Rt Attacks
Milagre
Join Date: 2002-11-16 Member: 8927Members
<div class="IPBDescription">Unconventional strategy</div> I've been toying with a new strat that I have yet to see happen in any of the countless games I've played. I was hoping for a few opinions before I tried it.
This strat does not go for hive lockdowns. When I play alien and gorge for my team, I really feel it when I lose RTs. Considering this, and the marines' range advantage, it may be possible to deny the aliens any res towers but their starting node. Here's how it would play out: fairly standard opening, with an MT rush to assist my rines. Leave two at spawn, and send the other 5 (8v8 server) out to the closest res node, capping it and moving on to the next, leaving it undefended. If it dies, oh well... I'll have another soon, and I can probably get it recycled. The whole idea will to send this 5 rine team around the entire map several times capping every open node, and killing any ones controlled by the aliens. If they are unable to get many resources, the second hive can be delayed as much as five minutes.
My question is, do you think five marines would be able to move around quickly enough to stop any res nodes from staying up very long, and do you think we'll be able to tech up to 3/2 (w/a) before they get a second hive up. Remember that they'll start with MT so they should be able to cover each other while slashing at those RTs.
This strat does not go for hive lockdowns. When I play alien and gorge for my team, I really feel it when I lose RTs. Considering this, and the marines' range advantage, it may be possible to deny the aliens any res towers but their starting node. Here's how it would play out: fairly standard opening, with an MT rush to assist my rines. Leave two at spawn, and send the other 5 (8v8 server) out to the closest res node, capping it and moving on to the next, leaving it undefended. If it dies, oh well... I'll have another soon, and I can probably get it recycled. The whole idea will to send this 5 rine team around the entire map several times capping every open node, and killing any ones controlled by the aliens. If they are unable to get many resources, the second hive can be delayed as much as five minutes.
My question is, do you think five marines would be able to move around quickly enough to stop any res nodes from staying up very long, and do you think we'll be able to tech up to 3/2 (w/a) before they get a second hive up. Remember that they'll start with MT so they should be able to cover each other while slashing at those RTs.
Comments
It's called resource denial, and while it can delay the aliens a lot, it absolutely shuts down a marine team when done by the aliens.
Aliens go around capping nodes, destroying marine nodes and putting up an OC at each one. The aliens mobility allows the entire team to get to a node when either the OC or the node is under attack. The amount of nodes you have to place is recovered extremely quickly due to the number that the Gorge places.
I haven't come up with a good counter for this yet (don't say mines, because Sirus and I have tested mines effects on Gorges and RTs - they're not really effective), but if anyone has, I'd love to know. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yeah same here, I usually get the Marine's start Res Node after a Base Relocation. And the Aliens never check that one again.
It puts the alien's balls in a vice grip while I tek around... to bad most of the time they return the favor.
I've always wanted to try this. I thought an interesting twist on this would be to pop down an armory next to the Rt and drop mines and welders from it. A wandering marine can stop by and re-mine the place and weld the damaged sturctures quickly, not to mention they would be nice pitstops to cap off you ammo.