Doublenozzles Or Hives?

tankefugltankefugl One Script To Rule Them All...Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
edited August 2003 in Kharaa Strategy
<div class="IPBDescription">Playing the 'react to marines'-game?</div> Ok, I've played quite a few games now, and the marines very often try to get the doublenozzle (if there is any) at the very beginning.

That's why I at the start of most alien games try to get most aliens to the doublenozzle before the marines get there. Drop a couple of oc's, rts and chamber of your choice. (Remember, OCs or chamber -before- rts. I've seen many lost battles because there were 5 marines vs. 1 skulk and 2 gorges and 2 rts.) DCs are my prime choice for now, but any chamber is viable in my opinion.

Many times, this is a very successfull move. The marines get there a minute or a half after we get there, and there is general slaughter. Then we lame up a little further, and we try to cap the rest of the resnodes on the map. The marines are unable to get and hold the doublenozzle, and are struggling to hold other resnodes because of starving. (Or, that's the idea.)

However, this move has its drawbacks. If the marines do NOT try to get the doublenozzle, but try to secure an empty hive instead (or rush an existing hive), they could be -very- successfull at doing it. We almost had two hives locked away from us yesterday because of this.

So, the dillemma is this: Do we risk the hives to get the extremely important doublenozzles? (They -are- important. Not only to hold, but also to KEEP IT OUT OF marine hands.) Or is there another way? Can we split into two groups -- one to a hive and then secure it, the other one to a doublenozzle? Will we be able to hold against a full squad of marines at any of these places?

An alternative could be to split up, then one or two skulks run to scout (and only scout!) to catch any marine movement. First priority would be to report what direction the marines are moving, then parasite some, and get back to doublenozzle or hive, depending on where they move. Then the entire alien team would react to the marine movement IF and only IF they go for 1) one of the two hives (start hive and the one hive where the other alien group is) or the doublenozzle.

Any thoughts?

Comments

  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    I'd say dual res nodes are better for marines than hives are for aliens, if the marines can secure 4 rp's they often win as they can turret farm and wait for HA/HMG trains. Also dual rp's are often near to two hives giving quick access.

    However an alien going directly to both hives to watch is a fine idea.

    Btw dropping a sensory tower at a dual res is quite, quite evil.
  • R_A_CR_A_C Join Date: 2003-05-13 Member: 16273Members
    sounds like a good strategy to me. get two hives and double res nodes real quick if you can defend against the rines at either place.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    The two hives don't really MEAN anything if you have no money to spend on upgrades and such.

    Sure, you get xenocide as skulk.....but that only goes so far.

    Money is #1 priority in NS 2.0.

    You could have 50 hives for all I care. Without money you're still gonna die. No money to build fortifications with.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    I saw thisa extremely rare tatic put into place

    6v6 pub game on ns_veil

    Aliens split into 2 groups.3 head for double nozzle,the other 3 head for the hive.

    The group that goes to double nozzle : All 3 go gorge,2 put down RTs and the other Gorge lays down an OC.

    The group at hive : 2 go Gorge,one caps RT and 1 goes lay down an OC.

    Afterwards 1 at hive turns back to Skulk,and the others remain Gorge until the Hive is in progress,where 4 of the Gorges return to Skulk or evolve to lerks.

    The strategy worked quite well,the double RT was well defended by a 3 man gorge gang and the hive was left undisturbed.Of course,there's the chances of ramboes bumping int your hive,and we dont know the exact figure ^^;
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    Get 1 or 2 gorge's to go to a hive and smack down an RT, and at least 2-3 OC's between them. Then get about 4 to go double res, 1 skulk for early protection and the rest gorge, get 2 OCs first, the third goes for the RTs, by the time the RT has both RTs down there should be a total of 6 OC's down there, then 2 go skulk, and the third puts up chambers. After the hives defences are mainly done, one gorge save for hive, and the other gorge fills in the gap, keeping that skulk around just incase. If you have more than 6 on your team, get the others to temp gorge for other RTs and put up an OC at each to speed up the process.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I seem to win more when we're going after the hives. Just let good alien players harass the double rt rooms. We don't actually need to hold them, just stop the marines from getting them.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Actually the best one ive found is if u get 2 hives bile bombs does the work for u assuming u can stop marines obtaining other nodes.
    If u notice all double nodes can be BB quite easily from vents or high positions.

    On mineshaft u have the walkway above u can BB down on to them from, on veil u can sit in the vent above the double nozzle, hera well make ur choice on which vent in holo, origin u can sit up on the side walls or in the room up top you get the idea just about all those points have a very usable BB position assuming u dont confront gls all too quickly.

    - RD
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