Has Anyone Actually Found A Way To Win?

WAR-KarmaWAR-Karma Join Date: 2003-01-18 Member: 12453Members
<div class="IPBDescription">Without a shotty rush?</div> Two clans, both with comparable skill levels, playing one map, in a 1-1 result fastest time wins.

At the moment marine tactics seem limited to:

A 4-5 marine shotgun/lmg rush finding an empty hive // or a super fast jp/shotty

A fast double arms --> And a seige point outside their first hive.

Are there any other "fast" marine tactics floating around for timed games?

This is for the Australian clan scene though, so it might be different in the US <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

At the moment as soon as one onos comes online its basicly gameover....

Comments

  • sejsej Join Date: 2003-01-19 Member: 12488Members
    edited August 2003
    no.

    Edit: and id think the Australian clan scene would be faster at developing tactics than the American one.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited August 2003
    Yes, a mass arms lab upgrade with little focus on rsr expansion which is replaced by rfk from constant rsr node/hive pressure.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Edit: and id think the Australian clan scene would be faster at developing tactics than the American one. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    lol, obviously some biased remarks coming out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Have you even been scrimming usa clans? I never see any aussys looking for them. Then again, they are on another continent *different time zones*
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    edited August 2003
    yes and that wont work unless you are considerably more skilled than the aliens.

    we are talking equal skill level here.


    Edit: Yes i have seen US clans, and i wasnt really overly impressed with them, apart from HAM.

    Theyre good yes, but theyre not the best in the world.

    Of course im biased, everyone is biased, in their own ways. Unbiased opinions dont exist, otherwise they wouldnt be opinions.
  • TiaxTiax Join Date: 2003-05-28 Member: 16802Members
    From what ive seen the marines basicly are on a timer. If they wait to long then aliens will have so many res the marines are doomed anyway. At this point it usually ends up in a long boring drawn out game where hte aliens keep charging in and carrying away the marines weapons (and the marine too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    <!--QuoteBegin--lagger+Aug 14 2003, 11:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ Aug 14 2003, 11:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, a mass arms lab upgrade with little focus on rsr expansion which is replaced by rfk from constant rsr node/hive pressure.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Edit: and id think the Australian clan scene would be faster at developing tactics than the American one. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    lol, obviously some biased remarks coming out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Have you even been scrimming usa clans? I never see any aussys looking for them. Then again, they are on another continent *different time zones* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Let's not start talking about the USA vs EU matches.... Whoops, did i just bring that up? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    I usually win games with this, although it's a gamble.

    Two marines stay in base, don't build a TF, turrets, or lay mines yet. One IP (unless team has more than 7 people), one armory. Rush to Double nodes and get a farm running there. If aliens are showing some resistence - **** it. Just go somewhere else. You can siege it out later if you need the res. They won't be defending those nodes far from the hive and you can always just electrify it. The RT will stand its ground for a long time - remember, that's one less node for the aliens. It'll cover itself and give additional res, and should last a very long time (they won't be getting Onos any time soon if you deny them RTs early on)

    If aliens have sensory, which they most likely will, get motion tracking after the third res node. Research phase tech and have a group of two marines to sneak up near a hive. Use sweep to see which hive is least defended - it's almost always the first hive that isn't defended well. Give a squad shotties and have the two marines near the hive build a phase gate. The squad of shotties will rush through and tear down the hive, probably taking down enough make-shift defense aliens to cover the cost of half the shotties and medpacks. You also get an additional res node. Now, you should have four res nodes.

    If aliens took the double nodes, scanner sweep around and find a safe spot. Rush all marines to that spot and build an advanced turret factory. Siege the place out - that's two less res nodes for aliens and two more for you. By now, you should have lv2 weapons/armor. Farm the place up. You should have six nodes now - more than enough for the remainder of the game. Research lv3 weapon/armor and HA, time to be generous with your res. The last two hives should be a breeze with a whole team of HA-Shotty/HMG/GL.


    Now, this whole tactic relies on being quick. That's why you don't build turret farms as you need those res towers early on. Your team has to be semi-skilled with LMGs, but keep in mind you'll be fending off skulks at this point. That's why motion tracking is extremely critical early on in this strategy. Be sure to build an observatory at every one of your farms. Most people complain about Onos just rocking the marines, but you won't be fighting too many Onos if you find and kill a few gorges and their RTs at the start.

    In 2.0, a doomed marine team is signified by one that sits in the base for the first 90 seconds.
  • ProdigyXLProdigyXL Join Date: 2002-11-02 Member: 5376Members
    Ya it's easy to win as marines. I don't see why everyone is freaking out. It's simple, just gotta think ahead of their tactics a bit. I comm damn near every game now on the simple fact that my skills there are better than in game most of the time. What you need to do is first off limit access into your base. Get the first open port outside one side of your base and throw down a TF and 4 turrets. Next up, head to a hive, and forget the other nodes on the way until you have the hive locked down. By this time you should have the ability to throw down an observatory while your team is locking down the hive with a few turrets. Once you have a phasegate up there, its time for res.

    Hit all the res you missed on your way into the hive, which might only be one. At this point you should have 3 nodes, base, outside, and hive. . Add the one you just picked up and your already at 4. At base go ahead and strategiclly but down your TF factory there, and place turrets in ideal positions to warn you of incoming baddies. This is perfect time to start some upgrades. I usually upgrade the amoury about this time, then I put up the arms lab.

    If the map you're playing has double nodes you can see if it's possible to get them without any heavy equipment like seiges. Chances are the aliens by this time have claimed them pretty well. Waypoint your team to a room outside the dual nodes and put down a phase gate. (This tactic works great in Veil). Then but down a TF, upgrade it to seige, and 4 turrets to proect your mini-base. Usually you need at least 2 seige turrets to effectly clean out a dual node room quick enough. Next ping the nodes and room until it's empty. They will be ****, but with good team work and enough pings you can empty it out. Waypoint the duals and set down phase and tf first. Lock down the room first, then worry about the res. Once you have this established as a second base of sorts, throw down on the rest ports. At this time you have 5 nodes, plus any others along the way your team might have claimed. Now go ahead, create a protolab and get goin on heavy armour. Mean while, start sendin your team to a hive to **** em off.

    By this time you can probably grab another node or two and start givin your marines heavy equipment quickly. If done correctly you can have all your upgrades complete, and heavy equipment ready to storm the middle hive. Remember while your team is attacking ,support them with health, but they should be able to handle the situation well enough. Back at base continue to spawn heavy equipment so when someone dies they can immediately respawn and continue into the map.

    That hive should go down pretty quicky, put done a phase and tf. Lock down the hive hard, you should have plenty of res to do so. Get the port in the hive just in case if one is there. Health up your team, and have em weld on another real good. Within minutes of the second hive going down you should march right into the last hive without much issue. Remember fade and onii are missing their most distructive abilities and for the most part play like beefed up skulks. Command your team to aim at the hive first, enemies second.

    And tada. Before you know it you have successfully defeated aliens. And this isn't nessacarily a rush to the hive tactic. It's a controlled spread into the map, picking key locations to create bases to cut off movement into your base. Remember be liquid with this tactic, many things change mid game. However, from my experience this tactic works just about perfect most of the time. A good group of aliens can slow down these processes, but as long as your team takes commands well enough, the basic tactic should prove difficult for the aliens to over come as your slowly cut off their res, while increasing yours as you make you way to their second hive.

    Let me know what you all think, I've had great success with it all.

    -XL
  • Robert_PaulsonRobert_Paulson Join Date: 2003-07-29 Member: 18543Members
    I will try both of these out tonight.

    I have been comm'in and it has been failed at best.

    My last thought was to do a relocation tactic like in 1.04, however I think this last one could work as well.

    I will test tonight.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited August 2003
    <!--QuoteBegin--X_Stickman+Aug 14 2003, 01:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (X_Stickman @ Aug 14 2003, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--lagger+Aug 14 2003, 11:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ Aug 14 2003, 11:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, a mass arms lab upgrade with little focus on rsr expansion which is replaced by rfk from constant rsr node/hive pressure.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Edit: and id think the Australian clan scene would be faster at developing tactics than the American one. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    lol, obviously some biased remarks coming out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Have you even been scrimming usa clans? I never see any aussys looking for them. Then again, they are on another continent *different time zones* <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Let's not start talking about the USA vs EU matches.... Whoops, did i just bring that up? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Auzzys != eu.
  • steamedhamssteamedhams Join Date: 2002-11-30 Member: 10333Members, Constellation
    edited August 2003
    You need to utilize shotguns to win as marines, mainly to contain/pressure aliens. As lagger stated previously, having actual marines defending your nodes is very advantageous with RFK. To do this, you must go pound for pound with the aliens early game with armslab upgrades and shotguns (and a ninja comm medpacking). Consequently, electrifying your nodes is a bad idea because its very risky to use that precious early game res on anything other than more nodes / armslab ups. Once fades are on the loose, it is of utmost importance to have sg's out in the field if you want your nodes to stay alive. Make it your number one priority to have the armslab constantly upgrading something, and don't ever under-estimate the power of welders. After you get that first armor upgrade, make sure you have atleast 1 guy out in the field with a welder to repair other marines.

    Oh yeah and about that US vs EU game, wasn't the EU team just the entire .torment. starting lineup? The US team was composed of 1-2 members of each top US clan (we had little or no playing experience together) *cough shinanigans cough*.
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    sej, we have won ~50 marine rounds in a row, so its definitely possible.
  • WAR-KarmaWAR-Karma Join Date: 2003-01-18 Member: 12453Members
    Thanks for the replies, I've read it all and found one or two nice pieces of info that should help.

    ProdigyXL, thnx for writing all that but it seems more applicable at pub level, not against a skilled clan who can organise a 6 man skulk/gorge rush in a matter or seconds <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited August 2003
    <!--QuoteBegin--HAMBONE+Aug 15 2003, 03:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Aug 15 2003, 03:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sej, we have won ~50 marine rounds in a row, so its definitely possible. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Obviously fps skill does not == the teams you played even eR I would admit.

    Basically it boils down to constantly upgrading with arms till your ready for your proto. At the moment aliens DO have a slight-good advantage over the marine team in upgrades+expansion, but if correctly pressured into a defensive positions marines can make up for their disadvantages. Shottys are a HUUUUUUUUGE gun that must be utilized like steamed said. Give them out when you see fades/2nd hive lerks*Umbra*/or anything higher ie: onos or 6 man gorg gangs that your players are having trouble taking down. Or you can just give them out early game to ensure a good rfk gain. Once you get your upgrades you should be able to fight off 1-2 hive aliens, 3 hive is possible but would be immensly hard <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    This type of game play does put alot of pressure on pure fps skill rather then discreet sneak/shotty tactics, but its a very viable way to go about winning a game.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    give a good reason y aus should inherently > US

    cuz that is what you imply
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