1 IP, 1 TF, electrify it. Send out people to get me res, electrifying whatever theyve left behind. Somewhere along the lines ill get another ip and an armory, but usually not for a while. Upgrades usually dont come until later, after ive electified all my RTs.
...yes, totally offensive. no tf, no electrify, no base defense. pure upgrades. risky, but powerful, since you will have pwning lvl3/1 of 2 + MT all over the place vs poor mediocre skulk players. win i do get base defense in mid-late game though, usually a few pack o mines, and i also buy myself HA just in case..i often saved my base cos gorges/skulks thought there was noone to save it since they took down pg....ha!
My new pub strat is taweet. No base defense MT pressure cap.
Armory Obs listen for hive MT ip/s send EVERYONE to the node closest to their hive. Kill the inevitable gorge and cap it. work backwards from that node and send anyone that dies back towards the hive to pressure and defend nodes (since the nodes i capped are right next to their hive). Arms Upgrade armor1 upgrade phase gates ... victory.
I've found that with 3.0 MT pub marines will defend your nodes for you, since they can see where all the aliens are attacking. This works unless your team is a bunch of useless newbies.
yeah, mt does pwn now....for the reason you mentioned, AND, a comm can now also monitor every single alien and its lifeform by the sound it makes! anytime, anywhere on the map! (unless sensory parts of map). now youll never get an outpost destroyed cos of sneaky onos, cos you can follow his every move... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> nice
Wierd strat that works: Ip, TF, elect start rez, half team goes to hive, stoping at all rez along way other half goes to other rts once at rez near hive drop rez, drop TF Drop a few turrets Sell old base drop Comm chiar drop 2-3 ips RUSH HIVE drop armory, drop shoties RUSH HIVE for win
wow, an incredibly short thread, but awesome for ideas. i really like the super offensive strat with MT early. crazay!
i just do the standard, cap rts in opposite direction, try and secure center (usually dbl rez), siege 2nd hive, train last.
i notice alot of these strats call for massive starting hive pressure, which is great <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
1 ip 1 tf shock 1arm Send them out get res (close to base) head hive (res on it way) l <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> get gnades and MT/armor1 hive head to second lock it up head to 3ed <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> and HMG those <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
shocking res is a waste 1 :fade own them unless u have 2 hives locked down
Comments
Yes, I like my electricity. Works great in pubs.
...yes, totally offensive. no tf, no electrify, no base defense. pure upgrades. risky, but powerful, since you will have pwning lvl3/1 of 2 + MT all over the place vs poor mediocre skulk players. win
i do get base defense in mid-late game though, usually a few pack o mines, and i also buy myself HA just in case..i often saved my base cos gorges/skulks thought there was noone to save it since they took down pg....ha!
Armory
Obs
listen for hive
MT
ip/s
send EVERYONE to the node closest to their hive. Kill the inevitable gorge and cap it.
work backwards from that node and send anyone that dies back towards the hive to pressure and defend nodes (since the nodes i capped are right next to their hive).
Arms
Upgrade armor1
upgrade phase gates
...
victory.
I've found that with 3.0 MT pub marines will defend your nodes for you, since they can see where all the aliens are attacking. This works unless your team is a bunch of useless newbies.
nice
TF
One guy guard base
Everyone else tap res
Two res tapped, electrify both. Drop armoury.
The main reason for the late armoury drop is to prevent armoury humpers, and to have enough res for electrification of the two freshly tapped nodes.
Get fourth node, electrify, get fifth node, have them hold it.
Drop Obv. Get phase tech.
Drop two arms lab, go dual upgrades.
Drop phase gates at key locations (hive, dbl res etc)
If I have enough res, I beacon the force back, re-equip with shotties, send them back out.
Lvl2 upgrades get going, continue capping. Secure first hive if I don't have one yet. Push towards 2nd hive.
Adv. Armoury upgrade finished, drop proto.
Research jet packs or HA depending on situation.
Siege or lockdown 2nd hive.
Hand out hmgs, gls etc.
Make sure hives are secure and move to third hive.
-Pretty much a standard set-up for me. Nothing too innovative, but hey, it works.
Ip, TF, elect start rez,
half team goes to hive, stoping at all rez along way
other half goes to other rts
once at rez near hive
drop rez, drop TF
Drop a few turrets
Sell old base
drop Comm chiar
drop 2-3 ips
RUSH HIVE
drop armory, drop shoties
RUSH HIVE for win
i just do the standard, cap rts in opposite direction, try and secure center (usually dbl rez), siege 2nd hive, train last.
i notice alot of these strats call for massive starting hive pressure, which is great <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
shocking res is a waste
1 :fade own them unless u have 2 hives locked down