It's nice but really odd to go into a game and hear the voice chat consisting of people coaching the rest of the team through the basics.
My commanding notes: An observatory should be on the first tier of buildings you create as it lets you know if aliums are sneaking into your base. Marines do not work well with static defences, getting shotguns should happen long before sentry guns.
My marine build strategy is to get an armory, observatory, as many extractors as possible, mines, shotguns, phase tech, and phase gates, ASAP. After that, concentrate on second chair and/or arms lab, depending on if you have a tech point and how many resources you have. Then get the JP/GL/EXO at your leisure. Only build robots after all else is bought to make an ARC train or two. Never build any sentry turrets ever anywhere for any reason. They are a worthless waste of res, and even people at Unknown Worlds say so.
Marathon game on Mineshaft where I proved once again that healers win wars. I also blew up a whole train of arcs with bile bomb.
Providing your team with an infinite stream of free health is the key to victory!
Also: The gorge is the best at counteracting jetpacks with a combination of hydras and bile, in addition to being the best at breaking up balls of enemies a lurk couldn't penetrate.
Started a match on Tram as marines in server room and aliens in warehouse: 1) Aliens benefit early game from a close spawn, this is one of, if not the, closest spawns possible. 2) Server room is a hive best suited to aliens as it is tight in with few long lines of sight. 3) Aliens have the whole left side of the map to gather resources without any marine intervention.
So begins a crash course in how to have the most epic last stand ever and boy did we give them hell. I was welding like a mad thing and constantly scrounging up whatever I could find dropped. Teamwork was at it's best and we put whatever we could into improving armour and setting up a second base to give us breathing room, surviving all the way until the enemy team got about three Onoes on the field and trampled us.
Playing on Mineshaft and the commander does a good job of taking Central Drilling and Deposit then even takes Sorting but I keep telling him that if you don't take Repair or push on the right side of the map, the aliens' mobility means they have free reign to strike at any of our bases.
They stall us trying to take Cave and then whittle away at our rear while the commander tells me to be quiet; Eventually I give up and go spectate.
Something that has changed since NS1 is that marines can no longer appear in a small base and take a hive late game, which I think is largely due to the fact that while Siege Cannons could be set up wherever, ARCs and Exos have to walk through whatever alien territory is in between. The slow steady creep forward is pretty much the marines' main tactic.
Learning the alien movement this time around takes quite a bit of reading up. Even the skulk wall-jump can give you quite an advantage as it gives you a ~50% boost in speed so suddenly that tracking you to shoot becomes harder. Also, things like cerelity wearing off the moment you're hit with so much as a pistol shot.
Read patch notes. Told a guy about how bile now breaks down dropped weapons so marines can't pick them up. Feel like the cool kid at school who knew all the secrets.
Also: The high ping kicker is good for servers to have as the highest scoring marine on the server I was playing had a ping of 400+ and a K/D of 40-5.
Comments
Providing your team with an infinite stream of free health is the key to victory!
Also: The gorge is the best at counteracting jetpacks with a combination of hydras and bile, in addition to being the best at breaking up balls of enemies a lurk couldn't penetrate.
1) Aliens benefit early game from a close spawn, this is one of, if not the, closest spawns possible.
2) Server room is a hive best suited to aliens as it is tight in with few long lines of sight.
3) Aliens have the whole left side of the map to gather resources without any marine intervention.
So begins a crash course in how to have the most epic last stand ever and boy did we give them hell. I was welding like a mad thing and constantly scrounging up whatever I could find dropped.
Teamwork was at it's best and we put whatever we could into improving armour and setting up a second base to give us breathing room, surviving all the way until the enemy team got about three Onoes on the field and trampled us.
Shiffuto channba!
Watch live video from paeyvn on www.twitch.tv
Watch live video from paeyvn on www.twitch.tv
They stall us trying to take Cave and then whittle away at our rear while the commander tells me to be quiet; Eventually I give up and go spectate.
Something that has changed since NS1 is that marines can no longer appear in a small base and take a hive late game, which I think is largely due to the fact that while Siege Cannons could be set up wherever, ARCs and Exos have to walk through whatever alien territory is in between. The slow steady creep forward is pretty much the marines' main tactic.
I think I can do that..
Also, things like cerelity wearing off the moment you're hit with so much as a pistol shot.
http://www.gamasutra.com/view/feature/187299/postmortem_unknown_worlds_.php
I'm definitely 100% rooting for Nexzil.
1) They are from the USA.
2) They are playing against Archaea (which is "the evil team")
3) The start of their team is named "Bitey"
http://imgur.com/a/zXRJF#0
For the boring one that is just a map, note that the phase gates are arranged in a big beautiful Triforce.
I don't even think it's proper equilateral triangle.
Told a guy about how bile now breaks down dropped weapons so marines can't pick them up.
Feel like the cool kid at school who knew all the secrets.
Also: The high ping kicker is good for servers to have as the highest scoring marine on the server I was playing had a ping of 400+ and a K/D of 40-5.