Bonsai-basing

TempDeleteMeTempDeleteMe Join Date: 2003-08-03 Member: 18785Members
edited October 2003 in NS General Discussion
<div class="IPBDescription">The new cheese</div> This is crap. Complete and utter crap.

What is 'bonsai-basing' you ask?

It's this wonderful lame-**** way of defending the entire marine base...

<b>... without the use of a single turret!</b>

How do you do it? Well you see, first the commander builds <b><i>EVERY SINGLE BUILDING</b></i> as CLOSE to a turret factory as he can. This means the entire marine base takes up roughly 2 square feet of space.

Then... he electrifies it.


And just like that, the entire marine base is <b>invulnerable</b> to everything short of an onos. A fade can't even REACH the turret factory to attack it. Most likely he'll get shot to death while attacking the phase gate which is zapping him. This makes alien comebacks <b>impossible</b>. Once they take a heavy hit, it is <b>impossible</b> for them to have any hope of making a comeback. No one can afford onos, and the ONLY thing they can do is throw themselves at marines as a skulk. They get cut down instantly, and they can't even attack the marine base because the entire base is electrified.


<b>Look Flayra, you removed the 'electrify any building' exploit because it meant that they could defend any building without... well... defending it. <i>THIS IS THE EXACT SAME THING</i>. Why not just make EVERY building able to be electrified? Oh, that's right, because you don't WANT that. Yet the ability for a turret factory to shoot THROUGH STRUCTURES and THROUGH MARINES, and able to shoot FAR ENOUGH AWAY that it makes it IMPOSSIBLE to attack ANYTHING adjacent to the factory in considered fair?</b> While we're at it, make sieges automatically target aliens as well! C'mon if we're going to intentionally make it so the marine base can be defended with almost no expidenture of resources, let's add these deployable bunkers you keep seeing in S&I? It's 'fair' isn't it?

This is the worst thing since the economy was 'balanced'...

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    You're exaggerating a whole lot as seems to be your style, but I agree that it's not intended and shouldn't be there. Elec range was shortened already to stop the elec base defense, but the elec cramming is pretty common now and if the elec range was any shorter Aliens would be able to hit it without getting into range. Not sure of a good solution; maybe making elec not work through structures, if possible?
  • TempDeleteMeTempDeleteMe Join Date: 2003-08-03 Member: 18785Members
    edited October 2003
    <!--QuoteBegin--Zek+Oct 24 2003, 10:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Oct 24 2003, 10:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're exaggerating a whole lot as seems to be your style, but I agree that it's not intended and shouldn't be there. Elec range was shortened already to stop the elec base defense, but the elec cramming is pretty common now and if the elec range was any shorter Aliens would be able to hit it without getting into range. Not sure of a good solution; maybe making elec not work through structures, if possible? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    lol so I do go overboard, but I like making my point abundantly clear. I've been to many a forum, and one thing I learn: People are a stupid as the day is long. They'll find one wrong word in your post and lever it until your post sounds like you're bragging about causing Princess Di's crash.


    Anyway, yes, shortening the range would work, but be open for exploit again...

    Wouldn't the most obvious solution be to make all buildings have a big 'can't build here' radius around them?

    <b>Yes, ALL BUILDINGS.</b>

    Even without electrical base defense, bonsai bases are just a total pain in the ****. Skulks and fades can't even get PAST the base without getting stuck everywhere. And when you have all the marines standing on top, stomp proof, gunning everything down... the game gets REAL boring, REAL fast.
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    edited October 2003
    No problem, just chew away at their resource towers or command chair. One or the other wouldn't be in the tf's range. Most people don't eletricfy the starting resource unless they can build ips next to it anyway. Sure you might think its cool to win the game by yourself, but team games isn't about that. If you really want to get their base down that bad, bring a stealthy gorge with you. *cough teamgame cough* If you're talking about late game lamage...just use acid rockets or bilebomb suiciding.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    If you don't want people to find "one word" wrong with your posts, make sure that what you state is reasonable and accurate instead of wild beta speculation and incredibly overdramatized reports of how NS is in the gutter because of a single problem. Regardless of how pessimistic you are about everyone else on the forum, you won't be taken seriously by anyone who matters if you don't act intelligent.
  • TempDeleteMeTempDeleteMe Join Date: 2003-08-03 Member: 18785Members
    <!--QuoteBegin--chia-ono+Oct 24 2003, 11:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chia-ono @ Oct 24 2003, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No problem, just chew away at their resource towers or command chair. One or the other wouldn't be in the tf's range. Most people don't eletricfy the starting resource unless they can build ips next to it anyway. Sure you might think its cool to win the game by yourself, but team games isn't about that. If you really want to get their base down that bad, bring a stealthy gorge with you. *cough teamgame cough* If you're talking about late game lamage...just use acid rockets or bilebomb suiciding. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, if the RT is electrified, you're screwed now, aren't you?

    Example:

    Marines have suited up in HA and moved out. They take down one of our hives. They had just mowed down two of our onoses. We're in trouble. Now, as skulks, we can either throw ourselves at HA without an POSSIBLE chance of surviving, or we can attack their main base. Keep in mind that no one can afford the time to go onos again, and we only have one fade.

    1) A gorge cannot heal nearly fast enough to compensate for the electricity damage.

    2) There's a phasegate at base.

    3) There's an HA marine standing on top of the turret factory.

    Here's a breakdown on what happened.

    The HA begins mowing us down. We leap at him and try to kill him.

    *ZAP* *ZAP* one skulk goes down. *ZAP* *POW POW POW* A second goes down. The HA succumbs to the damage.

    Now what? We can't attack their base itself because going anywhere NEAR it means VERY painful death. We can't even attack the PHASE GATE for the love of god. The turret factory was SO BURIED under the crap you could barely see it. The fade could barely even blink over the mess, it was so big. The only thing we can reach is the comm chair. So we start on that. *WOOSH WOOSH WOOSH* *POW POW POW* (Fade dies, skulk dies, gorge dies) *WOOSH WOOSH WOOSH* "Our hive is dying!"

    Now, if we could attack the phase gate without being electrified, we'd have been happy, taking down the phase, then the IPs, all while the marines are far away. Instead, the entire base was literally indestructable.
  • DuFfY1DuFfY1 Join Date: 2003-06-06 Member: 17051Members
    edited October 2003
    Bile bomb. When buildings are packed so tightly together, a few bile bombs will destroy the whole lot. Flayra knows what he's doing.

    Also, if you are stuck with one hive (so no bile bomb), an organsied skulk rush directed at the TF will see it destroyed rather fast. Remember, it can only hit 2 targets at once. So 4 or so skulks with regeneration should be able to take it no problem.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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-->Marines have suited up in HA and moved out. They take down one of our hives. They had just mowed down two of our onoses. We're in trouble. Now, as skulks, we can either throw ourselves at HA without an POSSIBLE chance of surviving, or we can attack their main base. Keep in mind that no one can afford the time to go onos again, and we only have one fade.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Suited up in HA? Taken down a hive? That generally means you have one hive left, whilst the marines have the other 2 + they're at the top of their tech tree. This is GG. The game is lost. A comeback at this point is all but impossible. You were outplayed.

    Bonsai bases can be taken out with a good rush. Get defense first (naturally), and if someone has the res, get a regen Fade in there. Regen Fades laugh at electricity. If they run low on health or marines show up, just blink away. Or, get one or two gorges plus some skulks. Get the skulks to take regen and run in there heal spraying. Focus on the IP and you shouldn't have too much trouble. If re-enforcements show up try to take them down. Or, at 2 hives, get a Fade and a gorge. The Fade handles marines that show up or respawn, whilst the gorge merrily bile bombs the base to oblivian. Gorges LOVE bonsai bases, because virtually no building is out of the radius of each bile bomb. Two gorges will devestate that base in mere seconds. Trust me, I do it and I get it used against me.

    This really isn't an overpowered tactic nor a hard one to counter.
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    <!--QuoteBegin--TempDeleteMe+Oct 24 2003, 11:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TempDeleteMe @ Oct 24 2003, 11:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, if the RT is electrified, you're screwed now, aren't you?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So you chew the com chair....didn't I say that already?

    <!--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-->1) A gorge cannot heal nearly fast enough to compensate for the electricity damage.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Obviously you never had the luxuary of a gorge healing you while chewing a eletrified resource tower (with regeneration of course).

    <!--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-->3) There's an HA marine standing on top of the turret factory.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh no, one HA. Guess what, he can't weld himself. If you have some teamwork and a little wit he'll die quickly. Hint, use regeneration and use the reloading time of his gun.

    <!--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-->Now, if we could attack the phase gate without being electrified, we'd have been happy, taking down the phase, then the IPs, all while the marines are far away. Instead, the entire base was literally indestructable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Eletrification is a direct counter of skulks/lone skulks. Hence it is available to cover blindspots on turret factories due to problems with the hit boxes on the buildings as well as resource towers (lone skulks). It is like saying you're frustrated because scanning with observertory makes cloaking useless. Guess what, thats what it suppose to be.

    So what if you took down their base, If they have succeeded in taking your hive then they would have just relocated there. If not then you wouldn't even need to take out their base.

    And I don't really see what you're saying with a fade dying due to eletrification. Unless there are marines guarding it. You can kill a electrifed tf with turrets all around it (with regen) without stopping for breath. Resource towers are another story. A phase gate would be destoryed about the same time as a tf. And lastly if the Majority of the marines have HA and you don't have a single ono (or they die)...It has probably been a loptsided game anyway (either in skill or resources), let it end quickly.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    If you can't attack a base because of electricity from one TF, you are sad. Seriously.
  • Electrical_TapeElectrical_Tape Join Date: 2003-07-18 Member: 18257Members
    I "bonsai base" when I com. Dont think Ive ever had trouble with gorges even getting close enough to BB it... although I do back it up with a couple turrets
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    Is this suppose to be something new? Honestly an electrified TF is 30+15 I'd hope it would be able to defend a base.
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, 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-->If you can't attack a base because of electricity from one TF, you are sad. Seriously.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--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-->If you can't attack a base because of electricity from one TF, you are sad. Seriously.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--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-->If you can't attack a base because of electricity from one TF, you are sad. Seriously.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That said, I also dislike this practice, mostly because it's stupid. It makes it a **** to spawn, a **** to get ammo, and a **** to get off the IP. Furthermore, electricity in no way keeps a skulk from camping the IP or IPs, so if you've got one or two skulks doing that and then your guys outside base die, you can nullify the marine team as an active agent for 60-90 seconds, and that's game over. On a pub, a TF and three turrets costs the same and is just as effective at base defense. Sure the aliens could rush base with 4 skulks and kill the turrets, but when as the last time you ever saw a pub team do this? They hear the pinging from the turrets and they run away.
  • TempDeleteMeTempDeleteMe Join Date: 2003-08-03 Member: 18785Members
    <!--QuoteBegin--Redford+Oct 24 2003, 11:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Oct 24 2003, 11:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can't attack a base because of electricity from one TF, you are sad. Seriously. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Funny how people ignore parts of a post to choose a point, eh? Maybe you conveniently didn't read the part about the phase gate we couldn't destroy.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    A fade with regeneration could easily take down a "bonsai base", as long as there's no marines there. Either go for the IPs, arms lab, or if they have one, the ADVANCED ARMORY.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    So... the marines are spawning all in a tightly closed in area. Their base is clutted, making it hard to get to the armory and difficult to defend the marine start res node due to a lack of turrets. Lerks have free reign to fly about sporing and spiking the marines as they spawn. Fades easily blink up, swipe for a bit and blink away. Gorge bile bomb wipes out the cluster so fast it's frightening. Onos have a big, easy target to stomp and gore at. A single xenociding skulk quickly decimates the base. Acid rocket prevents any hope of welding (difficult anyway with the structures clustered). Webs stretched over the IPs hold marines as they spawn. A few OCs surround and suppress all marine movements. Healspray simultaneous injures spawning marines and heals their attackers. A small area of umbra provides protection for all attackers. Primal Scream makes all this more effective. Did I miss anything?


    God forbid that the marines actually have some sort of reasonably cheap base defense, eh? That might force the aliens to actually use some smarts to take it down when the marines leave for a do-or-die hive takedown.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Personally I don't like the tactic, even as a Marine, for the reasons stated above, but I don't think its too abusive...

    ...however, if you were to try to fix it, the first step would obviously be to reduce the horrible difference in ranges between the different alien melee attacks. Electricity only reaches so far because it has to be able to match an Onos range in order to defend the building its researched on--but in the process it winds up having far more range than the melee attacks of fades and skulks, allowing a certain "safe range" next to it that is also defended by the electricity.

    If you reduce electricity range to shrink this safe range that protects buildings from skulks, you make it completely useless against Onos, who can stand outside the range and safely gore the thing to death.

    Now, I am not saying that skulk and fade ranges have to be increased necessarily...but something has to be done to make their attacks closer in range to that of an Onos, so that the difference between the two ranges is less than the width of a building. As soon as you hit that threshhold, voila, you can hit the other buildings next to the electric TF again.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    The "bonsai base" is strong early game and *extremely* weak mid and late game. I never do it as COM and I love BB-ing it as alien. With a base like this you can take down absolutely *everything* in 20 seconds. One sneak attack by 1-3 gorges with bilebomb and Marines return to an empty space.

    I don't know why someone would whine so excessively about a small and far from overpowered part of the game, except that it seems fashionable to whine about everything nowadays. Anyway... shaddap please.
  • A_N_T_SSpecOpsFreelancerA_N_T_SSpecOpsFreelancer Join Date: 2003-06-17 Member: 17420Members
    <!--QuoteBegin--Gadzuko+Oct 25 2003, 12:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gadzuko @ Oct 25 2003, 12:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So... the marines are spawning all in a tightly closed in area.  Their base is clutted, making it hard to get to the armory and difficult to defend the marine start res node due to a lack of turrets.  Lerks have free reign to fly about sporing and spiking the marines as they spawn.  Fades easily blink up, swipe for a bit and blink away.  Gorge bile bomb wipes out the cluster so fast it's frightening.  Onos have a big, easy target to stomp and gore at.  A single xenociding skulk quickly decimates the base.  Acid rocket prevents any hope of welding (difficult anyway with the structures clustered).  Webs stretched over the IPs hold marines as they spawn.  A few OCs surround and suppress all marine movements.  Healspray simultaneous injures spawning marines and heals their attackers.  A small area of umbra provides protection for all attackers.  Primal Scream makes all this more effective.  Did I miss anything?


    God forbid that the marines actually have some sort of reasonably cheap base defense, eh?  That might force the aliens to actually use some smarts to take it down when the marines leave for a do-or-die hive takedown.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No flaming ment here but its pretty hard to use secondary hive abbilites when there is no second hive.
    But what I am wondering is if you can't attack the marines base then wouldn't you try to get your other hives back so you could use bile bombs and the like?.
    The only other option I can give you is find some better teammates to play with and make sure that your hives and their positions are heavly guarded so you can continually throw Fade, Onos, lerks and upgraded Georges at them.
  • TempDeleteMeTempDeleteMe Join Date: 2003-08-03 Member: 18785Members
    edited October 2003
    <!--QuoteBegin--[A.N.T.S]SpecOps:Freelancer+Oct 25 2003, 01:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([A.N.T.S]SpecOps:Freelancer @ Oct 25 2003, 01:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Gadzuko+Oct 25 2003, 12:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gadzuko @ Oct 25 2003, 12:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So... the marines are spawning all in a tightly closed in area.  Their base is clutted, making it hard to get to the armory and difficult to defend the marine start res node due to a lack of turrets.  Lerks have free reign to fly about sporing and spiking the marines as they spawn.  Fades easily blink up, swipe for a bit and blink away.  Gorge bile bomb wipes out the cluster so fast it's frightening.  Onos have a big, easy target to stomp and gore at.  A single xenociding skulk quickly decimates the base.  Acid rocket prevents any hope of welding (difficult anyway with the structures clustered).  Webs stretched over the IPs hold marines as they spawn.  A few OCs surround and suppress all marine movements.  Healspray simultaneous injures spawning marines and heals their attackers.  A small area of umbra provides protection for all attackers.  Primal Scream makes all this more effective.  Did I miss anything?


    God forbid that the marines actually have some sort of reasonably cheap base defense, eh?  That might force the aliens to actually use some smarts to take it down when the marines leave for a do-or-die hive takedown.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No flaming ment here but its pretty hard to use secondary hive abbilites when there is no second hive.
    But what I am wondering is if you can't attack the marines base then wouldn't you try to get your other hives back so you could use bile bombs and the like?.
    The only other option I can give you is find some better teammates to play with and make sure that your hives and their positions are heavly guarded so you can continually throw Fade, Onos, lerks and upgraded Georges at them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    And if the marines have HMGs, HA, shotguns, what have you, throwing yourselves as skulks at them doesn't really work. So you exploit their next biggest weakness: They're NOT at base. So you go to base as skulks and you can't do any damage because you all die before you get two bites in. At least turrets have BLIND SPOTS. Electricity doesn't discriminate. Just fires through anything in the damn way.
  • A_N_T_SSpecOpsFreelancerA_N_T_SSpecOpsFreelancer Join Date: 2003-06-17 Member: 17420Members
    <!--QuoteBegin--TempDeleteMe+Oct 25 2003, 01:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TempDeleteMe @ Oct 25 2003, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--[A.N.T.S]SpecOps:Freelancer+Oct 25 2003, 01:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([A.N.T.S]SpecOps:Freelancer @ Oct 25 2003, 01:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Gadzuko+Oct 25 2003, 12:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gadzuko @ Oct 25 2003, 12:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So... the marines are spawning all in a tightly closed in area.  Their base is clutted, making it hard to get to the armory and difficult to defend the marine start res node due to a lack of turrets.  Lerks have free reign to fly about sporing and spiking the marines as they spawn.  Fades easily blink up, swipe for a bit and blink away.  Gorge bile bomb wipes out the cluster so fast it's frightening.  Onos have a big, easy target to stomp and gore at.  A single xenociding skulk quickly decimates the base.  Acid rocket prevents any hope of welding (difficult anyway with the structures clustered).  Webs stretched over the IPs hold marines as they spawn.  A few OCs surround and suppress all marine movements.  Healspray simultaneous injures spawning marines and heals their attackers.  A small area of umbra provides protection for all attackers.  Primal Scream makes all this more effective.  Did I miss anything?


    God forbid that the marines actually have some sort of reasonably cheap base defense, eh?  That might force the aliens to actually use some smarts to take it down when the marines leave for a do-or-die hive takedown.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No flaming ment here but its pretty hard to use secondary hive abbilites when there is no second hive.
    But what I am wondering is if you can't attack the marines base then wouldn't you try to get your other hives back so you could use bile bombs and the like?.
    The only other option I can give you is find some better teammates to play with and make sure that your hives and their positions are heavly guarded so you can continually throw Fade, Onos, lerks and upgraded Georges at them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    And if the marines have HMGs, HA, shotguns, what have you, throwing yourselves as skulks at them doesn't really work. So you exploit their next biggest weakness: They're NOT at base. So you go to base as skulks and you can't do any damage because you all die before you get two bites in. At least turrets have BLIND SPOTS. Electricity doesn't discriminate. Just fires through anything in the damn way.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ok then I can give you a final option to end it all....Kill as many marines as you can, lose the game and start over.
    Build your hives up, create OC walls around the place and when the marines start to scream "hey thats not fair, its cheating" just reply.
    "How so daniel-san?".
  • TwoheadedchickenTwoheadedchicken Join Date: 2003-01-05 Member: 11866Members, Constellation
    If you can't beat that strat you suck at RTS games. Simple strategy - kill the start res node instead, and just let them waste their money on electricity in-base. Or spawn camp the IP - im surprised more ppl dont do this now that RFK is in the game.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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-->And if the marines have HMGs, HA, shotguns, what have you, throwing yourselves as skulks at them doesn't really work. So you exploit their next biggest weakness: They're NOT at base. So you go to base as skulks and you can't do any damage because you all die before you get two bites in. At least turrets have BLIND SPOTS. Electricity doesn't discriminate. Just fires through anything in the damn way.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    My god, are you actually saying that when the marines are at the top of their tech tree, with HA, that their base should be weak? If the marines are in such a position, and have plenty of res, they deserve to win and you deserve to lose. You were outplayed.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    i "BB" a little, i use a TF(or RT on some maps) to cover the frist two IPs(i build up to 8 on large games you'd be shocked how much damage 8 lvl3 LMGers can do every 10 seconds) and maybe the armory. This works intill i get some RTs to build senterys(they are better vs everything BUT ono, then if you have 4 elt TFs right next to each other it will fry him very fast). Most good coms only use the TF to cover the IPs because if you only had 1 TF in range in every building your base is so mashed up you can't move. Temp your also not very good at useing a skulk at its full range, its rare i find a building lager then a IP close enuf to the TF that i can't out range the Elt, remembers its only ment to be long enuf to cover it self, not a other building. And temp giving the game you talked about(all marines out side of base) just plop a OC on the PG then drop alot more all around the base and let the OCs run a muck, build some DCs to backthem up and you will eather kill the base or have all those HA's(who can't use the PG now) running home. Temp: This is the 3d post made by you(that i have seen) that bashes NS without having very much to back your self up, if you don't want to be run out of town you should post with more proof, other then your "thoughts" on unfairness.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    an old beta tactic, thrice revived

    (i dunno about thrice part but you gotta agree here, thrice is a cool word)
  • BeRzErKeRBeRzErKeR Join Date: 2003-02-18 Member: 13691Members
    The only problem I have with bonsai bases is that it's irritating as hell as a MARINE to get ammo or even get off the IP.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Minstrel Knight+Oct 25 2003, 07:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minstrel Knight @ Oct 25 2003, 07:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bile bomb. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That, Umbra and the fact that it is hard for marines to find structures, I mean since the buildings are all bunched up, it can be easily bilebombed and it's hard for marines to find their precious armory....
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--Redford+Oct 25 2003, 05:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Oct 25 2003, 05:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can't attack a base because of electricity from one TF, you are sad. Seriously. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    give this man a pie then lock the thread please.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Yep. Tactic has many counters, and in most people's opinion the detriment (susceptibility to bile bomb & marine inconvenience) far outweigh the benefits ($$ for a few more shotguns).
This discussion has been closed.