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  1. #1

    RGM-79N_GM_CUstom's Avatar

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    3.0 Marine Comms

    In response to the hugely bias alien games I figured starting a new 3.0 comming thread would help. My persoanl opinion marine comms rely on the same things they always have had before difference is upgrades are more important then ever. Early motion and armor ups is a must. Doubling up on the arms labs is also preferable. Remember upgrades after the 3 min mark are bad they will be at full lvl 3 of any upgrade chamber they choose so focus, scilence, cele, cara, or regen skulks will be on the map. Speed is important and pretty much micro managing (telling them what to do in great detail) your marines is important. Also phase gates are even more important then in previous versions. I will add more later and I encourage others to add their take on 3.0 final comming. Last thing I wanna mention is remember shottie rushes are a thing of the past. Doesn't work anymore if they get sesory either at first or second hive. So if you are like just about all of the coms on the server that focus on trying to get that magic shottie rush that wins the game don't count on it. You need to assualt hives either with good old fashion charges or seiging. I recommend the latter as it usually costs less in lives. Also just as before if your marines are getting their ass handed to them in the feild your chances of winning are pretty slim. Do what you can to put up a good fight throught the early game.

    Addition number 1: How to counter early sensory? Multiplue obs work if the res allows for it, get armor upgrades and weapon upgrades, and motion provides some help (not much but some is better then none may not be worth the time or res up to individual comm) The counter to a focus fade are weilders, weapon upgrades, armor one is a minimum (focus fades kill LA marines in 2 swipes regardless of armor level granted lvl 0 is a one hit kill armor one is a minimum because it gives you that 2 swipe death the fastest and cheapest) and big guns help out alot the lack of DCs removes their staying power.
    RX-78-2 Gundam EFSF Protoype Close Combat Mobile Suit Armor: Luna Titanium Armament: 2x Beam Sabers, 2x 60mm Head vulcan guns 380mm Hyper bazooka, Beam Rifle, Beam Javelin, Hyper Hammer, Gundam Hammer, shield
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  3. #2

    Wyzcrak's Avatar

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    Re: 3.0 Marine Comms

    It occurs to me, comming 3.0f, that it might be advisable now that comms first observe the chosen alien tech path before deciding what path to follow themselves.

    My style tends to get something going in the first ten seconds of the game, and I think I'll try focusing on marines support and alien observation before starting my tech path at, say, perhaps the 60 second mark.

    Just an idea. We'll see how it goes. I've yet to see anything the aliens brought in 3.0 that the marines couldn't counter, but I do see less and less margin of error being given the marines as 3.0 aliens learn to apply their new liberties.
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  5. #3

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    Re: 3.0 Marine Comms

    While I'm not as experienced as some people at comming, I have noticed a few strategies that seem to work somewhat often as counters to upgrades.

    Movement Chambers - Rush motion tracking. Marines knowing where aliens are at and where they're coming from helps with marines tracking aliens, giving them essentially more aim time, which helps make up for the faster skulk movement and the silenced camper skulks.

    Sensory Chambers - The old two hive lockdown strategy. I've seen it pulled off several times on multiple servers, and as long as you do it early enough, it leads to a fairly easy victory.

    Defense Chambers - Armor lab upgrades take precedence.

    General Strategies - Move in groups of 2-3 always, keep spread out so your not blocking eachother. Killing alien nodes/second hives early is a *must*. Even more important than it used to be, because unless you have serious node advantage, 2 hive aliens will tear you apart. If you can slow them down by getting a small group of rambo's to take out one or more of their first node gorges you can seriously hamper an alien team's strategy. Shotgun rushing hives still works, but only if they don't know you're coming, and if they don't have an umbra lerk on the hive. Phase gates area also more important. Getting little turret factoried phase gates in key locations to help lower marine travel time can save a game for you.


    those are my two cents, anyways.
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  7. #4

    Zephyr's Avatar

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    Re: 3.0 Marine Comms

    One thing I have begun to really think is more critical than any sort of upgrade is the concept of the marine outpost. By putting a turret defended (sparingly, not obsessively) phase gate in a certain point in the map, marines mobility can suddenly spring up to above the alien level. The key to winning isnt really any of these "counters" in my opinion, though they do help, but is taking the ability to move from different directions to different goals in different ways. If you outpost into a hallway with 4 exits and your marine base has 2 exits as it is, you have effectively cubed your mobility options. Marines become free to strike anywhere at any time and effectively retain dominance over areas that are between their outpost and base due to the fear the aliens have of being struck from all sides. The distance between the marine base and the enemy hives have more or less been halved, while the turrets and elecrification on the outpost cause psychological and physical anti-skulk warfare. The outpost too offers the ability to hold a typically alien set of corridors, crippling pre- second hive movement. The only effective destruction of an outpost is a concentrated rush of aliens or a single hive lifeform. However as marines have now realized they are no longer rambo their defensive instincts kick in far more often and a single marine, better a shotty marine or even better two lmg marines, can hold the outpost in event of danger. Also thanks to the weapon glitch being fixed, we have turrets increasing in power as weapon levels go up. Turrets are weak alone, but they NEVER miss and can eradicate a skulks armor in a single hit. Fades become incredibly irritated when all turrets are covered by other turrets and the factory is electrified, putting their lives in danger to strike since even if the outpost is undefended, it doesnt take long for marines to pop through right next to them at close range WITH shotties. The Onos is the true enemy of the outpost, but he is such an incredibly expensive resource that if you cant defend your outpost by the time Mr. Onos is stomping down the hall you dont deserve to have that outpost. Keep in mind he no longer can flee the outpost going toward your base, too risky. The even better point is that now the base is far more defendable, half the distance by marines in the field is all that needs to be closed to return to base, and even if you have to beacon they can return to the field in half the time with exponentially more travel routes to shake off expecting skulks. Another untried by me, but seemingly good, strategy would be to drop off the observatory at an outpost. Now you have additional warfare against the classic skulk or fade rusher. What are they going to do? Attack? Not likely...if they have no hint of when the marines are going to drop in (this is counterable obviously) they will be terrified of attacking alone. Who says they wont be whacked by outpost based marines quickly jumping back anyway? The inherent danger of base rushing is doubled, if not tripled, with that strategy. The aliens are able to counter the outpost strategy quite simply with gorge spam, but as I have stated before the only reason to lose an outpost is the same reason of losing a base, no one is there to defend it. Besides the gorge isnt going to be able to stop a single marine. This strategy I think increases the concept of marine centralization and teamwork while countering the aliens increased speed and ability to hold a "front" against marines. It also can stop all aliens in general from moving as efficently, shattering their concept of freedom to move around the map.
    Good Outpost Locations
    "Caged" Cross Junction between Shipping Tunnels and Aux Gen
    "Hera" Lower Processing 3rd floor walkway to Holoroom
    "Origin" Double Nodes second floor elevator room
    "Tanith" Cargo or Chemical Transport (Did you see those coming?)
    "Nothing" T junction below Ominous Kismet or Generator Room (hive dependant)
    "Bast" Monorail Tunnel (inside monorail car)
    "Eclipse" South Loop or Access Corridor 1B-1A
    "Nancy" Aux Gen or Cargo Hold (hive dependant)
    "Veil" slightly north of Dome or Right side T junction of System Waypointing
    "Eon" 4 exit room right to the left of the far right hive (ugh I dont know the map)
    "Altair" Anywhere around the middle of the damned map, its too huge as it is

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  9. #5

    RGM-79N_GM_CUstom's Avatar

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    Re: 3.0 Marine Comms

    ^I like it. It gets poeple in the feild faster. I think I will try it later on today see how well it works.
    RX-78-2 Gundam EFSF Protoype Close Combat Mobile Suit Armor: Luna Titanium Armament: 2x Beam Sabers, 2x 60mm Head vulcan guns 380mm Hyper bazooka, Beam Rifle, Beam Javelin, Hyper Hammer, Gundam Hammer, shield
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  11. #6

    TheFeniX's Avatar

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    Re: 3.0 Marine Comms

    Zep, line/paragraph breaks man, cmon, you're killing me.

    Other than that, good call.

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  13. #7


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    Re: 3.0 Marine Comms

    Zephyr, PARAGRAPHS! Anyway...
    Quote Originally Posted by Zephyr
    One thing I have begun to really think is more critical than any sort of upgrade is the concept of the marine outpost.
    ...
    If you outpost into a hallway with 4 exits and your marine base has 2 exits as it is, you have effectively cubed your mobility options.
    I agree with everything you have to say here with regards to the effectiveness of remote bases for marines, but the problem isn't so much defending the bases as it is setting them up.

    Remote bases have to be built in the early game, before the aliens have the higher life forms to potentially take them out or prevent them from being built in the first place. Skulks, lerks, and one-hive gorges cannot take out already-built bases but fades and onoses can- keep in mind that unless the remote base in question is an absolutely critical map position (as opposed to a merely "useful" map position) your marines will not be able to concentrate their efforts on defending it as they will have other objectives.

    The other problem is that the best qualities to remote base location, central to the map and with lots of exits for maximum mobility, are also the worst qualities for effectively building that same base. The reason of course is that lots of exits means lots of entrances (aliens have high probability of discovering the base early on and they can attack it from multiple angles) and map centrality means that the aliens can somewhat effectively rush it no matter their starting hive.

    As a result of these problems I'd say that the best remote base positions depend highly on the starting hive- they should be far away from it in order to be able to build it up. Once up they will be difficult to take down until the higher lifeforms appear. Hopefully the tactical advantage gained by said remote base (versus res spent to build it) will be enough to counter the higher lifeforms when they appear.

    So, IMHO, remote bases are definitely effective but the problem is being able to effectively defend the location and build it up... and trying but failing to build a remote base tends to mean a significant expenditure of res which in all likelihood will cost you the game.
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  15. #8

    Zephyr's Avatar

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    Lightbulb Re: 3.0 Marine Comms

    As of last night, there were an amazing number of marine victories over the aliens that shocked me to no end. I think we all need to discuss what happened on 3-12-05. I have a few key points that I observed.
    Marines
    -OMFG YOU LISTENED TO THE COMMANDER!

    Marines in Groups
    -Everyone would build a node until they heard a skulk
    -Everyone would build a phase gate, not 3 defend and one build
    -Everyone would build the turrent factory
    -If one person had a shotty, two LMG's escorted him
    -Groups of 3's in the midgame were pretty much the norm
    -Skulks ALWAYS died against grouped marines, 90% of the time all marines lived

    Commanding
    -Base could sometimes be rush built for phase tech or A1 by the 1:30 mark
    -Four packs of mines for a siege > Four shotties for marines to guard sieges
    -Squads of marines would always be urged to converge on a meeting point
    -Lone marines were rarely used, often encouraged to hold position for an ally
    -Early hive lockdown was sometimes utilized if the starting hive was far away


    -Zephyr
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  17. #9

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    Re: 3.0 Marine Comms

    I can NOT stress this enouph: pushing alien rts,hives,nodes should be CONSTANT. Never should there be a limbo gap where marines arent taking the fight onto alien soil. Why? If your pushing their nodes, they arent pushing yours. If you give them breathing room, they will sit and gather res and upgrade to higher lifeforms. If your busy all game recapping your nodes you arent getting res fast enouph to win the game. Its not so much of a res war, as it is an "attention" war.
    USAR

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