Late game alien strategy
Snypr18
Join Date: 2012-11-09 Member: 168566Members
<div class="IPBDescription">Explain.</div>Can someone please explain late game alien strategy to me. As far as I can tell the only answer is Onos spam, as the other alien units are completely outgunned, and in a lot of cases even out maneuvered by jetpacks.
I mean really, it seems that once the marines get jetpacks, armor / weapon boosts, and shotguns, the skulks are done. I spent all night tonight watching marines out run skulk groups, not the other way around. Toss in a one shot weapon and it makes for a real entertaining time.
I mean really, it seems that once the marines get jetpacks, armor / weapon boosts, and shotguns, the skulks are done. I spent all night tonight watching marines out run skulk groups, not the other way around. Toss in a one shot weapon and it makes for a real entertaining time.
Comments
But yeah, if jetpacks are out and you're a skulk, you're not going to have a good time :-) .
Onii have enough health that they can make decent pushes; the gorges help heal the onii. But the key is that gorges need to have bile bomb. While all the marines shoot the onii, two gorges bile the power. You CAN win with just bile bomb or just onii, but the two together make up the only real lategame solution aliens have against turtling marines.
Hint: When a marine comes to defend the RT, just leap like crazy and run to another RT. Don't try to kill him.
But yeah, if jetpacks are out and you're a skulk, you're not going to have a good time :-) .<!--QuoteEnd--></div><!--QuoteEEnd-->
You had me until Fades vs Jetpackers.
What is the best way to combat the jetpackers then? The lerk takes quite a while to take them down, in which time they can easily float away on the jets and re-heal. Follow them and you get a face full of lead which kills in no time flat.
I have tried fade only a few times so I really dont have enough experience to give an opinion on them.
It really seems to me like the aliens are designed only to harass jetpack infantry but never kill them.
Late game Marine strategy: Nothing, because Marines cap out in power once they're at 3/3 with jetpacks. If they haven't ended the game by the time the Aliens start getting Onos, they're boned.
Theoretically, it works really well. Blink up to them and swipe.
In practice, with the removal of vertical shadowstep, the FPS improvements, and the delay after blinking fades are not very enjoyable to play lately.
There were some hints from Charlie in the tourney today that fades might see buffs, and that blink was "accidentally regressed" to some previous state and "will be fixed" in the upcoming patch or two.
It is a mix and very good teamplay to get a coordinated push up. Spamming onos isn't all.
End game strategy for Aliens varies depending on the Marines. If they go Jetpack drop lerks/fades while your team spends P.Res on Onos/Gorge. If their team goes Exo spend your resources on Onos/Gorge. If they do neither, or you're winning hands-down, invest in Onos/Gorge and one or two Lerks simply for Umbra.
Otherwise, the key to alien commander is to constantly expand your cysts while capping nodes and upgrading alien abilities. And don't forget to get the upgrades, far too many new alien commanders can't seem to grasp that abilities and upgrades win games. You can have every resource node except two and still fail without upgrades and abilities.
Paper Onos for the loss!
Also "Hey you have a grenade laucher?" WELL I FLY!!!! Its really fun going one on one with grenade launchers vs lurks !