Unpopular builds or play styles?

SurelogSurelog Join Date: 2007-01-07 Member: 59498Members
So,

I'm a little sick of Exo's being the end all to be all of Marine gameplay. They're not. A good team of Onos/Gorges can kill a good team of Exo's and Welders. Yet 90% of the public games end or push for Exo's. Often before anything else (shotties, GL's, JP's).

As for the Aliens, while competitive play is dominated by early onos if their resource tower wasn't taken out, I'm rarely ever getting to enjoy the full use of Camo early game, which could be stupidly powerful.

So when I command I usually build Camo First (of course we lose a lot because people rarely ever experience how to use Camo properly as they only get it end game) and I get Jetpacks first.

This of course pisses non-competitive pubbies off but in my defense I usually only command if 20 seconds have gone by and no one has jumped in yet.

Comments

  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    i don't really play much commander, but i think that stuff is too lategame to call a 'build'.

    as marine, you can't go wrong with getting fast phase gate then weapons/upgrades based on what your team want. phase gates are basically essential if you want to win, because it's almost impossible to defend multiple locations without them and they also help to apply maintained pressure as well.

    i haven't really had a chance to try it, but i feel that aliens best build will be shade hive and camo... at least until metagame changes and marines start dropping obs all over the place... then camo won't be so great.

    i don't really want to comment on onos rush, i don't use it because it's a cheap tactic and kinda boring when you delay all of your tech by 5+ minutes while you save for the onos.
  • SurelogSurelog Join Date: 2007-01-07 Member: 59498Members
    I would just like to see some more uncommon strategies being used by commanders at large.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    edited November 2012
    I usually go Shade Hive first. Never understood why some people hate on that strategy. After all is camouflage most effective early game when the enemy is not all that spread out yet and can't afford obs everywhere and also doesn't have the second CC for radar scans. The only risk in pub games is that many new players tend to play more defensively when they have camouflage - just hanging around somewhere and waiting for prey instead of pushing out.

    As for marines: yeah, really hate those mindless rush for Exos. Not getting anything else, sometimes not even welders, and then wondering why Exos keep dying easily if you didn't research any weapon or armour upgrades yet…
    And if you have neither flame throwers nor grenade launchers, it gets quite a lot more difficult to make an early push into alien bases to keep them from expanding.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    edited November 2012
    Before the arms lab upgrades became so cheap (and I think before exo), a popular marine strategy was to rush for jetpacks. Rush to take res and try to endure carapace-skulks, so you can get jetpacks sometimes before aliens got fades.

    I kind of wish arms lab costs were increased, if only to make this option more tempting.

    This was also made more powerful because of remote power packs and nanoconstruct, so a jetpack marine would rush forward and setup phasegates next to hives. Now I'm glad nanoconstruct is gone, but I miss the sneaky behaviour you could do with jetpack and power packs.

    Edit: On the current state of the game, I think alot of the tech paths need to be made more attractive. At the moment as marine commander your tactic is to secure res and rush weapon and armour upgrades. Usually you have plenty of res that you can research everything as it appears. UWE have done some good work making shade more viable as a start, and in that aliens feel somewhat more flexible if only they lost the strong urge to rush onos.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2027453:date=Nov 18 2012, 02:07 AM:name=CrushaK)--><div class='quotetop'>QUOTE (CrushaK @ Nov 18 2012, 02:07 AM) <a href="index.php?act=findpost&pid=2027453"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...can't afford obs everywhere and <b>also doesn't have the second CC for radar scans.</b> The only risk in pub games is that many new players tend to play more defensively....<!--QuoteEnd--></div><!--QuoteEEnd-->

    You think you need two CC's to scan...

    Lol... Oppinion Invalid.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    <!--quoteo(post=2027462:date=Nov 18 2012, 03:15 AM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Nov 18 2012, 03:15 AM) <a href="index.php?act=findpost&pid=2027462"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You think you need two CC's to scan...

    Lol... Oppinion Invalid.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No idea why I actually wrote that. Was actually going for the resource cost early game, where those scans are still somewhat expensive when you have to expand in other places. :>

    And lol, you think opinion is written with double p. Your post is invalid.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    edited November 2012
    <!--quoteo(post=2027384:date=Nov 17 2012, 08:08 PM:name=Surelog)--><div class='quotetop'>QUOTE (Surelog @ Nov 17 2012, 08:08 PM) <a href="index.php?act=findpost&pid=2027384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yet 90% of the <b>public</b> games end or push for Exo's. Often before anything else (shotties, GL's, JP's)<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's your problem.

    Of course people are going to get exos in pubs. Even if you're stomping the aliens to the curb, some people just lack the confidence to try and finish off the aliens with anything else (and for others, it's just fun being able to use an exo at the end of a round)

    I always research exos last, and never drop any. Once all tech is complete I drop jetpacks and gls/shotties
  • turtsmcgurtturtsmcgurt Join Date: 2012-11-01 Member: 165456Members, Reinforced - Supporter
    edited November 2012
    I refuse to drop onos before 15-20 minutes.

    I like to do shade hive on Docking and another map I forgot.

    Drifters... by mid game I usually have enough of the map covered so that we know where nearly all of the marines are at any given time. This is a big one, I feel. Not enough alien commanders either understand or use drifters to their full potential. ######, you don't even need to use their Enzyme Cloud, just putting them around in key map locations is sufficient. (but you should use the enzymes, obviously)
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Some khammanders also seem to think that "early Onos" is the end of all things. The guy dropped an Onos egg at around minute 10 when the marines already had three CCs and most of the map under their control, didn't research any traits or updates and then wonders why that Onos does not magically turn everything around. His excuse was "well, I trusted that guy to use it well. early Onos usually wins the game". So much for established tactics - fat chance if you suddenly have to adapt to changed circumstances.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    I still have no idea why Exos are so popular... if the aliens run around you and hit a base, everyone in an exo becomes useless. If the rest return to base, the aliens have a choice of trying to win right there, or easily doubling back and killing the unsupported Exo players.

    Yes, giant robots are cool. But there's no way I want my team sacrificing all that mobility, and paying more res than anything else in the game to do so.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    onos really is too powerful, though. i was playing a game on docking earlier today where there were a couple of clannies stacking the marine side, one of them ended up going 60-5ish and others were with 3:1, 4:1 kdrs. we had our starting hive egglocked for around 50% of the game. however, our comm managed to save up for an onos egg, and it turned the tide (even though marines already had w/a upgrades and jetpacks + shotties). they even killed 2 hives, maybe 3, but the onos bailed us out giving us enough time to get a second onos, which sealed the game. granted, the marine comm wasn't extremely competent and missed a base rush, but still... there is no way we should have won that game.
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    edited November 2012
    I welcome the day immediate W1/SG becomes an unpopular pub build.

    I'm basically at the point where I find a new server if I still have 30 armor at the 8min mark
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