Securring Res
funbags
Join Date: 2003-06-08 Member: 17099Members
<div class="IPBDescription">what i usually do...</div> This might of been posted already but what the hell.
1ip,armory,tf (electrified!). then send people to res, and electrify any res you take. since its early in the game, they wont be able to do anything about it for awile.
1ip,armory,tf (electrified!). then send people to res, and electrify any res you take. since its early in the game, they wont be able to do anything about it for awile.
Comments
The arguement that "since is early game aliens won't destory it" doesn't hold. Fades will make the elec useless. Hive pressure > Electrifying nodes. If you attack their nodes and hive, they won't have time to cut down your nodes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i concur.
Instantly after jumping in the chair, drop IP and TF next to each other, then look for the hive. After finding the hive, I send all marines but one out in the opposite direction. This way I have a large group heading out of base by about 5-10 seconds (usually 1-2 people will rambo). As soon as the TF is done building, I electrify it. Typically about 4-5 skulks will rush in as soon as it finishes electrifying, and the base guard can strafe around the TF to have no problem taking down the skulks. If he does die and the skulks spawn camp, then that's half of the alien team that isn't harassing the rest of the map. The electrified TF is death to skulks and takes less time to build than turrets. Total cost: 1 IP + 1 eTF = 65 res.
Usually I have about 5-6 rines now at the first RT on the non-hive side. I instruct them to stay together and hit the waypoints one by one, and take every node on the way to the opposite hive (for example: origin, aliens have furnace hive; they'll go CompLab->Xenoform->Biodome). I'll electrify the hive RT to support a phase gate later, then build an armory at base. Total cost: 65 + 2-3 RTs + 1 elec + 1 armory = 140-155 res. This is all feasible by 1:30-2:00.
After the hive RT is built, I instruct the group (or what remains of them) to head towards the enemy hive and attack RTs. Most gorges spread towards the farthest hive and cap every RT on the way, so this usually gives you a good opportunity to take down 1-2 before the skulks get you. It also pulls the alien team back from the front lines a bit allowing you to expand on the hive side if possible. Obviously from this point on it's impossible to generalize strategy anymore but build order is generally: arms lab, armor 1, obs, phase tech, adv armory, phase gate at base w/ 2-3 turrets to guard it. The 2nd IP appears as soon as there's about 3 people in the spawn queue. Usually about 1-2 shotties are handed out during this phase too.
This beginning doesn't work as well if they have the middle hive or sensory, because their movements are a bit harder to predict. Sometimes I might decide to do some wacky relocation as well. Generally it does pretty well, though, as long as you keep harassing enemy res. Some people dislike the clusterf*** of a base defended by an eTF, but if you do it right it won't hamper your team. You can always fit everything but the proto and the phase while still giving armory humping room, and if you're slick you can fit the proto in there too. The aliens don't exactly have GLs or sieges ya know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
They usually cap three to four by the time aliens figure anything out.
By then I have had my rines guarding the base building the obv. the armoury and another IP if needed.
Then I start electrifying the furthest node after capping the fifth node (which is usually the fifth node). Tell my marines to hold that location, which is usually a hive location. They hold until a phase is set up and a few turrets for prevention if needed.
At that point the res flow is high enough to afford it, and keeps the aliens to half the nodes on the map.
I then do dual upgrades, and after upgrading lvl 1 guns and armour, I hand out shotties and let my boys rambo with only simple goals: Take down their nodes, and protect ours.
They usually group up on their own, and take down any fades resulting from res ****. They usually also start taking down nodes, limiting the alien to three or less. I just focus on upgrading, figuring out what the aliens are doing, and medspamming.
At this point they probably have a 2nd hive going up, so I get phase gates in sieging range of a hive location, and have my men hold that location.
As a caution, I drop a bunch of mines, in anticipation of an onos or two that may appear. Set a few onos traps at the main base, and a few on the ip and phases.
By now, we're at level 3, with hmgs and gl's in play, and heavies just about to be researched. We've capped a few extra nodes, and I usually expect to have five to eight nodes by now.
I send a few hmgs, along with the remaining shotguns to the phase gate at the hive, and get the siege up and running.
By now the 2nd hive is down. I secure as quickly as I can, and scan for any other hives. If they have another one going up other than the main, I re- secure the nodes we might have lost, taking down their nodes in the process.
Then I go and kill the new hive. And then the main.
I have won many, many times with this general outline. Once, I won three times in a row on a server.
Basically its what aliens generally do, expand as quickly as possible and get the upper hand before the enemy does.
The best counter to this strat is to split your team in two, the stronger force hitting the marine start, with the weaker team hitting non-electrfified nodes.
That works fine, until 3.0 comes out.
What have commanders generally been doing for base defense in 3.0?
There is a minimum distance between structures in 3.0, at least for marines. Electricity range has been extended some so that it is impossible to hit it without taking damage (there are a few places where you can do it in 2.01, if you are hanging down from a wall). I don't know any of this info from experience, it is all stuff that I read on the forums. I don't know how it will affect base defense, but I guess we will find out (hopefully soon).
After 5-6 minutes or so, I see a fade in Aux gen. I give out shotties and say take the fade down (by 6 minutes I usually have 2/2 either DONE or WORKING on it.
ELEC THOSE RTS!!
I hate playing games where I'm not comm and early game he gets like six RT's in two minutes, only to have them destroyed by the 3rd minute.
The game I commed today, I didn't lose ANY rt's all game. Oh they tried, but to no avail because I know what I'm doing and know how to control my team.
I have won many, many times with this general outline. Once, I won three times in a row on a server.
Basically its what aliens generally do, expand as quickly as possible and get the upper hand before the enemy does.
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i'm not gonna quote your whole post, but it's nice and solid, IMHO. dunno about clan games, but this looks like a solid pub strat <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> i'll try it out.
Keep the pressure on, lock down the main routes, then by the time armor 1 drops you're in a good position to put an immediate squeeze on the aliens. Stalling is baaad.
After 5-6 minutes or so, I see a fade in Aux gen. I give out shotties and say take the fade down (by 6 minutes I usually have 2/2 either DONE or WORKING on it.
ELEC THOSE RTS!!
I hate playing games where I'm not comm and early game he gets like six RT's in two minutes, only to have them destroyed by the 3rd minute.
The game I commed today, I didn't lose ANY rt's all game. Oh they tried, but to no avail because I know what I'm doing and know how to control my team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
From my comming experience, Electrifying res towers works well if the game is very large, in excess of 20 players or if the overall skill level is average or lower. I frequently comm games on the Hamptons (Why not on other servers? I'd rather not have to explain to players that they need to actually go up and build the res tower instead of just walking away...). The general player quality is higher and thus IMO requires a different strategy. People are totally willing to pressure the hive, and they will survive to do it. You can win with electrifying but in general I find it is a longer and less secure route to victory. What could you be doing with that 150-180 res you spent on electrifying? The question is, when does the no-elec strategy fail? It fails when your team isn't very good. They won't stay alive, no matter how many meds you give them and they fail to see why you won't do certain things (Sometimes people stand in a hive waiting for a TF or something, even after I tell them to please move out). You can't count on your team pressuring the hive, so you have to go into a more defensive position (electrifying nodes). No-elec strat requires a competent team and an active part on the comm's side (meds/ammo/scouting). The main reason elec strats work is because the alien team does not have good fades. Good fades will rape marines, until they have multiple shotguns and weapons upgrades. You won't have the res for ups, and your towers will fall quickly.