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  • Shift is continuously underused

    To many people thing that the shift hive is good for energy, celerity and adrenaline. It has a much higher purpose than that, and should be used to either siege or retreat, first I'll start with a fanfare siege tactic. (I know thats popular here)

    Ok this is an idea that has benefited me as alien com, its alot of fanfare and probably wouldn't be useful as actual combat (below this ill include 1 that will) but its just a fun way to end a game.

    I call it Whip Farming

    Now I know what you're thinking, Whip farming I do that already... just building a bunch of whips and let them grow and pray that someone walks into them... NO! Bad Com! Now whilst bombarding whips are terrifying and great for exos, against the average marine they're a giant waste of res. Useful as an early warning the other team is trying to get outside the boundaries you're trying to set for them but otherwise useless.

    So for this to work you need to have a Shift Hive and a Shift upgraded to echo (I would recommend 2 minimum hot keyed to allow for faster destruction) as 3 Marines can make short work of 1 whip. So once you have your whips built, I would recommend 8-10 cyst into the enemy base and keep harassing the enemy so you can build some cysts into their base. Start hot keying and shifting the whips into their base, this works extremely well for a takeover of external bases, its faster than making 10 whips walk together, and only costs 3 res per shift and takes roughly 5 seconds for them to appear in the enemy base.

    Nothing says terror like bombarding whips rising out of the ground into your base

    Practical application:

    OK! So how to use this as a practical application, Most people build shift hives first, it allows for faster building of all subsequent hives. Almost everyone puts their upgrades around the hives as well. Easy to protect, and the hive is a really appealing target to new players. More so than the upgrades. Since the shift is already in place, why not upgrade it? If someone is attacking your hive or going for the upgrades, a shift upgraded to echo will allow you to move your upgrades anywhere on the map that you have creep in roughly 5 seconds. Best part about this... IT ONLY TAKES 3-5 RES depending on the structure, I'd rather spend 10 res to move my 2 upgrades then 60 res to rebuild them, aliens are expensive units and we need to budget.

    Have alot of crags at your main base, but just defended an auxiliary base from an attack, no time to build those crags back, or no gorge to heal. Use echo and send a couple crags over to help and move the shift with it.

    Just gained some ground and want to build a forward base? Instead of waiting for a Shade to build to cloak itself, send over one thats fully mature!

    Trying to send in some hallucinations, but your only upgraded shade is on the otherside of the map? Don't make those hallucinations run! Echo that badboy to the front lines, and have the fresh one cloaking your main.

    Shift hive is continuously under used, the only thing its missing is the ability to transport a hive to a hive location, that would be fun to do but I can see why thats not a mechanic in the game.

    Let me know what you guys think, I think this could greatly change how we protect our upgrades and remodel how a base takeover can happen. Imagine being a marine, you just got killed as the last person in repair, phase is down. Obs is down, and there are cysts everywhere. When you come back, theres 2 shades 5 crags and bombarding whips defending them. Thats a world I want to live in.

    -Monty
    DO AS I COMMAND - Megatron possibly the hardest working commander ever known.

  • #2
    Re: Shift is continuously underused

    I have used this on a few occasions, when the aliens were in a stale mate. The hardest part is cysting into the base. Also with the cyst nerf this has added to its difficulty. Lastly the concede makes it less likely that a comm will be presented with an oppurtunity. I also did a massive whip rush, little did I know they had an arc or two deployed.

    It is a creative tactic, though with the current build is a little harder to take advantage of it.
    Lights Out!

    Comment


    • #3
      Re: Shift is continuously underused

      I've tried this before, but probably wasn't successful because i was only using one echo shift. Also, played a game last night (i believe wyz was the khamm) and he had a shift in each hive, even though the hive wasn't growing. anytime anyone went into attack the res node or the shift, there were skulks biting you. was effective at keeping marines out.

      Comment


      • #4
        Re: Shift is continuously underused

        I've wanted to use the echo ability in the past but honestly just didn't know how.

        Yes, I'm dumb.
        aka Roland tHTG

        Comment


        • #5
          Re: Shift is continuously underused

          The shift's echo ability is definitely powerful, but I'm not sure I would call it under-utilized.

          The problem is that the scenarios proposed show its major flaw: It's most useful in the end-game when your team has presumably won, anyway.
          Echo itself requires an investment to upgrade your shift to be capable of this ability on top of waiting for it to hit 100% maturity, and then each use costs resources.
          It's nifty that the shift can echo itself to a new location, though.

          Defensively speaking, this could be useful, but 15 res plus 3 res per item moved early game (5 res if you're moving the shift/shade/crag) is a significant investment.
          However, if you are forced to, it is definitely a good investment to save celerity and adrenaline in a pinch, and even itself if you're fast enough. The cost to replace them far exceed the investment into an echo shift.
          By the same vein, offensively speaking, it's an even bigger investment because each whip is also 15 res.

          In the early and middle game, the aliens' top priority is securing a second TP. They are likely fighting over nodes, expanding cysts and placing/replacing harvesters.
          I don't see where they have the spare resources to really utilize this. They can give up a second hive to do this, but it's extremely risky to go without that second hive.
          You can also choose to get the second hive, but do this in lieu of getting leap and other upgrades.

          By the time you normally have enough resources to spare for this, it is end-game where the map borders have largely been decided, and your team is advanced enough to basically fight on their own.
          There may be a tiny window of opportunity between mid and end game where you can sneak such an attack on an unsuspecting marine outpost to swing the battle in your favor, but the usual train of thought is that an Onos egg is a better investment than a whip rush.

          On top of this, some commanders will choose to construct sentries in their base, which would hamper ninja-cysting attempts.

          The same can be said of the other chambers, the Shade and the Crag. The crag itself is self explanatory, but it is invaluable to build them up as a healing station in the front lines. Unfortunately, in the early game, no one has resources to spare to make this, as hive #2, leap, blink, celerity, carapace, etc. come first. The heal wave ability is very useful though, as I've defended hives under heavy siege long enough for my team to regroup by alternating heal waves on nearby crags. The Shade is also quite devastating if you can litter them around the map, but this also doesn't happen until later in the game. The shade's ink ability is also very heavily underutilized in my opinion, since it completely negates a marine's scan, and obscures their vision, it all but completely halts a siege on your hive, whether they be inside it, or attempting to ARC it. The recharge is also, I believe short enough to be timed with the marine's scan duration as well, so you can prevent an ARC attack indefinitely, assuming you have the resources to continue inking.

          However, I believe this is something that UWE can probably expand on, as it's heavily needed from a khammander's POV. It's terribly boring in the hive after you've upgraded everything.
          Also, perhaps there is a way to make this type of structure rush workable if the team alters their play style around specifically getting these structures up and running.
          This, though, would be akin to a marine commander's strategy of getting in the chair, and immediately going toward 2 or 3 ARCs right off the bat, and have the marines escort them over to the hive within 4-5 minutes.

          Maybe I'm overlooking something, but I don't know how it would work unless the usual play strategy is heavily altered.

          Just my thoughts.

          Comment


          • #6
            Re: Shift is continuously underused

            Does echo not need a Shift at the destination, I guess I assumed that it did without checking.
            |TG-6th|Snooggums

            Just because everyone does something does not mean that it is right to do.

            Comment


            • #7
              Re: Shift is continuously underused

              Originally posted by snooggums View Post
              Does echo not need a Shift at the destination, I guess I assumed that it did without checking.
              You Echo onto infestation.

              A plan I heard about and still mean to try, is to echo whips in to protect resnodes, then have them walk back afterwards.
              Current game name : Lost, Phantom Thief

              Comment


              • #8
                Re: Shift is continuously underused

                Oh man, I need to use that and the thing that makes aliens attack faster from the scout drone thing.

                I feel like I should know the names for some reason...
                |TG-6th|Snooggums

                Just because everyone does something does not mean that it is right to do.

                Comment


                • #9
                  Re: Shift is continuously underused

                  Brilliant idea!! that would really reduce the likelihood of a marine hacking down a res node, until a skulk comes by at least.
                  DO AS I COMMAND - Megatron possibly the hardest working commander ever known.

                  Comment


                  • #10
                    Re: Shift is continuously underused

                    Originally posted by snooggums View Post
                    Oh man, I need to use that and the thing that makes aliens attack faster from the scout drone thing.

                    I feel like I should know the names for some reason...
                    this is seriously under used, i've seem it really turn the tides sometimes. though i also can't remember the name of the drifter's ability right now..

                    Comment


                    • #11
                      Re: Shift is continuously underused

                      It is called Enzyme. Costs 2 or 3 t-res, but usually well worth it to speed up an attack.

                      The problem is I rarely see khamms throw out any drifters at all. :/
                      Usually I make it a priority to pump out 5 ASAP if only to get eyes around the map.

                      Comment


                      • #12
                        Re: Shift is continuously underused

                        Shift is overused on TGNS. I have never seen a comm here go anything but shift first and get celerity.

                        That said, its good to remind people of all the tactics they can use, and the shift ability is underused here, for sure. Good post, Montyp

                        Comment


                        • #13
                          Re: Shift is continuously underused

                          Originally posted by micr0c0sm View Post
                          Shift is overused on TGNS. I have never seen a comm here go anything but shift first and get celerity.

                          That said, its good to remind people of all the tactics they can use, and the shift ability is underused here, for sure. Good post, Montyp
                          I often asked when I go Comm what people want to do, and just about every time it is shift first. I don't want to push players to go the way I want to give it a try, even though I could as a Comm as that would just make it a worse game for the rest of the team. As much as I like to give the other a try, Shift really is a lot more useful then the others. You can spawn eggs at remote locations (like future hive sites), and that is really a step over the other chambers by it self. Give that to the Shade hive and you likely see the two mixed up a lot more.

                          However, I expect with Gorge Tunnels, that will change, but we need to see how they work in game first. I can very well see Shade + Gorge Tunnels being like a Cloaked PG network. Meaning that you don't need celerity to make sure you can get where you need to be when you need to be there.
                          Current game name : Lost, Phantom Thief

                          Comment


                          • #14
                            Re: Shift is continuously underused

                            Originally posted by micr0c0sm View Post
                            Shift is overused on TGNS. I have never seen a comm here go anything but shift first and get celerity.

                            That said, its good to remind people of all the tactics they can use, and the shift ability is underused here, for sure. Good post, Montyp
                            That's because I only go craig first when you are on the other team.
                            aka Roland tHTG

                            Comment


                            • #15
                              Re: Shift is continuously underused

                              Gorge tunnels might make carapace more viable, but honestly shift first allows alien teams to respond to marines hitting multiple locations early in the game given that the speed boost is highly relevant. It also prevents an early egglocking and it provides a forward shift which acts as a quasi-phase gate if you're trying to prevent the enemy from setting up their own.

                              I'd also like to see Shade first if gorge tunnels allow fast movement, since right now Shade first is a horrible trap if you aren't able to win outright.

                              Comment

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