:31 PM:name=pRiNcEkAhUnA)--><div class='quotetop'>QUOTE (pRiNcEkAhUnA @ Apr 15 2012, 04:31 PM) <a href="index.php?act=findpost&pid=1925722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah... I was alien comm. Marines got crushed. This strategy seems to not work at all on Mineshaft.<!--QuoteEnd--></div><!--QuoteEEnd-->

    nothing works on mineshaft with an alien team that has the slightest bit of awareness.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    I don't see why you couldn't do this type of tech path and relocate to crushing/ore/refinery on mineshaft...
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    edited April 2012
    Having played a few games with him using this strat, it does work very well. marines get massive map controll because ips keep a constant precence across the map. There is always an abundance of res due to low tech costs. this also means important structures like robotics factory can be spread out so losing one base doesn't lose the game.

    However a few minor tweaks could help it.

    the amount of area occupied by the marines is too large to maintain on foot. ips with pgs at every tech point would give marines map domination because they would be evenly spread out and be able to quickly get to fights. Obs is a key marine structure (motion hacking)

    also

    guns research is important, marines need things to spend their pres on, or else its just a wasted res pool.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    crushing and especially ore only works if the marine team is competent and the alien team is incompetent, in which case a relocation might not even be necessary in the first place. refinery would be the safest bet to successfully relocating, but strategically speaking, it would end up being a disaster area if/once aliens set up in crushing. the map's geography greatly benefits aliens spreading into observation than marines backtracking to hold RT's. so if aliens have crushing locked down, that only leaves one long winding path through The Gap for marines to travel.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited April 2012
    refinery is a terrible relocate spot because it doesn't project presence into the map. you're far from central drilling, which means you can't prevent harassment of your rear res nodes unless you commit a good amount of resources or manpower, and pushing on crushing is difficult since for some reason the junction between belt transfer and crushing is like a marine deathtrap.

    crushing is, on the other hand, a really great relocate spot, but it's so far from marine base that if you screw up even a little, you lose. i've also never seen a marine reloc to ore when the game isn't already over.
  • fenrir1179fenrir1179 Join Date: 2011-11-05 Member: 131263Members
    I think i have played a game or two like this, on both sides
    as a more agressive marine team it does work
    for aliens, well what I did when I got an idea of what was going on I focused mostly on macs .. only a couple of bile runs and the're smoked, but I was being pretty sneaky about it.
    That and the marine comm was pretty distracted..
    But it is still a very effective way of keeping the aliens more or less contained.. :)
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    Relocate to crossroads, that's how I comm. :d

    Crushing relocate only works when the alien team is incompetent indeed, cave is extremely close-by so aliens can just put massive pressure on. Just hate mineshaft to be honest, it's the most imbalanced map by far.
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    This works under certain conditions. If the alien team is just bad, then it works.

    It also works on small maps like Summit.

    But on Mineshaft and larger maps, not likely to work.

    With "Good" players, phase gates should be able to accomplish this with a far lower cost.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Could work if you get obs instead of robotics path. Problem with any strategy without early obs is that your just tossing a coin - do the aliens get crag or shade?
    Shade hive is going to murder you. And so are fades. Theres no way your going to be able to get upgrades or even shotguns by 5 minutes with all that res expenditure (2nd CC with 2ip + robotics/macs/2sentry)

    The strength of having 2 CC's is that you can put an obs at each one and quickly beacon back and forth.
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    So I tried commanding this way on Summit a couple times and it worked quite well. It really emphasizes map control which is an important part of Natural Selection.

    Good job learning this and teaching it to us. It adds variety to the game and a new way to command.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    Did they make it so you don't have to build command chairs in an area before setting up IPs? Or are you including recycling the command chair in those numbers?
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    They're probably complaining because using nothing but the starting weapon all game is no fun. The point of the game is not to win, but to enjoy playing it. That's why people don't like games that are over in five minutes, or games that go on for hours to no avail.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    I played on one of your games. It works okay on small maps like tram, massive fail on mineshaft though. You NEED phase gates to be able to hold certain areas (especially central).

    also on one of the games aliens seemed quite incompetent because there were about 2 free tech points for them to put up a hive but nothing happened :/
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    one of the most annoying strat ive played against is when marines sentry(and mine) up both exits of a hive

    sure the skulks can get through vents etc, but the drifters can't
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited April 2012
    <u><b>Strayan (NS2HD):</b></u>

    Sent you a pm, but I think it failed and the MB isn't letting send another pm for 8 hours?

    If you want to shoot a game that's fine, just send me a link to your steam profile and I'll add you

    The strat lately has been doing slightly worse though as people are becoming wise to it and have started to run counters

    Mines are definitely the key though. . .
    If you relocate in a big push <i>(more than half the team)</i> you can setup the armory first so mines can get spammed before dropping the chair / IPs / RT

    Also definitely agree though that its a play-style for an aggressive team though, but team needs to be smart too
    Most disappointing losses with the strat have been when marines have pushed way off into areas of the map with little value only to have the backline get flanked
    <i>(Typically the right side of the mineshaft)</i>

    I still think Phase is too expensive at 75, but I might try it again the next time I get on Mineshaft

    -
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    Most of the alien losses I've seen on mineshaft are totally avoidable, generally because aliens failed to do one of these things:

    1.) hydras in crushing immediately, with a crag is even better

    2.) if rines successfully reloc to crushing right away, build in drill, because it'll be safely out of harms way for the whole fight

    drives me insane when I see alien comms go for the cavern RT first, followed by the ore hive, while politely allowing marines to get cozy in crushing.
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