[Basic][Marine] Pressure+Laneblocking+Rotations

Mega
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20 February 2015 - 04:27 CET
#1
I got the Tutorial from a TAW member where obivisly Schu was explaining to Mephilles about the games they just played.
But it applies as a basic concept pretty well.

You can make such cool minimaps interactive+synchronised at:
http://jollycooperation.com

------------------------------------------------------------------------------------------------

Schu explaind:

On Summit Atrium Start send 3 to Reactor
Crevice wont be crushed 99,99% of the time cause its too open

When a Skulk is in the vent at reactor you need to keep a guy by base unless you have a spawner to cover the RT and base

Skulks will allways bypass and freely biting your naturals when you have very little pressure on their Rts



2 Marines should push and pull the pack while the other side is a 1Marine pressure. the 2 Remaining Marines have to then Hold the lines.
You want 2-1 pressure
2 Marines on 1 alien natura pulling the pack
1 marine on a other.
keep the 2 remaining guys back a bit to hold each lane.

Thats how you keep aliens juggling on their naturals defending and never biting RTs.
(bei erfolgreichen engagments sollte das den 2 laneblockern raum zum cappen geben?)






14:40 - Helen Keller: the guy in xroads
14:40 - Helen Keller: is your main rotator
14:40 - Helen Keller: for instance
14:40 - Helen Keller: the 2 guys in comp will most likely pull the pack
14:40 - Helen Keller: before the pack even starts to push into complab
14:40 - Helen Keller: watch what the guy in xroads does
14:40 - Helen Keller: hes sitting right there
14:40 - Helen Keller: waiting






14:41 - Helen Keller: the guy in reactor is needed because of laning
14:41 - Helen Keller: you want him to be able to rotate to either xroads/base/ventilation
14:41 - Helen Keller: hes also base defense






14:41 - Helen Keller: so
14:41 - Helen Keller: when 4 aliens rush comp lab
14:41 - Helen Keller: the guy in xroads instantly rotates
14:42 - Helen Keller: the guy in reactor can now rotate up
14:42 - Helen Keller: because there are 4 aliens on the map
14:42 - Helen Keller: spotted by the marines
14:42 - Helen Keller: no reason to stand in reactor any more
14:42 - Helen Keller: he starts pushing up
14:42 - Helen Keller: to fill xroads
14:42 - Helen Keller: because, more than likely
14:42 - Helen Keller: at least 1 marine will die in comp lab
14:42 - Helen Keller: if not more






14:43 - Helen Keller: so 1 marine died, 4 skulks died
14:43 - Helen Keller: the guy from reactor is now the xroads rotator
14:43 - Helen Keller: and the spawner is filling the lane of glass hallway
14:43 - Helen Keller: now if ventilation is getting crushed
14:43 - Helen Keller: watch what happens











14:44 - Helen Keller: the 2 guys in comp are free to kill the harvestor
14:44 - Helen Keller: the guy from reactor pushed up into data core
14:44 - Helen Keller: or rather
14:45 - Helen Keller: the guy in reactor holds glass
14:45 - Helen Keller: the guy from xroads rotates backwards
14:45 - Helen Keller: to stop the pack play
14:45 - Helen Keller: to reactor
14:45 - Helen Keller: but i doubt that would happen
14:45 - Helen Keller: thats more or less the idea
14:45 - Helen Keller: but what is happening with you guys
14:45 - Helen Keller: is this
14:45 - TAW| Mephilles: wouldn't it be easier if the cross guy would just rotate to pipe junction?
14:46 - Helen Keller: yes and no
14:46 - Helen Keller: you want to be in the lane you hold
14:46 - Helen Keller: not exactly pushing directly into the skulks
14:46 - Helen Keller: make them come to you
14:46 - Helen Keller: with good positioning
14:46 - Helen Keller: standing in the back of a long hallways etc
14:47 - Helen Keller: so
14:47 - Helen Keller: this is what i see from you guys






14:47 - Helen Keller: on marines
14:47 - Helen Keller: you have 2 guys in data core
14:47 - Helen Keller: 1 in xroads
14:47 - Helen Keller: 1 in flight
14:47 - Helen Keller: and 1 just spawned back and running to help pressure comp
14:47 - Helen Keller: or fill xroads lane
14:47 - Helen Keller: w/e
14:47 - Helen Keller: this is what it usually looks like
14:47 - Helen Keller: and thats fine
14:47 - Helen Keller: this is normal
14:48 - Helen Keller: but what happens is, you guys just sit there
14:48 - Helen Keller: the pressure needs to be like this






14:48 - Helen Keller: 2 guys in data dont cap
14:48 - Helen Keller: push directly to ventilation
14:48 - Helen Keller: guy in xroads can cap
14:48 - Helen Keller: guy in flight needs to run to comp lab
14:48 - Helen Keller: immediataly
14:48 - Helen Keller: right as the guys in data are pushing vent
14:49 - Helen Keller: so guy holds summit
14:49 - Helen Keller: guy in xroads is the main rotater
14:49 - Helen Keller: he'll either rotate to vent or to comp lab
14:49 - Helen Keller: guy in summit holds base/lane
14:49 - Helen Keller: on left
14:49 - Helen Keller: and xroads
14:49 - Helen Keller: thats called zoning
14:49 - Helen Keller: when you hold multiple rooms
14:49 - Helen Keller: with 1 guy
14:50 - Helen Keller: this is 2-1 pressure
14:50 - Helen Keller: if you guys can do this
14:50 - Helen Keller: you'll win marines
14:50 - Helen Keller: ez
14:51 - Helen Keller: the guy in summit is also the back capper in this case
14:51 - Helen Keller: he can cap flight
14:51 - Helen Keller: not a big deal
14:51 - TAW| Mephilles: anyway the 2 guys need to attack first so the attention of the aliens go
there first. when both RTs at the same time are blinking you don't know which side the aliens decide
to defend
14:52 - Helen Keller: yep
14:52 - Helen Keller: the aliens will know
14:52 - Helen Keller: before the marines get there
14:52 - Helen Keller: 2 marines running together to a node
14:52 - Helen Keller: all aliens will hear that shit
14:52 - Helen Keller: you guys call that stuff all the time
14:52 - Helen Keller: so yea, you want the aliens to attack the 2 marines
14:52 - Helen Keller: the real pressure
14:52 - Helen Keller: is the guy in comp lab
14:52 - Helen Keller: in this case
------------------------------------------------------------------------------------------------

If anyone has questions of any form dont fear to ask.
Yaluzan
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20 February 2015 - 09:37 CET
#2
Ty Mega, this will help out a lot of people:)
Mephilles
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20 February 2015 - 12:00 CET
#3
now I really want to know how you got that? Did Kash give you that?

And he explained to me and I did to neoken later...
Neoken
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20 February 2015 - 16:37 CET
#4
For further clarification, here you can see Mega displaying proper rotations during an actual game.

https://www.youtube.com/watch?feature=player_detailpage&v=VXbd8XJcZuU#t=22
schu
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20 February 2015 - 20:07 CET
#5
These are advanced tactics, tread with care.


If you've never played marines like this, then i suggest you and your team work on lane blocking and zoning first before trying this out. You'll have a much easier time transitioning into this type of marine play once lane blocking and zoning is established.

Wob
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20 February 2015 - 22:25 CET
#6
This is good if you assume that aliens would commit 4 guys to defend an RT when under double pressure.

What aliens should do in this case is pick the solo pressure or at least push him off the RT with 2 skulks (Wait until marine is reloading / have big balls), and 3 skulks break out and res bite or crush the xroads rotator.

As soon as marines see this play you have 2 options with the 2man pressure (comp lab).
1) Push hive for eggfrags / deny lerks
2) split and zone comp lab / summit reception or flight control/summit reception whilst your 3 other marines mop up the loose skulks so you can retain pressure.
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