I Want Command Strats
Commander_Kittens
Join Date: 2003-03-03 Member: 14255Members
<div class="IPBDescription">any and all accepted</div> You are probably tired of me refering to my "utlimate commanding strat" all the time, so how bout you all post yours. I'd like to see what other commanders have to say about what they do while in the shiny metal box...
Comments
And givepoints. Don't forget givepoints. Free res, and when combined with sv_cheats 1, lightning-fast build times.
I always buy these first.
IP, IP, ARM, OBS, PG, Mines.
Initally get an outpost in one hive, and 2-3 other res.
Get a few upgrades, once you have a few and the hive is relatively secure scan the other two hives. Get the least defended anyway possible, I favour seiging from an outpost outside the hive(If its up or to stop it going up).
Keep teching up whanever you have res.
You need to keep pressure on aliens, its good to have a gorge/res hunter, after a few attacks the gorge should demand an escort which is one less skulk attacking.
Thats the overview, a few details though:
NO TF in base, use mines and marines.
I get MT asap, the intel from that benefits you aswell as marines.
I don't TF rp's but sometimes mine them. I also recycle any that come under attack.
For me an outpost is 1PG, 1TF, 2-3 Turrets, mines.
This is a very general tactic. And you need to be flexible. This tactics means the most crucial point is getting the second hive if your marines mess about then you lose, if not they should have the upgrades to suceed.
If it all goes wrong you should also have enough res for a time to 'pull something out the bag' maybe a small JP/HMG group or an even smaller HA/HMg group.
I won't lie and say this is an unstoppable tactic but with half decent marines it can work well.
Played this yesterday on ns_nothing against a very good alien team and in the end we had so much res we decided to mess around in the end by killing the last res the aliens had in thier last hive (power silo hive) and building it for ourselves. We had jetpacks and HMG's so everytime an skulk got near us we simply lifted off and killed them. It took about 6-7 drops down on the res point from up on high with skulks trying to chew both the res and us but we managed to build it in the end! Then the comm built a crap load of comm chairs and arms labs etc for us to build since we had well over 300 res! Funniest game i took part in for months!
1 IP
1 Armory/mins.
1 stay at base defend, one go opposite direction from enemy hive - he is the resource collector to snag res nodes.
Remainder of team wp to enemy hive. Build armory and mine the place, if it works, great, if not, do it again (max 3).
Aliens will drop d chambers in fear of hive dying, will also group up at base to attack the incoming marines. Meanwhile, resource man is getting nodes and your defender is building advanced buildings for you.
After 3rd rush 'fails', go gorge hunting, there will only be one- alien deaths/fear of dying will prevent them from getting more.
Tech to JP/HMG. gg.
1 IP
1 Armory/mins.
1 stay at base defend, one go opposite direction from enemy hive - he is the resource collector to snag res nodes.
Remainder of team wp to enemy hive. Build armory and mine the place, if it works, great, if not, do it again (max 3).
Aliens will drop d chambers in fear of hive dying, will also group up at base to attack the incoming marines. Meanwhile, resource man is getting nodes and your defender is building advanced buildings for you.
After 3rd rush 'fails', go gorge hunting, there will only be one- alien deaths/fear of dying will prevent them from getting more.
Tech to JP/HMG. gg. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I should note, once JPs are out, it's ok to give them to everyone. JPs freak aliens out, especially early game.
However, only give the HMGs to your best marines or the n00bs will ruin everything. Use the armory rushes as an indicator to who your star marines are.
I found it extremely helpful to walk all the vents and areas on all the maps. This allowed me to know alt access to rooms, where not to place equipment b/c vents, Where not to place PG b/c low head clearance (Your marines will die when they try to phase through unless they duck). Read as much of these postings as possible most of these maps have proven strats to win.