How To Take Them Down?
NeoGregorian
Join Date: 2003-02-04 Member: 13093Members, Constellation
<div class="IPBDescription">Highest Teched Marines</div> Its late where i am and im tired... can anyone help me with this here problem...
If there is a big room with 3/3 upgraded HA/HMG/GL/welders with motion tracking (spread out in the room),
How are you really supposed to take them out?
The only thing that comes to mind is going Celerity/Redemption Onos and try to Charge-Devour them one by one...
Is that the only possible way?
If there is a big room with 3/3 upgraded HA/HMG/GL/welders with motion tracking (spread out in the room),
How are you really supposed to take them out?
The only thing that comes to mind is going Celerity/Redemption Onos and try to Charge-Devour them one by one...
Is that the only possible way?
Comments
No other choice... eventually, one side or the other will prevail.
PS: For onos, here's a trick to try. Go into the marine infested area with one onos. Let him take some damage, and then have him run out, as if he didn't get redemption. The marines will chase after that onos like there's no tomorrow. Have that onos lead to 2 or more cloaked onos, and badabing badaboon, dead HA squad. I've had it happen to me before, so I know it works.
No other choice... eventually, one side or the other will prevail.
PS: For onos, here's a trick to try. Go into the marine infested area with one onos. Let him take some damage, and then have him run out, as if he didn't get redemption. The marines will chase after that onos like there's no tomorrow. Have that onos lead to 2 or more cloaked onos, and badabing badaboon, dead HA squad. I've had it happen to me before, so I know it works. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Think that strat works best.
I got another one. 2 Oni charging the base and thaking the fire a Fade blinks in and kills atleast 1 heavy. All 3 will get redeemed out or 2 more has are eaten = 3 dead has. Or you can try to charge their last node while the fade is attacking from behind.
If they block the way with some turrets and stuff its gonna take a LONG time to charge through, and since they have MT they see it coming.
If that area is important then good players wont leave it to go hunt onos.
To help this you could use <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=40703' target='_blank'>This Skill</a>, but unfortunatly that is probably not going to happen... so i deviced this plan:
Most large rooms have att least 2 entrances large enough for an Onos... so you need a team of 6 aliens to pull this of...
The 4 aliens are splitted into 2 identical groups (race and upgrade wise)
1 Celerity/Redemption Onos that charges in and tries to devour a marine, crushing all turrets in their way
1 Adrenalin/Redemption Lerk that constantly uses primal scream and umbra from a distance
1 Celerity or Adrenaline/Redemption Gorge that runs after the onos and bilebombs as much as possible
extra players should go Onos and do the same thing as the onos mentioned above, just after the primary onos.
Both teams strike at the same timeand could maybe devour 2 HAs and destroy most turrets...
Next time they have more room and should be able to stompto kill some more....
and third time: finish of the remaing (if any) marine infestation.
How do you like that?
You will never do that on Pubs... not because your not good enough or the others... just the time it takes to explain and so on... maybe some day this will work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
How are you really supposed to take them out? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1.) Onos with Devour and preferably Celerity. Wait for them to leave the room(or lure them out as said before), eat them, and run. It gets easier every time, and HAs rarely seem to learn not to wander away from their teammates to try to finish off the running Onos.
2.) A combination of any of the following: Skulks with Xeno, Fades with Acid Rocket, an Onos, a sensory chamber, and maybe a combat gorge to web them(welders or not you can web them directly from a distance if you're good). A good xeno rush can kill and disorient groups of HAs, Fades can help with the assault and finish off survivors, a sensory chamber will let skulks get a good couple of bites on an HA, and offensive webbing is a traditional and extremely effective anti-HA tactic.
3.) If they're spread out in the room as you said, they can't weld eachother. If they aren't, an Onos can Stomp them.
Bring in a couple of Onos to eat them.
Lerks umbra the Onos.
Skulks be their skulky selves and go kill stuff in the room.
Maybe a gorge for some extra support.
..Or just admin_slay them all.
Either one works.
Yes, that works too, but too often my teammates just stare at me instead of taking out the squad. As if they expect me to take them all by myself.
it makes you slow and unable to shoot.
When you ever had a good ns_siege006 game in 1.04 with HA rushes (best rines strat) you know in 1.04 the only counter of "trains" was 3 fast onos (really hard) and 2 lerks umbraing them with some gorge webbing support.
Holed in up their little base, filled with turrets, the HA are hard to kill. Of course, they're also not much use there. They become dangerous (and exposed) when they start to move. The trick is to hit them as many times as possible between when they leave the comfy confines of Turretlandia and when they show up at a hive.
IMO, this is the primary role of the mid/late game skulk. Parasite the HA, communicate their position and direction, and wait (possibly in the spawn queue) for the cavalry.
Another thing that'd work if you have 3 hives would be 3 Skulks with Carapace and Celerity/Adrenaline and Sense of Fear, a Lerk and 2 Onos. The skulks start by Xenociding the most dense area of the cluster clearing the HAs then the Onos jump in and kill the IPs/Obs under Umbra support... If there is resistance left (unlikely if the skulks are skilled), BEFORE the Onos come in, then the skulks come back to Xenocide again . The Onos must have the ground clear before proceeding else they'll get ganged up on and have to retrieve before dealing damage.
I'd be wary of devoting too much time to cracking the room though, in case the marine comm is choking you there so that he can hit a hive. To be honest I've only seen rock hard defence late in the game where the room is his last RT or double RT. In which case all hands on deck as your pile into the room.
By that stage gorges have likely def/sens/offens all round the room, and once you devour his men you've got a bit of time to brutalise any TFs and build up some help in the shape of towers.