Ollj
Apr 14 2005, 12:25 AM
The plan is to do drop the same structures twice, if it firts in the situation.
Double TF:
When one TF in the turret farm is not enough to defend a location you need a second and you an keep it more alone.
A hive with 2 TFs is way more Fade proof and needs good onoses to kill it.
Double Armslab:
Nothing special, when your offensice marines work good ad there are no good lerks just get upgrades faster with 2 armslabs.
Double Phasegate:
All you Need is 2 phasegates next to an electrified resnode instead of just one.
This is tricky, seen it only once in 3 years, but works surprisingly good when marines are good in expanding, electrifiing, and Fades aint too good.
It works best in a 2 hive lockdown, because a second phasegate is cheaper than a turret farm, and fades can only attack one phasegate at once.
Another nice thing is that you can phase directly to our location, no more phasing twice between 3 locations.
Then just get shotguns, mines or turrets and expand more.
Breakthrough
Apr 14 2005, 12:47 AM
From the title of this thread, I thought that the strategy would be to have a double OBS incase one went down, same with the ArmsLab. Although your strategy does make sense, it does raise the cost of resources on the team. For a double ArmsLab, it's highly unlikely that you'll be doing double upgrades at the same time, although a backup is very useful. Double TF's have been used many times, and I still do that, because it's a good strat. I have never seen the double PG strategy, but in theory, it makes sense.
kill4thrills
Apr 14 2005, 01:14 AM
actually, double phase doesn't work anymore. the choke time that was implemented (or fixed) severely limits your ability to move troops to a critical location if you have double phases everywhere. also, the fade/skulks only have to see which phase is the one that marines default to (since you can't choose without a plugin) and then just attack that one and kill whoever steps through before they materialize. once that is down they can move on to the next. it will give you some time to walk there to save the base (if possible) but it won't let you phase in more effectively
N_Recoup
Apr 14 2005, 01:24 AM
Double turret factories keep those pesky fades away, especially if you electrify them!
MistenTH
Apr 14 2005, 02:47 AM
Double TFs are great for keeping turrets active.
Double Arms Lab are good if you got the res to fast tech.
But eh double PG? As mentioned, don't marines phase in a certain cycle, meaning that they will always keep coming out of the same PG, so the kharaa just need to camp that PG and your marines are screwed.
Unless they spam the button twice and if they don't die, they come out from the other PG. Hmm kinda tricky.
Lofung
Apr 14 2005, 03:52 AM
Yes, double tfs rock! if you really want to lock up two hives and hold the fades, tfs will give you a few more seconds in case fades are bringing it down. of course, with a farm also.
By the time you can afford 2 arms lab, problaly aliens are ruined up badly. i dun think it should be called a strat. in normal cases u will not have enough res to support 2 arms.
| QUOTE |
| But eh double PG? As mentioned, don't marines phase in a certain cycle, meaning that they will always keep coming out of the same PG, so the kharaa just need to camp that PG and your marines are screwed. |
i think the double pg should be worked in this way: the marines phase, the first 3 marines die in a buffet, comm recycles and marines pop up in the nearby pg. comment?
of course talking only about pubs, not scrims
theclam
Apr 14 2005, 04:36 AM
If you encounter a double TF, then it's better just to attack the turrets.
Double phase gates are an awful idea. It takes your marines longer to get somewhere if you have too many phase gates.
Double arms labs are ok, if you want to tech fast, but I'd usually rather drop a couple shotguns.
Double obs are great against sensories. 2x the scanning and you can beacon even if an alien manages to take one down.
Link
Apr 14 2005, 03:58 PM
The double phase works because each phase moves to the next one that was built, so, you build a phase at base, move to the hive, build a phase and use it to go back to base, build another phase at base, phase back to hive and build your second phase. then, the first phase at base goes to the first pg at hive, first pg at hive goes to second pg at base, second pg at base goes to second hive pg and second hive pg goes to wherever you build next.
Basically, it doubles the cost of your pg's but you end up with two gates from base to whichever hive...
Swiftspear
Apr 14 2005, 08:30 PM
double elec TFs are worth more res then thier worth. just 2 solid TFs keeps your turrets running longer, and for the cost of only one extra turret. A normal TF just has **** HP anyways, FAR better to put your lame TF by and electrified res node then it is to waste the res electrifying THAT TF.
Double PG is the most iffy one he reccommends here. To double PG costs 30 as opposed to 15 res, which is a huge hit in the early game, expecially since more PGs mean more work for marines to quickly phase from point A to point B.
You forgot double obs. Not only do you get the advantage of not losing motion tracking and phase tech if one obs goes down, but the extra scan allowed by 2 obs is almost nessicary some time, expecailly against sensory.
I'm in the habit of scanning my marines pre motiontracking even when the aliens haven't gone sensory. The tell tale red blips that show up on thier maps are still worth it.
Niteowl
Apr 14 2005, 09:38 PM
| QUOTE (Link @ Apr 14 2005, 07:58 AM) |
The double phase works because each phase moves to the next one that was built, so, you build a phase at base, move to the hive, build a phase and use it to go back to base, build another phase at base, phase back to hive and build your second phase. then, the first phase at base goes to the first pg at hive, first pg at hive goes to second pg at base, second pg at base goes to second hive pg and second hive pg goes to wherever you build next.
Basically, it doubles the cost of your pg's but you end up with two gates from base to whichever hive... |
Inneresting!
Joseki
Apr 15 2005, 12:14 AM
I do a variation of this almost every time I com, and it really makes the aliens unhappy. When a fade enters base and starts whacking the Armslab or the Obs, I'll just drop one to a locked down location. I'm lazy at heart, so I don't want to beacon unless I absolutely have to, seeing as it pulls my marines away from whatever it is that they're doing. (And clicking the obs is too much effort.) The only time I beacon is if the Lab or Obs is upgrading.
Gigabane
Apr 15 2005, 07:11 PM
| QUOTE (Joseki @ Apr 14 2005, 07:14 PM) |
I do a variation of this almost every time I com, and it really makes the aliens unhappy. When a fade enters base and starts whacking the Armslab or the Obs, I'll just drop one to a locked down location. I'm lazy at heart, so I don't want to beacon unless I absolutely have to, seeing as it pulls my marines away from whatever it is that they're doing. (And clicking the obs is too much effort.) The only time I beacon is if the Lab or Obs is upgrading. |
In all honesty, thats not a half bad idea.
You can hide things like obs and armslabs around the map, and have them there almost the entire game without aliens finding them.
Beacon costs 15 res to use as well, so really you're only spending a little more, and your rines dont have to jog all the way back to what they're doing.
TOmekki
Apr 15 2005, 08:23 PM
if a fade is hitting your base then beacon and press v after 2 seconds to cancel it. that'll buy you some time.
dont do it if hes hitting the obs though, or if theres just skulks in base.
MistenTH
Apr 17 2005, 05:41 AM
Cancel the beacon ASAP or it'll eat up your res.
i.e. wait 2 seconds to cancel, means only 5 res refunded.
Out of base obs rock, since they provide wall hack, and nothing like a silent distress that sends that fade or onos from max hp to 0 in 2 seconds flat.
The "WTH OMG"s are priceless

And as for the dual turret factory lockdown, well yes it is a good idea to kill the turrets instead. But everyone has the mentality that kill PG first, then TF. So this rarely happens.
And if they pound on the turrets first, you do have some time to phase marines in.
IHOP7
Apr 17 2005, 06:02 PM
Don't forget the double armory, Twice the humping!?? some of you say, no, have one in the back of your base and uppgrade it. Then have one un-uppgraded in the front of the base as a bait for that lone-adv-armory-hunting-onos. And if the onos sees your armory in the back, he will have to manouver through you base to get to it, giving you more time to bacon (if you have the res) or yell at your team to phase back to shoot him.
Lofung
Apr 17 2005, 06:49 PM
| QUOTE (IHOP7 @ Apr 18 2005, 02:02 AM) |
| Don't forget the double armory, Twice the humping!?? some of you say, no, have one in the back of your base and uppgrade it. Then have one un-uppgraded in the front of the base as a bait for that lone-adv-armory-hunting-onos. And if the onos sees your armory in the back, he will have to manouver through you base to get to it, giving you more time to bacon (if you have the res) or yell at your team to phase back to shoot him. |
its just a matter of problability.
lets say the onos too dumb to discover the armory at the back and u upgraded the one in the front?
IHOP7
Apr 17 2005, 07:09 PM
Then its my bad, but if I do this tactic I never uppgrade the one up front. Good onis well be able to see the difference between an upped and and un-upped armory but in the heat of a timelimited base attack, they might not think about it.
edit: spelling
SaltzBad
Apr 18 2005, 11:52 AM
Hi, is this government spending class? Why buy one when you can get two for just double the price?
nogoodnickname
Apr 28 2005, 06:31 PM
double phasegate sounds useless
Ballisto
May 17 2005, 09:53 PM
Heh the remote double structures are a great idea!
Armory: I like dropping armories outside of base. If you have a little time and have to drop more than 10 res in ammo, then an armory is a good idea. One in a seige outpost makes it easier on marines.
Obs: Remote obs against sensory? Cool. Silent bacon? I'LL HAVE TO TRY THAT!
m4d
May 17 2005, 10:44 PM
| QUOTE (Ballisto @ May 17 2005, 04:53 PM) |
Heh the remote double structures are a great idea!
Armory: I like dropping armories outside of base. If you have a little time and have to drop more than 10 res in ammo, then an armory is a good idea. One in a seige outpost makes it easier on marines.
Obs: Remote obs against sensory? Cool. Silent bacon? I'LL HAVE TO TRY THAT! |
Wow it's sad too see that still ppl don't know how important outside obs (especially at sc aliens) are..
If aliens got sc i allways get obs everywhere. At the locked down hives it's something you HAVE to get. At dbl it'S good also and at choke points it's good too. Makes sc nearly useless as aliens can'T cloak anymore at any important location. And you don't have to scan anymore at these places..
In the end of sc games i tend to have 4-6 observatoys. I love sc first it's so easy to counter as a comm 8)
Back to topic:
Double pg's: crappy idea as stated above.. even with the building of another pg in base it'S still useless and crappy.. For the same res you could build an cc+ip into the hive and recycle the cc.
Double armslab: With the cheaper armslab now it works even better and you won't need that much res at least for lvl1 upgrades.
Double tf: As i'm no friend of turretfarming and turtling i dislike that.. as allready said just build the tf next to a elec-node and drop some turrets.
double armory: That's a nice one i like to drop armorys in locked down hives. Solves the problem of marines humping the armory at base and leaving the hives unguarded. With an armory somewhere you can be sure there will be marines around it, works really good on public :>
And droping a cc somewhere just to drop an ip (in locked down hives for example) and recycling the cc is also a good way to have marines around at places they need to guard.
Asal_The_Unforgiving
May 18 2005, 06:47 AM
Bilebomb.
Splash damage on both phases and the RT. (For phase gates)
Flimsy arms labs (Not nearly as effective)
No turret farm lasts long....trust me.
Double Obs gives you a MUCH greater chance of pulling off beacons. Two gorges can bilebomb an obs out of existence before the beacon fires, almost always. It's insane
<3 BB
For a single hive, it would be much harder to break. But any team that uses teamwork can break any of these strats, as is the case with everything. The key is determining how.
Faskalia
May 18 2005, 06:53 AM
| QUOTE (m4d @ May 18 2005, 12:44 AM) |
| For the same res you could build an cc+ip into the hive and recycle the cc. |
I love having 1 ip in MS and 1 ip in CC on eclipse. It allows you to reach every node on the map quickly and gives aliens nearly no chance to cap res and/or a 2nd hive.
Gigabane
May 18 2005, 10:20 AM
I never really thought of putting ips in multiple locations accross the map.
How much res would you lose on having to put up and recycle the CC though?
SpaceJesus
May 18 2005, 10:34 AM
4 res
typical_skeleton
May 20 2005, 06:07 PM
Well, the idea is to keep the TFs somewhat seperate.
Bilebomb doesn't take factories down that quick, any decent team will respond to the threat well before it gets out of hand. and once again, the redundancy of two factories makes bilebombing less effective.
in pub games, I've seen turret farms last all game. why should anyone "trust you" over what they've observed?
Gigabane
May 21 2005, 09:02 PM
| QUOTE (SpaceJesus @ May 18 2005, 05:34 AM) |
| 4 res |
Jesus really?
Im definatly going to have to try this out sometime.
Armageddon
Jun 5 2005, 07:28 PM
| QUOTE (Ollj @ Apr 13 2005, 07:25 PM) |
The plan is to do drop the same structures twice, if it firts in the situation.
Double TF: When one TF in the turret farm is not enough to defend a location you need a second and you an keep it more alone. A hive with 2 TFs is way more Fade proof and needs good onoses to kill it.
Double Armslab: Nothing special, when your offensice marines work good ad there are no good lerks just get upgrades faster with 2 armslabs.
Double Phasegate: All you Need is 2 phasegates next to an electrified resnode instead of just one. This is tricky, seen it only once in 3 years, but works surprisingly good when marines are good in expanding, electrifiing, and Fades aint too good. It works best in a 2 hive lockdown, because a second phasegate is cheaper than a turret farm, and fades can only attack one phasegate at once. Another nice thing is that you can phase directly to our location, no more phasing twice between 3 locations. Then just get shotguns, mines or turrets and expand more. |
No offense or anything but this is a great way to get ejected from the command chair.
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