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Messages - Legionnaired

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61
General / New Comming strategies?
« on: March 07, 2005, 11:37:01 AM »
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One of the best strats ive seen since 3.0 came out, and has worked EVERY time is fairly basic. Res intensive, but basic. To begin with, have two people go cap RTs, no more. Armory, obs, IP, TF and arms in base. Use the TF to start electrifying nodes as soon as available res comes in, hold off on immediate upgrades. Besides the two people capping nodes (one builds, other covers), everyone else should immediately start scouting hives. When you come on an empty one, build the RT first, then the comm should IMMEDIATELY fortify it - TF electrified, PG and turrets. If done correctly, you can have one hive locked down within the first two minutes and the second within the first 5 if you have a decent shooting marine team. The key to this strategy is that once the hive is fortified, skulks and gorges and lerks for the most part are completely useless in getting into a hive. The aliens must then wait for fades and onos. In all the games ive played, aliens seem to be more intent on dropping at least one chamber or one rt then saving for fade, so you'll generally have a few mins before you start seeing the big nasties. After the hives are locked up, everyone moves as one group and starts capping nodes and taking down alien RTs. Large groups always stand better chances obviously, since its hard for the lone roaming skulk or lerk to escape the hail of fire coming from 5-6 people. Once this is done, a steady res flow should be coming in to allow for quick upgrades. The kicker to the aliens now is that unless they have a team full of onoses and fades, once you have HA/HMG or JP/SG combos, marines are virtually unstoppable. Take down the only hive they have and youre golden.
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I'll try this out for giggles, but I doubt it'll be effective whatsoever. You have 4 minutes to get both hives before the second goes up, and I doubt your going to get the 60 (pg) + 30 (nodes) + 60 (elec) + 60 (turrets) = 210 res needed to do that. Remember, a node gives 10 res a minute (1/6 seconds.) so you'd need 20 node/minutes to do anything effective. I suppose if you get 4 extra nodes in the first 30 seconds you could do it, but you're still going to be upgradeless fighting celerity, focus, or cloaking skulks.

It's risky, but I'll try it when I get the chance.

The other thing I want to try is AA + Proto + JP, and then SG/JP the second hive down as it's going up...

That's 50 seconds for the JP and 180 seconds for the JP, whichs puts jetpacks at the 3:50 mark, and probably about 210 res for it too. If you can act quickly, you can probably rush jetpacks, quickly rape their nodes, then go for the second hive, killing lifeforms as you go. The problem is, that lerks are going to take you out if you don't have armor 1, as a few seconds in spores will bring you down to a single bite. Not to mention the fact that with level 0 weaps, you'll need catalysts to take the hive out before you get eated.

I still think that the best strategy is going to be a steady steamroller expansion, taking out the chokepoints and cutting off their nodes one by one.


62
General / New Comming strategies?
« on: March 07, 2005, 09:50:29 AM »
Before, the game had one critical moment around 5:00 that decided the game.

Now, it has a 'critical period' between when the second hive is dropped at 4:30 and when shortly after the hive goes up or is knocked down, and one side is taken out from attrittion at the 6:30-7:00 mark.

Before, balance was a slippery slope. There's still an element of that, but now it's more of a tightrope walk.

I've played 2 games of 3.0 that illustrate this purpose absolutely perfectly. I'll recall them here, and then summarize a proposed strategy.

The first game was on Veil, regs on both teams.

Build Order:

IP, Armory,  Obs, RT, MT, RT

I tried to get MT as fast as possible, to attempt to allow the marines free movement around the map. I started a two-pronged cap-rush on subsector and pipeline (hive cargo), the subsector one resulting in one dead RC (Alien Res Collector, for future reference.) and two RTs for the good guys. The Pipeline expansion took heavy casuties, but they managed to get C12 up, but it was taken out around when it paid for itself.

Immediately after phase tech went up, I dropped a phase at sub, and ordered all the marines to system waypointing. I sent two people into double to cap it (there was no building here.) and the rest of the team outside cargo. Armor 1 hit right about now, just as I build a PG around the Y-junction, and started setting up a siege point. 50 res in medpacks, 3 sieges later, the hive was down. Cap the node, recycle siege base, head to Dome. Marines moved to north of Pipeline, got a PG up, and dropped 2 HMGs, and 4 Sgs on the ground. Marines moved in, built 2 guns on the stairwell, and held off the lerks and cele-cloak skulks with HMGs. After most of the alien team was dead, marines moved into the hive room and engaged the hive. Hive down at 9:40, end game.

The next game I commed was on hera. Same build order, much resistance met at cargo, but Hera>Holo>N-coridor was open. Went to Arch, phase tech up.

Sent a few marines to pressure maintinance, taken out by aliens defending the building second hive. Marines got a phase in N-Corridor, welded into the cave, and pushed into the hive with shotguns. Stopped in the water by 2 fades, one of which refaded and was rekilled.

Beaconed. Marines march to processing, and take position in the upper room with a phase gate. Sieges against the north wall, hive down 1:00 after the second hive goes up. Cap the two nodes, secure the room, phase back and march to maint. Some screwballs, but 3 marines get there and get a PG up at the west end of Maint. Marines go north, and get a second PG up at the SW end of Vent. Siege base goes up under heavy Onos onslaught, until 'Vermillion' Accidently TKs 3 people with his HMG, then dies shortly after. Siege base went down before the beacon went off. We lost shortly after.

___________END GAME SUMMARY___________

Note that in both games, MT was used to let marines move freely around the map. Marine Mobility is key in 3.0, and if I was a tech-comm, I'd try and go for jetpacks as soon as I could. Otherwise, keep a rapid expansion, requiring the entire alien team to be at a certain place every minute or face destruction. Both games had this element:

First Game:
-Subsector Expansion
-Pipeline Feint
-Cargo Siege
-Pipeline Siege
-Pipeline Shotgunned

Second Game:
-Archiving Expansion
-Processing Feint
-N-Corridor rush
-Datacore attack
-Processing Expansion
-Datacore Siege
-Vent Siege

The fact is, that even the most co-ordinated team will require a good 30 second to get anywhere together, and even then, a whole alien team vs. a whole marine team is an even match. Which means, that whatever you do, you have 30 second to make it count.

Attack 2 places at once with phase gates, or powerbuild one base as fast as possible. Whichever one faces the most resistance, keep only enough guys there to hold off the aliens for :45-1:00, until the other attack can gain force. Then beacon, recycle the phase at the feint, and crush them at the other. Have 1 guy go back to the feint-spot for a quick 1-2 punch.

The key is aggression. If you have marines at the enemy hive, the free upgrades they have, they're never going to use, and vanilla skulks are like candy to marines. Keep the pressure on them, and keep their strengths marginalized. Get HMGs as fast as possible to keep lifeforms at arms length, and have MT to allow marines to move without having to check every corner.


63
General / Why I love LunixMonster
« on: March 05, 2005, 03:34:25 PM »
Sorry Nitey, but anyone else see the irony is him mentioning articulate right next to a self-acknowledged spelling error?

I'm glad the admins aren't without a sense of humor :D.

64
General / My NS2 Idea
« on: March 04, 2005, 09:17:40 AM »
It'd be interesting to see how it works out. It'd be a complicated server browser system,  but I'd imagine that Flayra and Cagey could handle it.

It's the persistant warfare aspect of it that seems cool. However, there'd need to be a rediculous ammount of maps to make it be viable at all.

That would open up some interesting clan-play though. Think about it, 6 clans of 6, all fighting to take over the galaxy. 36 players on each side, fighting individal battles across multiple servers, the outcomes of which would be reported to the motherserver, and the teams would play another match accordingly. You could have 'clan matches' that went on for weeks...

Holy crap, that'd be awesome.

65
Off Topic / Congratulations IntensityRising
« on: February 27, 2005, 08:04:56 AM »
Wait until you have to integrate(cot^2csc(theta)dtheta)

66
General / Your Comming Style
« on: February 24, 2005, 11:55:39 AM »
Quote
Quote
1. IP
2. Armoury
3. As many RTs as I can get before... approximately 2 minutes
4. Obs (for bacon - when I comm, aliens just LOVE rushing my base)
5. Phase tech
6. Arms Lab (this might be switched with obs+phasetech if my marines like to die a lot)
7. Armour 1
All the time: take down their nodes

Then it just depends on how well you're doing. You might need to recap res nodes, or make a full-on assault on a hive, or sneak a phase gate in the hive. I don't spend res on locking down any location; I put a res node and a phase gate next to it. However, most of the time, this doesn't work; I don't respond fast enough.
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I know you asked for my input before, so here is my critique. If your marines are getting owned, try and get upgrades sooner, rather than later.
For example:
1. IP
2. Armory
3. RT
4. Arms Lab
5. a1
6. RT

You should have your AL hotkeyed and constantly check it to see if research is done and your rines are ready for another upgrade.
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While you're at it, hotkey your IP and armory too. If you have VoX, You'll only need one slot for all your marines, AL, Obs. Hotkeying these structures serves as a warning if you get attacked in base

67
General / Aiming and shooting
« on: February 23, 2005, 11:41:31 PM »
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GL-  ACtually, I think ff is an abuse for this gun.  with it, you can stand behind a group of heavies shooting a fade or an onos, and then put ONE grenade into them and voila! the skulks climbing all over their faceplates are now goo! [size=8](use with caution- may result in unforeseen casualties when applied by nubs)[/size]
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If you EVER do this to me, you best be on my back with a welder.

<3 The crazy bear with a GL.

68
General / Why I love LunixMonster
« on: February 22, 2005, 09:28:03 AM »
[OMGCLAN^^]Legotar.rar reporting for duty!

And I'm not in this to get bant or grief, just to pont some nubs :D.

69
General / Aiming and shooting
« on: February 21, 2005, 01:12:10 PM »
I treat the LMG and HMG the same way, point and click. With the HMG, I don't bother to strafe though, 4 bullets and they're dead.

Pistol, If scripts were still allowed I'd hit my toggle to turn Mwheel from +jump to +attack, and roll like crazy. Nowadays, I drum my index and middle fingers on mouse1 as fast as I can. Can usually get the whole clip off pretty damn fast.

Shotties are twitch, plain and simple. Sometimes, like, if I'm in a vent, I'll wait for them to come in and get closer, otherwise I just let my spastic side take over.

Knifes, ehh, usually try to jump on top the skulk. After, of course, hitting them with 8 or so LMG bullets.

70
Off Topic / D&D!
« on: February 18, 2005, 02:33:04 PM »
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Shadowrun rocked because it had rules for practically everything. Instead of generic "When you have a wand, use XYZ. Save vs. Wands" which basically forced you to use WANDS in your games, Shadowrun had fairly flexible rules - You had weaponry rules from the ridiculously powerful Aztechnology Vaporizer Railgun (You don't really want to know how many dice I had to roll and how much work I had to do figuring out how that thing worked when my group fired it from a ship into a cafe to kill their target. Through a building no less), to your generic ARES Smartgun, to the mundane swords and crossbows. They always listed about 30 ways to do something and had very clear, practical rules that were easy to apply if it wasn't listed.

D&D was great because you could sit around with friends and go 'hey let's play D&D' and get rolling in an hour. No longer :(
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I just picked up 3.5 a month or two ago, and the guys I play with can usually roll up a character in 30-45 minutes tops. With banter interlaced, it's not bad at all, and in the same time, I've been able to put together a mini-hack and slash adventure. Draw map of cave, have em walk through it, encounter troglodytes and armies of orcs, then have them get eaten by a black dragon at the end of the evening :). A good few hours of fun, and once you've rolled a few characters you get a sense of how to do it quicker.

71
Off Topic / Chess
« on: February 16, 2005, 09:36:58 AM »
I play, but I'm rusty as woot. Haven't played a good game in ages, except when [FFT]SM5 wipes the floor with me.

72
General / You are allowed to...
« on: February 15, 2005, 09:54:05 AM »
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Is this with quickswitch enabled? If not, turn on quickswitch. You'll have all the weapon placements memorised already, so you don't need to browse that menu.
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What I do is have hud_fastswitch 1, With slot1 bound to 'q', slot 2 bound to mouse5(Thumb button next to voicecomm.), and slot3 bound to mouse2. You can switch between claw, metabolize, and blink at lightning speed.

73
General / Getting altair out of rotation?
« on: February 14, 2005, 10:10:30 AM »
I've been thinking about cold turn, and I really don't see any way it could be modified to work realistically. I suppose it cuts off movement from between the two hives, but Eastern entrance does the same thing. Is it just the lack of vents that make it a stronghold?

74
Off Topic / The Cooking Thread..
« on: February 08, 2005, 01:59:55 PM »
That's the idea! They're both awesome though. If you want, serve em with some veggies and ranch dressing for the capacin.

75
Off Topic / The Cooking Thread..
« on: February 08, 2005, 09:13:10 AM »
Best goddamn wings ever:

Ingredients:

1 Bag of chicken wings, big ones.
1 Stick of butter
2 tbsp. Diced Garlic
1 Bottle Frank's Hot Sauce
1 Tsp. Any Habanero hot sauce (For kick).
1 Bottle Italian Dressing

Take the wings out, let them thaw. Put them in a big bowl of italian dressing, leave it in the fridge for 30 minutes- an hour. Take em out, throw it on the grill until it's all done on the inside, and nice and crispy on the outside. While doing this, add the hot sauce, garlic, and butter to a pot on medium heat, stirring occasionally.

Take the wings off the grill, coat in "teh sauece" and eat. Awesomeness incarnate. Most flavorful wings you'll ever have, and they're hot too!

Big 'ol Mess

Ingredients:

2 medium-sized Jalapeno Peppers
4-6 Oz Sweet and sour sauce
Keilbasa, or smoked sausage (However much you're hungry for.)
2-3 green bell peppers
1/2 vidala onion

Cut the jalapenos into slices, the bell peppers in fourths, then into quarter-sized pieces, and dice the onion into 1/2 inch cubes. Cut up the sausage, throw it all into a bowl, and add the sweet and sour sauce. Mix thouroughly.

Take some tinfoil, and wrap up the mixture in one or two packets. This should serve two people, if you aren't starving. Make sure the packets are sealed tightly.

Throw the packets on the grill on medium-high, and flip after 5-7 minutes. Check em after another 10. If the peppers are starting to shrivel up, and if it's hot inside, you're good.

Take em off, and cut the packets open. Eat. Serve with crusty bread, and hot-sauce if the roasted jalapenos didn't do it for you.

76
Off Topic / condumps
« on: February 07, 2005, 05:02:08 PM »
Just WinRar them and forget them.

77
Off Topic / Whoopsy daisy
« on: February 05, 2005, 01:09:07 PM »
Nice. I got 9 stitches from my knife slipping and filleting my thumb open. 12 had to be a solid 2 inch cut.

78
Off Topic / Bad News
« on: February 05, 2005, 11:28:02 AM »
You got somewhere to stay man? Hope you won't be homeless. Praying for you, Lance.

79
Off Topic / Hero Machine
« on: February 04, 2005, 09:42:32 AM »
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why not attach it like lego did
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You mean Leaderxors?

Tool.

80
Off Topic / D&D!
« on: February 03, 2005, 11:34:53 AM »
I suppose if NWN is low enough in price, I might be able to pick it up. Kind of strapped for cash right now, though.

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