How To Get Marines Out Of Vents ?

StingrayofswedenStingrayofsweden Join Date: 2003-09-20 Member: 21036Members
I was on a server today, playing as an alien. We held all three hives but the marines held 4 res nodes. We lost badly, mostly because of the onos unfriendlyness, bad players like me sucking up res, and bad coordination. But that's not what I'm supposed to write about.

The thing is that the marines built a small outpost in a vent in siege range of one of our hives, and we just couldn't get rid of them. They had 2 HA marines, one with a GL and one with a HMG defending a PG and a couple of sieges and turrets. I was playing a fade, and tried to constantly bombard their little base with Acid Rocket, but as soon as I started emptying my stamina, the GL guy spammed grenades and forced me out of there. A couple of skulks tried to get in and suicide, but only 1 of 3 managed to get in and susicide before it was slaughtered by HMG fire. We couldn't fit an onos in there, and blinking in as a fade wasn't much good when their HMG and turrets sprayed me before I could get in enough hit's to kill something, and then they welded anything that got hurt before I got time to heal myself. Anmyone know of a good strategy/idea to counter marines dug into a vent ?

Comments

  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    unfortunately in my experience it's usually a case of waiting them out or the better but more annoying tactic of full on swarming... just keep running in with everything you've got and they tend to wear down =/

    that's not the venty place thing near the viaduct hive is, is it? (never remembers map names ^^; )
  • RapaciousRapacious Join Date: 2003-09-21 Member: 21084Members
    Generally you are going to be stuck on the defence while the marines slaughter you. However, some skilled skulking/lerking/fading, or organised rushing will help you out of that mess...

    Alternativley, just go rape some other marine structures, or focus on building up the rest of the map. Pretty basic stuff really. Oh, and if you are stuck with newb aliens, you are screwed ^_^
  • EzekielEzekiel Join Date: 2002-11-01 Member: 3006Members
    fill the vents with umbra continually, and throw everything you have at them
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Assuming this is red room on ns_nothing, defending it beforehand. They have to use JPs to get in there, 6 OCs will take a JPer down pretty damn quick.

    Prevention is better than cure.
  • Flak50CFlak50C Join Date: 2002-11-06 Member: 7247Members
    Acid rocket to soften them up. Which is why I still think it should be a two hive ability. If hmg/ha is more available, aliens need attack to soften them up at range for skulks/lerks/onos.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    lerks and fades should keep vents clear if not marines just were better.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    This the vent system near the ventilation hive on Origin, right? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    <!--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-->This the vent system near the ventilation hive on Origin, right? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, this is the horrible, red-lit room on ns_nothing near the viaduct hive. It's about 10 feet by 30 feet in size, enough for a few IPs, armory, phase, CC, arms lab, protolab, tfac, couple sentries and sieges... need I go on? It is almost completely unassailable, as gorges and onoses cannot get in.

    One solution (if you have a surplus of offenders in your match) is to have someone cloak and gestate to onos in the vent. It will surprise the hell out of the jetpackers when the first man in mysteriously vanishes. Next thing they know, they're getting gored.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--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-->One solution (if you have a surplus of offenders in your match) is to have someone cloak and gestate to onos in the vent. It will surprise the hell out of the jetpackers when the first man in mysteriously vanishes. Next thing they know, they're getting gored.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Do you mean to have an onos in there before marines ever set foot in the vent?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    If its red room, all you can do is attack everywhere else on the map and just starve the marines out.

    For the rest of the vents its roughly the same. Another good strat is umbra covering xeno skulks, as someone said. If they have GLs, try and nail the GLer. Once the GLs are gone (and with rfk being their only source of res, this shouldn't take long) bilebomb it all to hell from a skulklifted gorgey.

    TBH though, most alien players worth their salt will check out the vents and OC them up in an attempt to stall any potential relocation. If you don't respond to the vents and the marines subsequently pwn you, then its your own fault <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    And someone was complaining in another thread that jp's aren't useful enough.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    In this situation, your best bet is probably massed Fades going melee with plenty of umbra cover. Good luck, you'll need it.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    if they were holed up in redroom why would they have four RT's ??

    kill off their res and they wont be able to make more ha or jp, then you can just spore them till they F4.
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    In my experience the best way to get in some damage is to have one guy attack from one side and distract them, while the rest come in from behind. Usually gets at least some damage in, but with three hives it would work very well.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    The best solution is to make it hard for them to get established. Spores & spikes work very well, and leap works decently well in vents if you hold down crouch (so you don't stick to the sides or top and slow down). Many of the places marines can actually build in are vulnerable to bilebomb because of a corner, if they get anything built up. Acid rockets usually come too late to help.

    If they are already established: keep the team's number of fades and onos to a minimum, and dedicate them to killing marine rts. Have the rest skulk or lerk, with a couple gorges for healing mainly. It's going to be a hard fight, so you're seriously going to need spores + umbra going at pretty much all times, and it's vital that most of your team can actually fit in their base.

    If they are in a virtually inpenetrable vent (there are a couple that I can think of that have only one entrance and it's a doozy at that), sometimes an F4 is in order. I personally consider these types of construction map exploits, and it's not really worth playing against a team exploiting that heavily.
  • StingrayofswedenStingrayofsweden Join Date: 2003-09-20 Member: 21036Members
    WHoo, lot's of replyes during the night <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    It wasn't the redroom, just some other vent close to a hive. Except stopping them before they accually got there and built their PG, the tactic seems to be to umbra and xenocide them down. Or umbra and then send in anything that can get in. Too bad I won't have a chance to try something like this out, a 3 hive vs dug in vent marines seems to be rare. Thanks to all contributing!
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    id say ur better never letting them in there , but a few fades and lerks all attacking the PG then that tends to be enough to clea the place out

    another way is to get a skulk or lerk to help a gorge into the vent and use bile bomb as the others attack this does huge dammage and helps take more fire away from fades/skulks
  • XodlikeXodlike Join Date: 2003-06-03 Member: 16985Members
    well if this was b4 2.01d u coulda used bb exploit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    The only really practical solution is to not let them build in those places. Once established in there, it is basically over <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • RoCkIn_RiCkYRoCkIn_RiCkY Join Date: 2003-08-28 Member: 20306Members
    Yeah the Red Room is a little unfair once marines get in there. They just grenade spammed the vents as our entire team did their best to get in, but the huge amount of turrets made sure we died very quickly.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Just make sure they have no nodes, then if they have sieges to kill the hive with, keep building the hive and they will run outta energy. Then they wont get enuff energy to keep siegeing the hive. Unless they are using scan exploit which should get em banned anyway.

    Use umbra and xeno. If that doesnt seem to work boost gorges into the vents with lerks and skulks. Then mass rush with fades till they are dead.

    I have never lost to Red room, may take a while but once they are starved for res u can hit them harder than they can repair.

    Teamwork and coordination.

    - RD
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    For all but the 2 HA marines, use spores to weaken up the crowd, then a nice xenocide =)
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Most smart gorges when Aliens on ns_nothing will take the time to just go and block off redroom just so this can't happen, it may seem like a waste of res, but Redroom is an old favorite for many commanders, so stoping them before thay can start is the best advice.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    well...the best way would probably be to leave them there...use onos and gorges to kill their RTs and then wait until they come out(eventually they must)
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Another tactic is simply to spore cloud them to death. Have 3+ lerks swoop in, gas everything, and bolt out to the healing spray of a gorge. This takes time and coordination, but i've seen it work. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
  • agentpropagentprop Join Date: 2002-11-16 Member: 8961Members
    In situations when marines or aliens are dug in hard, a good tactic in my opinion is to strike at them elsewhere. Obviously, leave a few people to stop them making an attack from the vents, but go and attack a less defended marine structure, if you keep the pressure on elsewhere, it will be uneconomical for the marines to defend the vents, as they will be needed to defend elsewhere.

    I dont think I explained that very well, so heres a synopsys: Attack undefended place, marines will go and defend that place, destroy base in vents.
  • XodlikeXodlike Join Date: 2003-06-03 Member: 16985Members
    i miss bablas this woulve been an awesome use for them if u aim and get teh timin right
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Sporing does well against LA marines. Heavies are quite a bit harder, they can weld each other up and only need an occasional medpack to stay healthy, as well as being immune to spores. Waves of xenociding skulks can work wonders. You were talking about acid rocket, so I assume you had three hives. Respawning six skulks doesn't take long with three hives, the skulks can run back to redroom quickly, and if a wave of six skulks attack they probably won't get more than two of them before the remainders blow. Four xenocides are a hell of a lot of damage. It requires coordination, and maybe some of the Onos have to gestate back to skulk. Good luck trying to get a random pub to pull this off, but if you can make your team do it, it's quite effective.
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