There Has Got To Be Something We Can Do...

EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
<div class="IPBDescription">A reliable path to victory...</div> Everybody lets stop and think to about the marine's current situation(referring to 2.01e).

Yes we have been given cheaper structures and a cheaper HMG, and stronger electricity. But still we are losing. Short of perfectly outclassing the other team, its a virtual uphill battle the entire game. From rapid alien expansion to the glorius 5 minute 2 hive onos, we have a hell of a lot to keep up with. So lets try to figure a way out of this hole so we can stand a chance, not only for public play, but competitive as well.

First off, spare us all your one-timer stories, please. We as a collective group have to start experimenting and find a way that reliably gives a chance to win. However, please keep in mind we're not trying to search for a golden path(JP/HMG of 1.04) but rather a path of least resistence.

In my eyes, our main failing is our defensive capabilities, since we have no shortage of butt kicking power. But in getting there we encounter a problem, at trying to maintain our holdings we spend the majority of our resources on automated defense, cleary there has to be a better solution. As of now we have to 2 real options for automated defense:

<u>(1)Turrets</u>

Lets not chide ourselves with our fancy fast targetting turrets, these things are an absolute joke. They currently deal 5, yes 5 damage. Half to Onos. Doubt it? Load up server, consistently as a skulk I've taken 5 damage from these things, that is horrid. Short of creating a plantation of them, the best use I've found is making a semi-cheap wall surrounding my phase gate.

Currently, as a whole, we are experiencing a period of an over-reliance on turrets. Much like we had in 1.0. However ultimatley we will move away from that, but I believe it is best to do so now. At the very least remove them from the opening build. As a call to my fellow commanders and marines, I urge you to start oppointing designated defenders, because turrets are not it. A pair of skulks, let alone a pack will tear through the handful of turrets that we can afford in the beginning, what is the standard now? 4 I believe? 4 skulks munching on a single turret what is that...5 maybe 7 seconds top before its dead, they move onto the next, and 1 skulk is no longer taking 5 damage...and another...and another; your base is dead, or in serious need of repair.

<i>Bottomline:</i> We have to effectivley move away from turrets once again, to what though? Aside from marines themselves, which can be in short supply sometimes, I do not know. Mines perhaps, but they arent as safe as they used to be...I think that a designated base guard with a shotgun is the best answer.

<u>(2) Electricity</u>

For all intensive purposes, I am referring to resource towers in this instance, as its almost always a good idea to electrify turret factories.

With its recent range and targetting upgrades it is certainly good, and I've personally had much success crowding my key structures around an electrified TF in the beginning. But it is grossly expensive, and only truly useful in the beginning, when oh so ironically its to expensive. Also I believe there is the psychological effect of it leading to early onos for the Kharaa.

Think about this, why do early onos show up? Primarily to deal with electrified resource nodes, cripple the marine economy. A healthy side bonus is that you now have an onos to wage war on the rest of the marines.

Now, what if we didnt electrify, but instead used a pair of marines on patrol duty. This would certainly save us resources in the beginning. Downside? Your patrollers dieing obviously, and of course lack of immediate defense.

<i>Bottomline:</i> Most of this is pretty much a rehash, electricity is to expensive to be practical in the beginning, but later on its useless. We all know this, or should at least. We have to find an easier solution to using this new ability, either through moderation or total abstinence from it. It is currently to expensive to be useful when its needed most. My thoughts? Again a shift to more man-power intensive tactics, keep a constant patrol going of 1-3 marines(depending on team size) or only electrify very far away nodes that your patrol wont be able to save.


Those 2 our the biggest problems we have, the first is useless in small numbers, and to expensive to use widspread in large numbers. The second is to expensive when its useful, and to useless when its cheap. We have to start finding new ways around this.

This is where everybody comes together on this. We, as a whole, have to figure out how to reliably find victory. I think the first in these steps is coming away from an over-reliance on our automated defenses, and thus stop dumping our money away.

I realize this may be difficult for you public commanders, as the mindless masses are very hard to organize; yours will be the hardest of tasks. For the rest of us, who have a regular stomping ground we can hopefully iron this out and post here on what we've learned.

For starters lets try this: For a few days, command in your normal fashion, but try to take your reliance in electricity and turrets, and focus it more on your marines. Have doubts to the cost effectiveness? 30 res can upgrade your armory, or it can drop 3 shotguns, or become an arms lab or observatory. That 50 res you spend on turrets could be Level 1 armor/weapons, it could be Motion Tracking, or it could be your Prototype lab.

At the very least try it, who knows? Maybe I'm totally wrong, but I think the key to unlocking one of the doors blocking our victory, is cutting back on our automated defenses.

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i dont normall comm so i amy be way off base but the games the marines pull of usuall start with them taking some rts an puting the halt to alien expansion. hti sis crtitcal in teh new game. onos is not invicible in fact far from it get those res boys.
    i would also argue that choke points shoudl play a key role in your stratagey if a tf in one place wit a few marines there can keep 2 other rts safe iot is worth the money im thinking on gen on nothing in this case ( seiges 4 rts. forces aliens though silo or cargo to get no ms very hadny) any way yeah let some one who is truely qualified discuss
  • SightSight Join Date: 2003-02-21 Member: 13804Members
    For the last four days I have been toying around with a counter to the Khaara rapid expansion.
    The Armoryless Mass Electrify(TAME) for short.

    Many of the frontiersmens troubles stems from the armory, belive it or not, much valued time are spent restocking ammunitons for both LMG and Pistol, time wich can be put to much better use in killing skulks
    and razing khaara resource towers.

    At the start of the game, I always listen for wich hive the Khaara spawns in, then select all my marines and bind them as squad 1. Then I construct one infantry portal wich a turret factory in close proximity, electrify
    the turret factory, then send out all my marines to the nearest rt wich is the fartest away from the khaara starting hive, if there is a handy dual res node, as in tanith, the marines head there, cap 2 rts, defend them some until res permits to electrify them. then move on to the next one.

    In a perfect world, all marines heed your waypoints and stick togheter, making 1 infantry portal plenty to respawn those few who dies , but in reality you will find yourself having to build both the second and third
    ip to keep as many troops in the field at all times, no ammopacks are given out, and only a few medpacks.

    Once you have capped 2-3 rts, start sending the whole squad to rts close to the starting hive, and at the same time you construct 1 armory and 2 armslabs at home, and start dual upgrading, as res permits, get observatory and phasetech aswell.

    Often you get a the chance to tear down atleast 2-3 of the khaaras RT's, and your 1-1 upgrades and phasetech finishes in time for the sec hive to be close to completion. Send your entire squad to the hive, construct a phasegate and LMG the hive to death, only get siege if absolutly neccessary.

    If you manage to kill the hive, the game is in effect over. You will at this time have twice the khaaras resource flow, and your 3-3 upgrade will soon be ready, if the odd oni start showing up, hand out a few SG's, secure more nodes and hives.

    If you don't manage to kill the hive you are in for a run for your money, your electrified RT's will start dropping like flies, but you should already have gotten enough res for 3-3 upgrades and phasetech, so your
    first order of priority is simply to keep hitting different hives, keep them off balance, now is the time to split up your squad, send 2/3's to attack one hive, while the last third "sneaks" up to a hive, construct a phase and nail the hive.

    Map control, and initiative are the name of the game, if you lose the map control you must still strive to keep initiative, do not give up until you got 4 oni chomping on your ips.

    In the last 4 days of commading I have lost somewhere around 2-3 games, so this strat is well worth trying.


    Svensson l'o'k in Kompaniet
    <a href='http://kompaniet.mine.nu/' target='_blank'>http://kompaniet.mine.nu/</a> <--- swedish site :/
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    I played under Svennson's command today, and even with the whining of everyone for not having an armoury it still worked. Granted the start of the game is hard as you quickly run out of ammo, but when you run out get your knife out and try to knife if under attack, or just do the building whilst those with ammo cover you. In the end I don't think we even needed a proto, not even sure if one was built.

    WP Svennson, keep forcing people to play this way.
  • ZyfuloXZyfuloX Join Date: 2003-08-14 Member: 19711Members
    I like this approach. A lot. Armory humping is incredibly annoying. One thing I might add is that you *could* drop an armory initially in base, let your marines get full ammo from it, *then* recycle it. That way, their initial ammo will last longer and they won't have to resort to knifing, yet newly spawned marines won't waste time humping...
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    a nice change of pace, and a strat related to the marine pressure strat, is the RT electrify march.

    WHEN TO USE IT:
    rines:
    if your marines kind of lemming together, don't have too much iniative, but can't seem to split up, since they just follow the pack. also in larger games
    aliens:
    if they like to rambo alot, even if they are grouping up in multiple packs, that's fine too.
    map:
    any SHALLOW map, so rines can regroup, find each other easily, think eclipse, tanith.

    RTS STYLE:
    turtle, boom

    BUILD ORDER:
    tfac, 3-4 t's, armory, 1 ip, later to 2, a few SG if you can trust them
    at around 3-4 RT mark, upgrade armory
    when you can AL, proto, ha (MAYBE a1)
    hoard rez until you can kit team with ha/sg/welder/hmg?

    RINE ORDERS:
    moving in precedence from FURTHERST RT from hive, cap the rts TOGETHER, electrify, move on.
    attack alien rts TOGETHER, put up elect rt.
    kit out in ha/sg/welder/hmg(for odd onos), walk on hives.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    edited September 2003
    I prefer a armory for my "tour of shotty" which means u send the largest squad possible directly to the nearest alien res at start ( u can hear that while they get ammo/build the armory).

    Medpack spam those shotgunners (half the team,max 3) and the remaining lmgs all along the way,dish out one welder (for the 50 armor points...no really!) and they are pretty tough to stop.

    Rule of thumb is to predict/hear where the aliens res are ,and plan a "march of maximum destruction" replacing them with ur rt and elec them.

    Most of the time (if my team is not "noob-only") u end with 5 to 6 electrified rts and the aliens with 0 - 3 before larger classes show up.

    And then its Pg/jp time... or Ha and patrol/welding duty for the nuubs.

    I love to play defensive,but its too hard except for ns_bast.
    The Best def is a mix of Pg/mt (for predicting the base which will be attacked)/turrets and communicative Guardian/s with brain/jp/hmg.

    If u got skilled marines u can even kill most oni with hidden minestacks.

    Btw if u medspam ur shotty tourists,they can incredible fast take down smaller WOLs (3-4 is possible),by simply rushing them and firing at them from point blanc.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I have *no* idea what you are talking about. I commanded two games on a 2.01r server and found it so easy to win it was close to boring. Attack alien nodes while upgrading your Marines. They get a second hive, you have 3/3+MT nad kick them all over the Map.

    The only scenario I could see being hard would be on small servers, meaning <8 players/team, and then the answer is usually to hand out shotguns, go for nodes, and tech up to HA asap (other upgrades being less important).
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Hmm the main weakness I have seen of marines battle plans in 2.01e is lack of base defense. Seem's a case of one extreme to the other. As soon as first onos shows up all RT's not heavily defended go down then the aliens rush base. Often this can be overcome by a reloc but it sets back marines heavily.

    I like cap 2-3 nodes elec. 1 marine can quite easily guard them for long enough, while the rest of the marines push the aliens.
  • DrowningDrowning Join Date: 2003-08-09 Member: 19219Members, Constellation
    It's a simple trick to winning.

    Don't be defensive. Don't spend money on a billion turrets and electrifying every little thing. In the end you'll still lose. Be aggressive. Attack their rts, and you'll find even your unelectrified rts stay safe for a good amount of time. If aliens cap 6 nodes at the beginning, there's no doubt you'd be able to take a few out. Just waypoint your guys to their nodes.
  • HolzfallerHolzfaller Join Date: 2003-08-31 Member: 20418Members
    I agree that a more aggressive stance is needed to win as marines. In the games I have played on pub servers the ones we win are pulled of by a combination of skill, cooperation and attacking the aliens keeping their rts down.

    Then the time for HA comes and we blast through the hives and take to Game.


    I agree with Yamamoto Tesuntomo when he said, "cleverness and quick thinking are the lowest tiers of usefulness". All to often you see more than one self-proclaimed Rambo go off and get him self killed. When I am comming the marines I consider best aren’t the ones who kill 4 skulks with his lmg, but the ones who stick together, follow orders and act for the betterment of the team. Although I admit that sometimes a skilled individual with initiative can pull off a most welcomed trick from his hat.

    So in the end I think marines need to cooperate more, even when they are playing NS.

    And the games when aliens cooperate you can tell cause getting anything done is twice as hard.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    holy jeez... 2.01e is so easy for marines... you can afford to give out HMGs to light marines... seriously, you start by building w/e base you like, then giving out 1 shotty. Then you can get 4-5 people to go and cap res nodes (electrify them). The shotty will own any chambers and the rts.... by then time you TFarm a hive/the aliens own your guys, you should have an advanced armoury... if onos or fade appear now, you can drop some hmgs and those guys have no chance... your little group of hmgs and a shotty will kill everything so easily... just keep them healed (AND GET MT!!!!!!!). when they eventually die, they'll have cause great havoc, killed many ocs and rts, and the aliens will have spent thier time and energy trying to take them out, so you have ha by now... and soo... game over.

    If your rts start going down due to overzealous bile-bombing gorgs or w/e, at least half your team has HMGs... you can easily clear out anything that the gorg build to delay you while he kills the rts. then you just put them back up.

    If your marines get owned badly by the aliens, and your rts are going down as fast as they come up... turtling is now more effective than ever... so long as you have hmgs and a good position, you can't lose. Which is REALLY annoying as an alien, but it still happens.

    The whole thing about 2.01e is that aliens no longer have the upper hand in combat. This time around, anything teh marines encounter goes down in a split second. 2.0 already made TFarms and seiges cheap, now that 2.01e made HMGs cheap, there is nothing that should be able to stand up to the marines.
  • EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
    Well I experimented around today and took most of my own advice as far as turreting and electrifying.

    Early onos were still a problem, it was pretty disheartening going from 6v3 to 3v3 in the short order of around 2 minutes. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> But we were able to stop it and got most of the nodes back.

    Electrifying is necessary I realize, but in heavily traveled areas it is far from necessary. I sent out early scouts and had them grab the farthest away nodes while my main squad focused on dealing with the aliens. Those far out nodes I electrified. But the closer ones to my main efforts I left untouched, confident that my marines could save them. Yea I lost a few, but 15 res is easier to replace than 45. I was surprised at how much I was able to get down when I stopped emphasizing electricity, first chance I got I upgraded my armory, as well as began passive upgrades.

    I'd like to see how it goes if the alien team is heavily organized, or at the very least not cannon fodder to every one of my marines...psh figures, I want to get my **** kicked so I can see how my strategies work out.



    Sight mentioned going armoryless and I tried that. it works wonders when you get a team to trust that you'll give them ammo when they need. However the biggest problem is that the armory is like...the most important block in the marine tech tree that you pretty much need it to get anywhere. And alas the wonderful armory humping returns.

    Nightowl and Max Der, you both have interesting strategies. Nightowl's sounds pretty similar to my own style, grabbing the nodes furthest away, although may be a bit to slow if the aliens are fast. My questionfor max is: Since you have your wonderful shotty force marching towards their hive...isnt it a glorified shotty rush? Why bother crippling them if your main force is there and capable of killing their hive? Another weakness is that your calling for both mass electrifying and lots of medspam, should something grow wrong wont this leave you in one hell of a pickle?

    Stone I hope your exagerrating on your 3/3+MT when they get their second hive, cuz thats just horrid for aliens <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I will agree that is easier with the newest patch, but I've still had hell of a time dealing with good alien teams vs. good marine teams. I've had some nasty **** kickings handed to me even though my team was doing everything well enough.

    Sorry Kid...I cant really get the point your tying to make.

    Drowning and Holzfaller I agree with you both whole heartedly.

    Kobayashi brings up a thought that crossed my mind before relating to HMGs.

    Its pretty much agreed these things kick all the alien's ****. That said, does anybody else have a feeling the ol' nerf bat is gonna swing by and tack a few whacks at this thing? I mean, its cheaper and does an **** load of damage, and the half damage to buildings doesnt really make up for how much it just rapes the aliens. Anybody got the stats it takes for an un-upgraded HMG to kill a carapaced Onos? I cant remember off-hand but i think its around the ball park of 60-70. Once you start throwing in upgrades it just chews through the aliens greatest lifeform like wet toilet paper.


    Good posts and ideas so far, anybody else thinks up a good strategy post it here so the rest of us can try it.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    The electrify TF + IP strat works really well for me. I rarely have to worry about leaving any man home, or rushing back to base in case the guard dies. This is still expensive but much quicker then building four or so turrets.

    I rarely electrify the first RT I build, usually I'll move on and electrify the next one (considering it is usually deeper in enemy territory) first. The key to marine wins is PHASE. Marines lack mobility, while aliens can get from place to place in no time, marines can easily lose an rt before they can reach it. You're right about the turrets -- they're useless. However, they keep the stray skulk gang from chewing on that lone phase gate, and for that, it's worth it. A few turrets isn't suppose to act as a defense, it's a deterrent. The real defense is that phase gate, and the marines that go through it.

    A few more tips on turrets: Never (or rarely) place them in hive locations. Chokepoints are what you're after. Chokepoints can often cover a hive and several rts. Don't neglect them! It's deadly to waste your time on securing a hive at the beginning of the game. Instead, press forward and secure more rts.

    Stoneburg is right: on most maps (hera and bast not included, at least for me), and with the right strategies, marine wins are extremely easy (at least for the "good" comms). The only problem I had today was a forced relocate to eclipse. Since our position was so uncentralized in the map, we lost it because of the huge amounts of time it takes to get from place to place.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    <i>My questionfor max is: Since you have your wonderful shotty force marching towards their hive...isnt it a glorified shotty rush? Why bother crippling them if your main force is there and capable of killing their hive?</i>

    Because they always *expect* a shotty rush at the hive
    , and a hive rush is much more dangerous and risky (no own res/no killed enem res).

    And with shotties/medpacks/great squads u dont loose your speed cause all u do is MUCH faster.
    Shotties kill alien rts in no time and 4 to 5 marines can build ur own rts in seconds,even with guards.
    And the medpacks/welders keep the marines from respawning,thus keeping them tight and fast.

    This mean u are pretty permanent on the march

    I didnt say march to the hive,i mean kill restowers until u got enough tech levels/res for an *sure* hive kill.

    The point is to kill the 25 alien start res invested into gorgies and rts,while teching up.
    See it from the alien side,there is nothing more horrible than a shotty tour through your undefended rts,even against organized aliens this has a medium chance.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    The only way ive been able to win is having a combination of good shooters on my team and the aliens being too stupid to use a 10 res gorg and a free skulk to wipe out 30 res elect rts.

    Anything other than that,its early onos or fades and BG.
  • The_BendsThe_Bends Join Date: 2003-06-10 Member: 17183Members
    One tactic I've found has turned a couple of games for me is to drop a couple of HMG very early in the game. Often this gets me a load of abuse for wasting res but if you have a couple of good shooters on your team they can decimate the aliens very quickly and gain crucial ground throught the suprise factor. Obviously the downside is if the two guts go down early but i believe the marines have to take risks to win far more than the aliens. The other thing is leaving your base totally undefended while rushing for position and res and hoping your guys can get back in time if there's trouble..
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    If there were a reliable method to win, NS would cease to be fun. Anyone remember 1.04?
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Turrets in chokepoints, not at the objective. There are two places I'm thinking of, in Veil. One of them is above the stairs overlooking the vent that allows skulks to go gorge and bilebomb West Skylights from the end of the vent. Keep that place locked down, and you have control of Overlook and West Skylights, as well as a staging point for strikes into the nearby hive. Just make sure you build it so that the TF range covers the vent, the walkway beneath the stairs, and around the corner. This spot can be bilebomb bait itself if you don't think before you put down your turrets. Also, defend the TF and farm, because this, again, is a very useful choke point. The other choke point is at the crossroads of several hallways in this map, with a vent at this T junction through which all traffic heading to other parts of the map needs to go. It is near Topographical, if that helps you find it, I think. Veil is a good example of a map in which the marines start in a good position, and only need to get phasegates to hold down the map. Small pushes and defending key areas is the key. In any map you are on, identify the choke points, and build there. A TF in Eclipse for instance is less useful than blocking Eclipse off. However, since there are three or four ways in, counting the vents, it might be tough. A great example of capturing choke points is Generator, ns_nothing. This has essentially become the new and biggest focus of this map. With Generator, you control a wide chunk of map and hallway, can siege your way down the elevator to Kismet and Viaduct West, as well as have a staging point to push to Cargo.

    Mines. Just a pack or two every so often, where they won't be looking for them. Drop two or three at a time, or all five and then another couple for Onos traps. Also, putting mines at tight corners forces any gorge to be nearby and risk splash damage if he wants to minesweep. The trick with mines is always to make sure that you are dropping enough of them in the same place to kill something at full health. If you have some spare res, keep it in mind.

    Upgrade armor first. Your weapons do plenty of damage if you can connect with them. But if a skulk can kill you in two bites, it won't matter how much harm you can do them. You have to walk into rooms with dark corners SOME time. Armor two, AT LEAST, before guns. IMO of course.

    Motion tracking = TEH WIN.

    Phasegates are needed to = TEH WIN

    HMG-GL are nice toys, but are not necesarily needed to = TEH WIN

    HA is nice, but you may want to consider JP. They don't suck as bad as people think. And they are highly cost effective. 10 res, plus shottie or HMG, 20-25 res per piece. Cheap enough to spam them at base and let your marines figure it out for themselves. Plus, with armor three, your LA has 110 armor to start with. That lets him take quite a bit of punishment, and if you give a pack of JPers welders, and tell them to pretend they are HA, you can get a lot of milage out of them, with 4 meds at a time. Unlike HA, you aren't tied down by the speed at which HA lumber about. With JP, you can send a squad anywhere, any time. Plus, a HA train is intimidating, but throw stomp and umbra into it, and you are going to have some dead little tin-can men. JP are somewhat disposable, as far as upgraded soldiers are concerned, and that's assuming they don't get the order to fall back in a hurry, something HA just cannot do. Ambush a HA train, and kiss that res goodbye. Plus, they don't require a team of fellow JPers to be rather effective and a threat to the aliens. They work best with armor three and occasional welding, but send one off with a shotgun and a mission, and you have a pretty good chance of getting it done, if it's something simple like taking down a far-off enemy RT, or taking a normally Alien Only zone like red room or the platform in Generator.

    Medpacks are 2 res each. Sometimes, you just need to waypoint your marines to the nearest bottomless pit. Sad, but true. Don't spam those things. They are for HA between 50 and 75 HP for the most part, as well as when you have a two-man rambo team trying to make their way through an OC gauntlet. But that's really about it. Five medpacks is the same as one shotgun. Eight medpacks would have gotten you Phasetech. Upgrade armor. DO IT. NOW. TO LEVEL THREE. SCHNELL!!

    Learn how to fight and move like you're supposed to. As a marine, you are The Guy With The Gun™. Not only that, but you have guns without recoil. This all seems so stupid and obvious, but sometimes people just don't get it. Aliens are not your worst fear, blind corners, vents, and noisy rooms are what you should hate. <b>Long, narrow hallways are your best friend, ESPECIALLY the ones that allow you to crouch at one end and see the whole hallway ahead of you</b>. Wide open space is your best buddy. Rooms that you can visually scan in under a second are what you love. Almost as good are rooms with only one or two major ways in and out, both of them far enough away for you to have time to shoot anything that pops out of them enough times to kill it. If the skulk can't run up to you before it dies, you win. If you can't manage to shoot him enough times to put him down before he bites you twice, he wins. Be aware of your surroundings, use your flashlight in groups, and learn to spot little bits of enemy hitboxes sticking out of a corner. Your pistol kills anything that stands still for half a second below a fade, onos, or gorge. And just keep reminding yourself, long range fighting is what the marines are good at.

    Learn when to chase a lerk, and when not to. They seem intimidating, and we've all had our horror stories. However, they are largely ineffective simply against buildings. Spike takes forever to kill most things, giving you time to back off and regroup with a plan to kill the flying rat. Gas doesn't hurt buildings at all. The good ones also rely on smooth walls and cielings in order to retreat faster than you can run after them. If you encounter a lerk, your first thought should be where you are at, and if you have any backup. If you are in an area where the cieling isn't smooth and has lots of bumps, your lerk friend is at a disadvantage. He will get stuck in the roof if he tries to run, and that's just what you need to wait for. Peg him with the pistol when he gets hooked, and spray him with the LMG the rest of the time. If he starts spiking you and doesn't run, just dodges a bit on the ground, you are probably dead meat. Try to unload your pistol anyway. 10 bullets, 20 damage, 200 damage total, lerk only needs about 7-9. Lerks will die in a hurry if you can actually hit them.

    Be crafty, and be ruthless. If you can siege the hive, DO IT. If you have jetpackers, PUT THINGS IN THE CRAZIEST PLACES. Like here, check this out. In Hera, you can send a Jetpacker to that little corner of the outdoors section, drop a TF, and put the actual turrets on the hallway inside. Block up the other entrance to the marine start with a TF or some such, and you have yourself a res node which is pretty secure. And don't forget, if you relocate early in the game, send your marines on a suicide rush, then beacon them. They will all spawn in the main start again, and you can easily take it back, since usually the defenses in a marine start after relocation are feeble, if they exist at all. That's one extra res nozzle for you, and not for the aliens.

    That's about it. :/
  • X0FJX0FJ Join Date: 2003-03-02 Member: 14239Members
    marines:

    first off, if u wanna have much of a chance as marines, play in larger games, 6 a team or better.

    if you're in a small game your ONLY chance is to have one dude run res at the beginning, dont bling those res u need to support your game ending move in a minute or less. Build a base with ip,armory,tf,2-3t grab a few res so u have some clink. get all your marines back in base, shotty them all, send them to THE HIVE, kill any res and resistance on the way. this party leaves base for the hive at like 2 minutes into the game at the latest. you'll have a pretty good chance of walking into an undefended hive at this early point of the game. When the hive goes down, sweep up the beeping gorges. gg

    in the big games, send 2 res teams out in either direction get all res u can find, marines lose because they dont move. marines need to be killing alien res and hives the whole game, if they aren't, they're losing the whole time. anyone who's been playing ns recently knows how this game plays out.

    go for the throat early, if you dont, the aliens already have and u lose.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • ShaikonShaikon Join Date: 2003-02-19 Member: 13744Members
    Fo shizzle! Get some 40'S and bust some caps!

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
Sign In or Register to comment.