Something I'd Like To See Tested

NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
edited June 2003 in NS General Discussion
<div class="IPBDescription">A strategy..</div> Get a game of 6v6 going.
Strat One:
----- Now instead of sending marines out around the map camp in base. have 2 or 3 ppl building and the remaining ones watching base entries. Build an ip, armory, obs, arms, and proto. Start saving up and researching upgrades. If the aliens can manage to get 3 hives before you can get HA + HMG to some marines your screwed. Hopefully you can get all needed upgrades to equip the entire team in HA + HMG/GL/Shotty + Welders and send them out to take down a hive killing anything in their path. If marines can manage this almost all the time then they don't tech as slow as some ppl think. If the marines can't pull this off at all then I think they may tech too slow. Eventually though they should get owned anyway and with no rts if that first group of HA marines dies I don't think theyll have enough res to re-equip. For additional testing purposes if the marines can get equiped before the 3 hives are finished you should wait and have the aliens tell you when third hive is done to see how much res you have and see if you would be able to easily re-equip. Aliens should try and build the hives as fast as possible ie have one gorge go around capping nozzles and other save up. With marines camping aliens should get hardly any kills thus not getting any res for onos. If marines have like uber res and the hives aren't finished you could even invest in base defense, maybe even a tf + siege by base entry to keep the area clear of enemy towers.

Strat Two:
----- Aliens start with sensory. One gorge cap nozzles, one save for hives, and other build sensories in the chain method I saw mentioned on the beta forums (build one then walk down the corridor and when you run out of range back up to within range and build another one). When the gorge capping nodes is finished they should start dropping ocs all over the map within the cloaked areas. When the second hive finishes drop movements in the hives and near the ocs. All aliens choose some other sens upgrade besides cloaking and then select the silence upgrade. This will enable them to move around in the cloaked areas without being on motion and not be heard. Work your way around the third hive dropping sens all around it enabling aliens to move around the turrets (don't know if thats possible) without being shot. This would be a quick takedown. while this is all being done cloaked skulks should keep up constant ambushes. Eventually a gorge with silence + the sensories would be able to make its way closer and closer to marine start and then maybe into marine start if turrets don't fire on aliens who are behind a sens towers cloak. And while skulks continue the pounding the third hive completes and defense is dropped. By now almost all aliens should be able to go onos and storm marine spawn silently and come out of nowhere in the middle of their base.

Comments

  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    intersting ideas...however I think the first one would not work as you might like. Considering the res needed just to research all the upgrades...let alone gear up a team of 5 marines would not work with only the one res node in base...

    However I suppose anything is possible
  • JackazzJackazz Join Date: 2003-05-09 Member: 16170Members, Constellation
    Both strats seem to rely on the other team not fighting back. The second strat sounds like it would be countered relatively easily with plenty of scanning. i feel like if the marines are getting raped by cloaked skulks, and/or silenced skulks, any commander with a brain will invest in a couple communications dishes and start scanning a lot. well that's all for now <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    scan before you have any marine group with an important role in a room they about to enter.

    i already do that in 1.04 even if they dont have cloack, cause i can marines exactly where they are.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    I'd like to note that not a single vet has replied to your post. That said: why only one resnode? In 1.04, a good 8v8 or higher can win the game with 1-3 resnodes. Try doing a standard 3 node lockdown and see how ueber the marines become before 3 hives go up, or try it with 2. But one resnode? That would rarely be done unless the aliens do their job (res control).
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    By teching on one node you're giving the entire level to the aliens. They'll have 8 resnodes to your one. That's a recipe for disaster right there. Also, by the time the marines do come crawling out of their turtle shell, they will have field of ocs after field of ocs to go through to any hive. The map will be totally infested. Also, there will be fades/onos's/ lerks running around ripping everything to shreds in their base should they dare to ever leave.

    The second one seems more viable. It's just a bit expensive to make a huge chain all the way from the hive to the marine base. Also, a obs will defeat this, I believe. Just scan, move in, scan, move in, repeat as necessary. I've gotten into the habit of randomly spraying rooms when i know that the aliens are using sensory. Makes me less paranoid, but I really really go through ammo quickly.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    edited June 2003
    that daisy chan of SCs was actualy my Idea, and I ment it mostly as a joke (daisy chain the SCs in to a marine controlled hive, one where they don't have a obs. silence and the SC defeat all ways of detecting them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> now build the hive under their noses)


    but yah, I think that Frikk's idea is what I will end up doing (I am a paranoid little bugger)


    also, remember one thing, you can't spam scans anymore, it works off of charges, so if you can get em to build a few OBs gj <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    oh, and as for the firsst, flay can do that by himself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    he has writen a progie that can simulate any res patern/buildpatern etc so he can see how much res a 'good' team could have at x point if the built x things etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ZennZenn Join Date: 2003-02-01 Member: 12970Members
    Is this to test in 1.1 or 1.04?

    Neither of these would work in 1.04 at all.

    #1- Off 1 marine res node, aliens will have several onos up before everyone has heavy weapons, HA, and any decent number of upgrades. At best, you might have an HMG or two, maybe a HA or two, and level 1 weapons and armor. It doesn't take long to put up the 2nd hive, maybe 4 minutes to get it started? And if marines are just sitting in base, the gorge can put up one hive, and run straight to the next, save and drop.

    #2- Might be interesting even in 1.04...as the "enemy approaches" will let you know they are near the hive. Intresting thought.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    edited June 2003
    <b>He wants these strats tested on a 1.1 beta server, as he cannot test them himself (he's not a PT or Vet). </b>
    [edit] I just realized what the guy posted was troll bait. I'll not give you the satisfaction. [/edit]
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