All the counters are all valid points, but i'm completely unphased because this isnt the first time ive suggested something and been met with criticism as intense, logical, and lots of against, and then turned it into something viable.....
Ive thought of this for a 10V10 game alien strategy, and while perfect, on paper, i have no doubt errors will be found in excecution, however thats how ive come to make my strats better, real time error and trouble shooting of the strat when excecuted.....
First off, the theory is that ALIENS have nearly three times as much starting res as marines in 10V10, but NEVER allocate it useful... My strat takes on a clan approach, but really wouldnt be this hard to pull off, as it only dictates strategy for the first 4 minutes or so....
The General gist of my strat is this:
Aliens use thier immense starting res to both LAME UP half of the map and also hold early nodes (minus two people, who get early fade and hive as needed) From there, they simply HOLD THIER GROUND early game, making marine RFK income next to nothing (a huge plus in large games) Until thier hive is up, at which point marines with 5 nodes, BUT next to no rfk will be hurting bad
Summary of why this works: Marines know how hard it can be to take a room with several skulks, gorges, and OC's... Healspray, bite, parasite... As long as the skulks dont rush the marines.. Time spent setting up a siege is actually beneficial to the aliens, as it buys them time to get more higher life forms from thier huge amount (4-5) resnodes and early hive...
Reasons for Developing this strategy
-OC's are weak, however a large alien team can afford to drop many more of these than a small team could for AREA DENIAL as long as they are kept up by gorges and skulks, ideally 3-4 in a chokepoint with a gorge and a few skulks can hold it(early-mid game) forcing a marine siege
-Aliens never cap enough nodes, TWO NODES IS NOT ENOUGH, RFK does NOT COMPENSATE enough to remove alien resource nodes from being highly beneficial
-ALiens never get the hive up in time, 5 minutes or less is ideal, anything after 6 and you seriously reduce your chances of winning
My strategy revolves around several goals to combat this:
-Cap the 4 res closest to the hive room (5 total) Cost: 4 skulks, 4 gorges, 4 nodes, 15*4 +10*4 equals 4 nodes, 100 of the starting res, and 6 skulks left
-Two Chokepoints Held... these vayr from map to map but include Cargo and chemical on tanith, south loop and outside CC on eclipse, and Below Generator and Ominous Kismet or Foreboding on nothing
---These have to be held IMMEDIATELY.. my suggestion is 4 skulks break off into two pairs and IMMEDIATELY proceed to these chokepoints, one egg while the other covers (if one is closer to MS, send 3/1 respectively rather than 2/2.. my idea is for each to eventually be gorge and have two OC's each up (4 total per chokepoint) within the first 1:30 of game Then have one stay gorge and healspray while the other goes skulk i will continue on this later....
-Third, the final two skulks are ideally your best skulk and best fade, saving for an early hive and early fade respectively.... Thier goal early game is to protect the res gorges and then get kills, while still emphasizing holding the chokepoints...
Unlike conventional alien tactics, i find aliens MUCH better at HOLDING a location (e.g. the chokepoints), and i believe that is wha they should do rather than run at camping rambo marines and die. This would both allow more people to be alive to respond to any problems (marines rushing a chokepoint, hive rushing, ect) but will also allow the chokepoints to have a chance (comm cant waste 50 res medspamming early game, and one gorge, 3 skulks and 4 oc can hold a room at least against all but a full team marine rush, but ur whole team is still alive to counter as you havent been dying to rambo's
Ideally by 1:30-2 minutes 2 of ur res gorges are now skulk, and two of your chokepoint gorges are now skulk, leaving you with 6 skulks and 4 gorges... 2 skulks per chokepoint, and the good ones getting kills for early fade/hive...
Now id say the two remaining gorges who dropped resnodes need to save for chamber of choice (assume DC as strat would be different for SC or MC) which they will have 4 up by the time the hive goes up
The two remaining chokepoint gorges are gonna keep the OC's alive, while the rest of the aliens camp the chokepoints and/or DESTROY MARINE RESNODES!!!
Lets say you lose one resnode, and at 4 minutes the marines are sucessfully sieging chokepoint number 1....
Even with 4 resnodes, you still have a 4:30-5 minute hive...
5 minutes, you have ur uber fade, plenty of d's, and a few lerks (2-3) from the guys who dropped **** and went back skulk, you still have 4 DC, a chokepoint, and the hive chugging along....
From there, whatever.....
What this strat prevents...
ALIENS SPREAD THEMSELVES TOO THIN, by holding these chokepoints, you force your team into half the map or so, effectively doubling your numbers (per area) this is a great benefit for aliens....
REALLY GOOD MARINES ARE NOT EFFECTIVE: even turin cannot rush a room with 4 oc's and 2 skulks and hope to killl anything... let him lmg the node from the corner, rush him as he reloads.... simple as that, HOLD THE CHOKEPOINT AFTERWARDS, dont GO RUSHING DOWN the hallway going whoopidee doo daa and get killed by the next wave....
Marine expansion is slowed GREATLY early game, keeping them AWAY FRMO UR HIVE, and allowing you to KEEP AND HOLD your resnodes, this is important, as early game is the most crippling time for aliens.......
O chambers are NOT good alone, but by backing them up with a gorge and a few skulks, you almost always will force a marine siege, which is great, it buys you time to get taht hive up AND wastes marine res/time.... Another benefit is while they are occupied with this they wont notice a few skulks sneaking in and biting all thier nodes down until it is too late.....
Is this TOTALLY against conventional alien strategy?
-Yes
Does it haev merit?
-Yes
Dont get me wrong, NONE of my ideas ever work the first time, in fact it usually takes me a long time to even get my team to pull one off effectively (harder so with alien strats, cuz im not comm) and the first versions fail miserably... however i learn from them, and make them effective...
Im not arrogant, but i know that i could make this work similar to how ive made my other strats work....trial and error.....
Rather than have people go OMG OMG THIS WONT WORK CUZ OF Y or X, which is what i always get, and i agree it may not, i just prefer to argue my point until people get fed up, go with me, let me try it for some realtime feedback, then i can adjust it.....one of these days ill get a team to do a rough model of this... and itll be FUNNN!!!!
Here is an example of it in action, i think this was excecuted fairly well, however more demo's and tests will have to be done to see if it is a sound strat (if there are hole's, viable counter's, ect)
Just played tanith, actually got ppl to listen to me....
We had 9 gorges the first 3 minutes, and this was excecuted almost perfectly....
Note: Tanith is a good map for this strat, however things id like to point out...
ALien deaths, we just held the chokepoints, and 5 minutes into the game we had ~7 deaths, thats a measly 14rfk for marines.... seeing as they had 5 nodes tops, and we had 2 hives secured, its no wonder we won...
They even welded satcomm and rushed it before it was up, however we were able to fend them off with a lot of oc's due to how many nodes we had (and gorges)...(like 4 gorges rushed over there and spammed 6 oc's healspray spammed and got them up, which held it until they gl rushed 2/3 of the team, but then we still had a bunch more OC's in the hive and were able to push them back..... just watch the demo)
Overall this is a very strong display of my strat in action, even though it wasnt flawless and the demo starts 4 minutes in because it was only then i realized OMG WTH BBQ haxx this might WORK
Be sure to read my teamchat as i make an effort to tell wahts going on and "narrate" the early game which we missed in the demo....
Note: we had 6-9 gorges the whole time until the marines rushed with GL.....
http://www.users.muohio.edu/LangJV/gooddemo.dem
~Jason