Marines Win!

LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
<div class="IPBDescription">Only took 2 hours...</div> The old lock down 2 hives right away to keep fades from knocking on your little CC door is pretty much the standard tactic on the servers i play on. Great if it works, lost in space if it dont. However, when marines get their two hives, they always upgrade and upgrade and upgrade and will not take the last hive untill they are fully equipped with level 3 weapons and armour and HA/HMG gangs.. Great fun for marines... kind of dull for Aliens..

If your grab the 2 hive plan works... please dont take forever to finnish them.. i guess thats my point here...

Dont know if this is the right place to post, but i didnt want to litter general with it.

Comments

  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    Wait until you run into organized aliens. I gave up on 2 hive lockdown simply because it is way too hard to pull off when skill balance is resonable between the players.
  • DemonSaxDemonSax Join Date: 2002-12-21 Member: 11310Members
    I'm going to have to agree with you. On the pubs I play often after the marines lock down two hives they turn into berserk morons and start spelling out their names with mine lasers and building quadruple redundant defenses in the hives so the lerks can't possibly spike it all. All during this time half the alien team has gone gorge and capped every open resource node on the map and then clogged every hallway with a bazillion chambers. So after the marines are fully upgraded the group in heavy armor walks out into a hallway and gets killed trying to shoot down walls of lame. The marines increase their berserker idiocy and then proceed to siege every single hallway on the map until one renegade marine jetpacks on top of the last hive and knifes it.

    Unfortunately I don't know what a good solution is. After taking two hives the marines are usually short on resources since taking the second hive required everything they had. Then they have to constantly fight off skulks and lerks while they attempt to get a siege up at both hives to prevent a chamber rush and then farm enough turrets so the hives will last long enough for them to make an attempt at the last hive.
  • UrzaUrza Join Date: 2002-12-24 Member: 11514Members
    edited January 2003
    What you could do is siege their last hive down.

    But I have to agree, the greatest disadvantage of the marines is the Rambo-bug. All marines will receive with a Heavy Armor or a Heavy Machine Gun a free temporary brainimplant, causing them to go berserk and disobey orders. Most of the time it ruins my capture-one-hive-and-upgrade-and-then-take-second-and-third-hive-tactic <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    edited January 2003
    TBH I don't think capture one hive and upgrade works particularly well because you rely on your marines being better than the aliens..

    GOOD aliens with a player on the team controlling them aswell as you (the commander) with level 2 hive tech can shred ANYTHING except the very best of HA HW marine squads..

    Thats like 2-3 guys HMG 1 guy GL 1 guy Shotty (to finish the fades off)

    The big problems are: Umbra, Web and long corridors down which fades can just snipe the living day lights out of you and then run.
    Often when I'm alien the marines upgrade and we get level two hive tech and decimate them.

    What I prefer is this: JUST capture res then as soon as you're able siege/storm one of their current hives.


    To be perfectly sure when you have two hives and your base at each location you need:

    1) Phase gate (20)
    2) TF and 4 SG Turrets to cover it (25 + 4*19 = 101)
    3) siege in each hive or give a GL to a trusted player (if you have no such player you have to build siege in 3 locations (25 + 25 = 50)
    4) 2nd TF so they cant kill the siege TF COS YOU CANNOT SEE ITS DAMN HEALTH *grr* (25)
    5) 2 more SG turrets to cover the 2nd TF. (19*2 = 38)

    A grand total of... dun dun deeheee: 234 per installation so that would be:
    702 res total. On a GOOD map you're doing this with 3 res nodes and 1 default res so 702/4 = 175 ticks
    six seconds per tick so 175.5*6 = 1053seconds /60 = 17 mins 30 ish seconds.

    At this point the aliens are NOT taking back those locations provided the marines don't ALL rambo off.

    This is the major problem with the two hive lockdown and upgrade the locations.. to be quite frank you're better off just getting minimal defence and holding it with marines, not getting siege but giving someone a GL and then your installations cos:

    20+101 = 121
    *3 = 363
    /6 = 60.5 so just 1 min and 5 seconds to get enough res to hold the locations Of course I've ignored the cost of res towers in this but thats compensated for the fact you start with 100 res and don't spend res while you're moving out to the hives.

    BlueGhost



    So on a bad day that takes
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    a good marine team will always have someone hunting the gorge, and a good commander will always know whats going on, so he can call out when a hive is being built to send marines in to take care of it. You dont neccesarily need to take 2 hives but you have to stop them from building 2 hives.
  • ShadowzShadowz Join Date: 2003-01-07 Member: 12010Members
    no more calculation pls =(
    anyway , i usually kill gorge before the oc cuz he will be healing the oc before he run =)
    and wif usually onli 1 or 2 gorge in each alien team , killing 1 will make them slower and if the gorge have more than 33 res before building 2nd hive well see the effect =)
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Usually If you are commanding a good marine team, it takes about 15 mins to win...simple tush a hive, build two turrets, rush the next, and when you reach alien hive you build phase gate, tell your amrines to go berzerk and you won

    When commanding a worse team, iwth maybe 3 or so good players you have to make a complete lockdown everywhere since 1 skulk = 3 marines...

    This often results in a Fade vs HMG/Jet marine fight for the empty nodes, and usually marines manage to siege the second hive, get some more RTs and storm last hive...but it might take a few hours and its definately the most fun games

    In worst cases, its best to take one RT at the time, securing with 3 turrets and a phase...hoping the aliens are just as n00b as your marines...
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Those numbers are nice but I dont think you are taking into consideration that people lose rts, and hives. NS is not just a simple numbers game, there is skill behind it. A lot of people just assume that marines can just take 2 hives while the aliens just sit in their base with their thumb up their ****.
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