Breaking Out

beigebeige Join Date: 2003-10-04 Member: 21428Members
<div class="IPBDescription">what would you do?</div> You're stuck in marine start with only the node there. They're building d-chambers and sensory outside your base, they have three hives.

You have the res to drop a prototype lab and maybe two fully decked-out HA's, or to give the good players on your team heavy weapons, or to perhaps siege out their chambers.

Level three armor and weapons.

Never mind how you got into this situation. How would you get out?

Comments

  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Er, I'm guessing you have an advanced armory but haven't yet researched either JP or HA. Getting that research done will take far too long. Drop a gl or two, and if you have res left drop some shotties for support.

    If you don't yet have an obs in your base, drop that too.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    f4 or die






    Unless they've wasted all their res on the chambers outside of your base and for some odd reason decided not to put up more nodes AND not to evolve higher evolutions.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    unlikely situation that you will end up bunked in base with lot's of res near end of game, especially with 1 res node. but, in the case that the comm has over 100 res, then:
    tf = 10 res
    seige upgrade =15 res
    2x seige turrets <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> =30 res

    TOTAL = 55 res.
    4x shotguns= 40 res (select key players)
    2x welders =10 res ( get them to keep the sieges and turret factory welded)

    now the main idea is to get EVERYONE to guard the entrance where the aliens are comming in, 4 lvl 3 shotguns and a couple of lmgs is enough to them off.
    Once the chambers are all taken out, then slowly push out of base, make sure to recycle the shotguns seeing as how atleast 1 or 2 of them will die.
    *DO NOT CHASE the aliens when they rush in while your sieging. They most probably will try and take it out when you try and siege, but just shoot him them up/ kill them. but don't chase. I've seen this work before, but it all depends on the strategy skill and listening skills of your team.
  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    at this point, i just drop shotties, then recycle everything but the IP's and the Obs, and just keep beaconing till i run outta res, then jump outta the chair and die with my rines! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    There is no way you would get out of this with aliens that were anywhere near competant. I'm sorry, but it's true. We all know it.
  • Vitamin_LeadVitamin_Lead Join Date: 2003-04-20 Member: 15683Members
    Ya, unless the marines are WAY better than the aliens, you'd never have a chance. And if the marines ARE way better than the aliens, then you'd never get into that position.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Sounds like a loss.

    Pump it all in big guns, start recycling, play who stands the longest alive and if your rines keep living to long sell the IP aswell.

    Way more fun. make it a game. "Last man standing" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    In theory this would work, in reality it probably wouldn't work. Yet to test it though.

    First, get the comm to find the least lamed up exit. Then get a Gler to fire out that way then send your men there. You just gained extra ground. You could continue this until you find yourself at a hive or dead.

    The only problem is that the alien team could pwn your base if you vacate it.
  • TeKniKaLTeKniKaL Join Date: 2003-01-27 Member: 12802Members
    Siege the chambers. Push to weakest hive. Have a res scouter go get some res on opposite side or whever. Siege the hive. Then proceed with whatever your heart desires.

    Honestly, this is a stupid scenario =P
  • beigebeige Join Date: 2003-10-04 Member: 21428Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Er, I'm guessing you have an advanced armory but haven't yet researched either JP or HA. Getting that research done will take far too long. Drop a gl or two, and if you have res left drop some shotties for support.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Hmm. Well, I recall that we had a prototype lab now, but it was destroyed. We already had HA researched.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In theory this would work, in reality it probably wouldn't work. Yet to test it though.

    First, get the comm to find the least lamed up exit. Then get a Gler to fire out that way then send your men there. You just gained extra ground. You could continue this until you find yourself at a hive or dead.

    The only problem is that the alien team could pwn your base if you vacate it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's actually pretty close to what we did; unfortunately, they got to higher lifeforms before we could push on a hive. Managed to make it just past West Skylight.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Honestly, this is a stupid scenario =P<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Why?

    I mean, it happened in a game I was playing. That's why I asked. I wasn't the commander, though. Just curious to see what people thought.
  • kuroyikuroyi Join Date: 2004-02-08 Member: 26277Members
    If they really have 3 hives, your lost. If there are webbs & OCs outside already it won'T be even possible to sneak out and try to siege a hive before dying.

    If they have only 2 hives but you still think you won't make it anyway outside your sweet base:

    Hand out as many GLs as possible and 1 HMG or 2 SG's. If you have enough players constantly fireing the entrances to your base with GLs noone will be able to seriously harm you.
    Until they get the 3rd hive and Fadesplash begins.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Its almost impossible to win a game like that, since the aliens will probably have every rt on the map, which means they'll have enough res for the entire team to go onos... twice.
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    It is possible to make some pretty amazing comebacks. We actually won a game (marines) in 1.04 when they had 3 hives and multiple onos. Back in those times killing an onos was a huge morale booster for marines. It was the most intense game I ever played.

    Nowadays, if I can trust my team, I dish out heavies one by one (as the res trickles in) so that we gradually get stronger.
  • JetjapJetjap Join Date: 2003-12-05 Member: 23979Members
    Whatever you do always assign someone to weld the rt. If they are laming the outside they are not strong enough yet to invade. If you manage to break out leave at least one marine with gl/welder in base and maybe a with HA if possible. Jetpacks are better for breaking out if you have them, but do not send HAs cause they are too slow. If you can spare, send mines with the advancing team to "seed" the outside of the base, to buy you some time in case they all die. Scan their way out.
  • MurdokKMurdokK Join Date: 2003-12-15 Member: 24386Members
    even if you manage to get out of ms, onos will keep coming to MS to mess up with your base, and it is not nice to distress beacon once and again
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If you have the res, you could relocate anytime you got to a res node, if your main base is in trouble.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Breaking Out.


    There are two priorities.


    Priority One - KEEPING THE TURTLE ALIVE

    Priority Two - Getting the hell out of there!



    Make no mistake ladies, if you can't hold that turtle then you may as well give up your dreams of last gasp victory. As long as the turtle lives, the aliens will have to counter it. As long as they are countering it, you have a window of opportunity. Turtling well means keeping the upgrades alive, laming spawn to hell, and keeping aliens out.

    That accomplished, we get to Priority Two.


    There are many ways out of a base. The most reliable is a jetpack and the nearest vent. Vents are great for marines, especially with HMGs. Bounce some nades down the vent to clear it, then send in the JPer. Find a nice safe spot and proceed to build base 2.

    Another option is the Ninja. Ninjas (positive rambos) are likely out of the base already, and making potshots at passing skulks. Or staring at the hive. Always check for ninjas on your map, and be ready to tell them to build your stuff.


    Rather drastic option is the Noob Rush. Basically the whole team runs out of marine spawn "three stooges" style. If anyone makes it out alive, you'll have a base. Noob Rush totally ignores priority one, so if it fails you LOSE.


    Final desperate tactic is the Rambo. However, bear in mind 80% of rambos are likely to turn round and refuse to build the CC and IPs you just dropped, instead demanding an "omfgzor SIEGE TURRENT NOW COMM!!!!!111oneoneeleven". Do not waste res on the rambo.






    If at all possible, send out two marines in opposite directions. The experienced players will be using the vents and finding small spaces that allow CCs. Sending 2 just stacks the odds in your favour, especially if your team is pretty green.









    Once you have that second foothold, you've a few options.

    The golden rule, however, is that whatever you do must be done FAST. Aliens will be using SoF to find you.

    The best one is to make a beeline for the enemy hive and crush it to dust. You will not maintain 2 bases against level 3 maxed aliens. And if they crush main spawn, your little backup base isn't going to do much to save you.


    The rest are very close to call. Relocating might be handy, but if you intend to relocate make sure you Noob Rush with anyone left alive. This is safer than forming a big train and marching to the hidden base.

    You can also try to lame up BOTH bases, however this halves the defences at each base, and if the aliens rush just ONE base instead of splitting their strength then you'll get owned.




    Guerrilla war is your friend when you're trying to get out of a losing situation. You can try sieging hives from vents, or vent assaults on hives, or even more conventional heavy trains - I favour the vents because its hard to get a gorge into them and thus most vents will be free of booby traps. HMGs are protection enough in such cramped corridors. The downside is that vent bases are almost impossible to escape from when things go wrong.

    Thats basically it. I've managed to survive a bit in some games by running the vents and putting up very minimalist facilities, using the vents to get to the hives and then raining hellfire on them. Speed and coordination are essential, and your team needs to be on 110% top form.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Actually...

    I would hand out GLs, to keept the base clear, then clear up one of the WoLs with the Gls

    2ndly tech for JPs, hand out a pair of hmgs, fly to a hive , scan and blast it.

    Get phases and RTs up, get the next hive while doing so....


    We actually won like this once(with HA however). It took 3 hours
  • Lord_Of_The_PingsLord_Of_The_Pings Join Date: 2003-02-27 Member: 14079Members
    What I do is get my rines to cove all of the entrances.
    I than drop a TF between the(if there's 2 of them) and get it upgraded to siege.
    I then drop 2-3 sieges and a few turrests if I've got enough res.
    I get the marines do defend the sieges and start scanning th earea where there are chambers.
    You may also want to drop some GL's for any trustworthy marines you may have.
    These sould ALWAYS be behind your regular marines, as they a) have a human shield and b)can quickly move out of the way to saturate the enemy onslaught should an assault folow your bombardment.
    This normally gets the aliens ******* their chitin or whatever underwear they may posess.
    You have to be prepared for either a counter attack or an offensive for your part, so start dropping stim packs and shotties(only drop shotties for players who have proven themselves competent.
    If youre lucky you will be able to push the enemy back far enough as to grab a few res towers.
    BTW this will only work if you have enough res and enough good marines.
    Make sure that everyone who is not defending the base is attacking.
    If you have to yell at the idiots asking for HA.
    As a com under seige you should make sure that you can blitzkireg* your enemies.

    *blitzkrieg is in laymans terms the following strategy.

    It is divided into 3 parts.

    Part 1: A heavy bombardment of enemy positions

    Part 2: an immediate assault with all units on the ememy positions(in other words you put a lot of pressurre on a small area)Try and keep your assault force balanced(so you don't have a full LMG rush or a fulll shotty rush) so that they ar flexible and can adapt to every situation.Also try and make sure that you have almost all o your troops patched up and stimmed(stim packs) up.

    Part 3:All surviving units secure the area in case of a counterattack be sure to resupply your troops(they WILL need this so don't forget to do so).Any reinforcing units strengthen the defending troops.After the position is satisfactorily defended you move on to the next target area.

    NOTE: this is a modified version of the blitzkrieg used during WW2
    for use in NS.

    Also another thing to make sure of.Get some of your marines to cover the routes between tha "battlefield" and your base; you don't want ambushes, as this leads to your front line troops being isolated(which is a bad thing)

    I hope this helps you guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    once the skulks starts xeno rush sucessfully..it wld be all over.


    however, if ur team is able to handle xeno skulks and kill them effectively, it wld be better to deploy shotties with 1 GL.. build a obs and do scanning i.


    and let the LMG-ers do the cover fire from behind.

    once u get out of the tight situation, it is all up to u to either f4 and give up or get some more kills hoping u can gain some more res to deploy HAs or JPs
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Recycle everything that you dont need, even the IPs (but they would go last) and then hand out HA/Shottys. Do one last run, and you MIGHT win if everyone keeps welding eachother.

    But that situation is a loss. Theres probably no way to do that. Defense and sensory outside the base, cloaking everyhing that moves in, the onos would just gobble you up.

    I see it this way

    <b><span style='color:red'>GAME OVER</span></b>
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Actually...

    I'd drop some welders, keep the cat packs a flowing, drops shotties when I can, and get the RFk flowing in.

    A few lvl 3 shotties, with cat packs... welders to keep the armor up... med packs every now and then...

    When i can, get the sieges up (have 4-5 turrets to assit the marines)

    Possibly some mines if they are all onos...

    All this while HA is being researched


    Either WILL win, or WILL die with HONOR!
  • MakaveliMakaveli Join Date: 2004-03-03 Member: 27099Members, Constellation
    <!--QuoteBegin-Geronimo+Mar 16 2004, 11:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Mar 16 2004, 11:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually...

    I would hand out GLs, to keept the base clear, then clear up one of the WoLs with the Gls

    2ndly tech for JPs, hand out a pair of hmgs, fly to a hive , scan and blast it.

    Get phases and RTs up, get the next hive while doing so....


    We actually won like this once(with HA however). It took 3 hours <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    why pick hmgs when they do 1/2 damage to structures, does that seem logical?
  • RedWingateRedWingate Join Date: 2004-03-15 Member: 27349Members, Constellation
    Well maybe this sounds strange but i just got into this situation yesterday evening - I spawned 5 HMG and 1 GL, some welders and as i got 55 res again i started sieging the area around MS. Well i don't know how this worked out, but my team managed to mow down 2 Onos and 3 Fades and we started capping node after node blow up 2 hives without someone of my 6 ppl squad dying. The rest of my team was defending the MS still taking serious loses.
    As the MS was overrun once again i started relocating to CC and gave out some HA - by this time we were defeted.

    Kinda funny match :-)
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