List Of Comms Options
BelrickNZ
Join Date: 2002-12-19 Member: 11156Members
<div class="IPBDescription">Styles of play.</div> Ok add more but for me this is all i currently use.
EARLY GAME:
TACTIC 1: Two hive lockdown. med risk if u dont time it correctly. IE: too fast and youll fail to secure one hive properly. Too slow and the aliens have dug in.
TACTIC 2: Res collection, upgrade spamming. Low risk, all comes down to the skill of your players vs theres. Ive lost games vs solely skulks and my 'troops' had all upgrades. On certain maps with large players you can win without securing a single hive! Use mines to guard the res tow spam.
TACTIC 3: base relocate: high risk, very very map dependant. A good choice is cargo hive for example. Cons it sets u back and loses you your start res tower. Not a personaly favourite.
Countermoves: Your losing. What now?
TACTIC 1: Jp/HMg given to your best 2 players. Kills hives fast and really sets back the aliens. Chances are it wont gain you a hive but it will give time.
TACTIC 2: LMG RUsh and secure siege spot, phase and seige. High risk. LOTS of fun. Guaranteed mad house when aliens catch on. Can your boys hold the rushing aliens? Depends on the amount of upgrades you have and the skill involved.
TACTIC 3; HA crush. No medpacks, no upgrading. Hold that res income tight! Sell extra IP and sell obs and phases, Send your LMG to rush and slow down the alien advance. Save up for min 4 HA + weld + HMG. Send them out to crush a hive. Med risk very valid tactics. All goes well your left with 2 hives a base to relocate and a couple of fades left wandering the map. Youll probably have lost spawn and all your res tow. Slow recovery time but you should win from here. Just keep those HA alive!
Note, just a personal tip. When 'securing' a hive. If theres a res tower close by. You dont need to turret the hive itself. Its more important to defend the res tower as long as the hive is in seige range youll be fine. (this is for maps with res tow just outside the hives)
EARLY GAME:
TACTIC 1: Two hive lockdown. med risk if u dont time it correctly. IE: too fast and youll fail to secure one hive properly. Too slow and the aliens have dug in.
TACTIC 2: Res collection, upgrade spamming. Low risk, all comes down to the skill of your players vs theres. Ive lost games vs solely skulks and my 'troops' had all upgrades. On certain maps with large players you can win without securing a single hive! Use mines to guard the res tow spam.
TACTIC 3: base relocate: high risk, very very map dependant. A good choice is cargo hive for example. Cons it sets u back and loses you your start res tower. Not a personaly favourite.
Countermoves: Your losing. What now?
TACTIC 1: Jp/HMg given to your best 2 players. Kills hives fast and really sets back the aliens. Chances are it wont gain you a hive but it will give time.
TACTIC 2: LMG RUsh and secure siege spot, phase and seige. High risk. LOTS of fun. Guaranteed mad house when aliens catch on. Can your boys hold the rushing aliens? Depends on the amount of upgrades you have and the skill involved.
TACTIC 3; HA crush. No medpacks, no upgrading. Hold that res income tight! Sell extra IP and sell obs and phases, Send your LMG to rush and slow down the alien advance. Save up for min 4 HA + weld + HMG. Send them out to crush a hive. Med risk very valid tactics. All goes well your left with 2 hives a base to relocate and a couple of fades left wandering the map. Youll probably have lost spawn and all your res tow. Slow recovery time but you should win from here. Just keep those HA alive!
Note, just a personal tip. When 'securing' a hive. If theres a res tower close by. You dont need to turret the hive itself. Its more important to defend the res tower as long as the hive is in seige range youll be fine. (this is for maps with res tow just outside the hives)
Comments
3 res nodes right there, and what i like to do, put a resource down in docking wing as well, then guard it with a Turret factory in the hall between docking and marine start. Arm it up with turrets, thats 5 resource nodes. To pull off a semi-sucessful game all you need is 4. Theres also really good resource nodes around docking and cargo too, Generator room and Misma walkway. So you keep 4 marines patrolling each one and your set with 7 RT's. Arms lab, protolab, armory, and observatory upgrades will go by pretty fast and the resources will just keep rolling in.
my 2 cents
- roachems[AR]
Ratfire