Mineshaft still seems quite imbalanced. . .

MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
edited November 2012 in NS2 General Discussion
I've been going roughly 90% commanding aliens for the last few patches, but only about 50/50 on marines

The exception is Mineshaft. . .
While Comm you can pretty well instantly win if you start in repair room with the hive in cave

All the marines run down there and can setup an armory before cysts can reach
You then research mines, build a second IP, and watch fireworks as you drop health occasionally

It's such a long distance that it's pretty much always a turkey shoot

Eggs go down very fast and the few skulks still alive aren't going to be dumb enough to take on 7-8 marines sitting on a pile of health
Gorges also have zero cover once the eggs go down making the only option an emergency relocation or an all in on the command chair with whoever is still alive
<i>(ask 2 people to type 'kill' in console and watch that rush lose gas immediately or go walk to the next hive because nobody is hurt)</i>

---

The other scenario is if you start in Operations

You can take double res usually in the first few minutes and then your team can make a play for crusher
Once you own Crusher it's pretty much instantly GG for aliens

Here's a recently game:

<img src="http://i5.minus.com/jc10RKQYjtI0C.png" border="0" class="linked-image" />

My team killed the res, but usually there is a very lazy cyst chain in there and you can just build everything without getting noticed
Armory first, then mines, then a phase gate
I put down the obs second because aliens had cloaking
<b>You then Shove a robotics bay in the vent with a hole big enough to shoot into, but not big enough for a skulk to get past</b>
Then comes a front line MAC + sentries
Finish off with an advanced armory and prototype lab

Because 4 major points of interest are 1 room away nobody overextends and the pressure quickly becomes too much for the alien team

They usually bunker down hard in both hives and stall

You research exos and run them over with that + your MAC train that should have EMP by now

Any place you think is at risk for an All-In gets a sentry nest too or you build sentries at choke points like Cart Tunnel so you will see it coming a mile away

-

Comments

  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    God... I never thought about blocking that vent as M Comm!


    However I rarely see a successful early rush on Cave hive. It's too open for Marines to dodge / hit skulks early on.

    Add in Leap and it's harder... however throw a JP into there without lerks and it's a marine party with alien carcasses.
    By can counter that with 2 or 3 whips upgraded and 3-4 crags providing a bit of heals on towers.

    But that's usually mid-late game.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    <u><b>Daworm:</b></u>

    You don't actually go into the hive. . . you can shoot it from up the hill at that resource tower in Cavern i think it's called

    It's one of the biggest runs in the game and the whole team is shooting at skulks who can't even get to a wall to try and climb up on the ceiling or walljump for more speed

    Armory there makes it an instant GG where almost every other hive in the game you need to put the armory in an inconvenient spot due to the power system

    I've won everytime the Marines have scouted Cave from Repair
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=2035461:date=Nov 27 2012, 12:14 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Nov 27 2012, 12:14 PM) <a href="index.php?act=findpost&pid=2035461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u><b>Daworm:</b></u>

    You don't actually go into the hive. . . you can shoot it from up the hill at that resource tower in Cavern i think it's called

    It's one of the biggest runs in the game and the whole team is shooting at skulks who can't even get to a wall to try and climb up on the ceiling or walljump for more speed

    Armory there makes it an instant GG where almost every other hive in the game you need to put the armory in an inconvenient spot due to the power system

    I've won everytime the Marines have scouted Cave from Repair<!--QuoteEnd--></div><!--QuoteEEnd-->

    I realise that... and would have to be a very reliable early rush with baddie aliens. Even a team with 1/2 the aliens listening can break that push, armory or not as a marine cannot heal AND shoot at an armory at the same time... they have to turn away from combat and you can chomp a marine faster than they can get healed at an armory esp if they stand still.

    Throw in a lerk with spores and you can break that push too.


    It all comes down to team balance and listening. If aliens listen to their comm, they can break that push... the best thing about it, if it fails it's a huge resource loss for marines with armory + often medpack spam.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I was wondering what the heck was going on! On NS2 stats mineshaft used to be the second most heavily favored alien map, but all of a sudden it became the most favored marine map. I was guessing that it was because of the big open areas on the way to cave, but I really had no idea what was going on...

    Seems you guys just shifted the metagame instead :)
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Cave/Repair spawn setup is ridiculous, yeah. One huge long corridor into hive, can't even flank it, just run on in and shoot the hive/eggs from high-ground a mile away. Insta win. :p
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=2035511:date=Nov 27 2012, 02:03 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Nov 27 2012, 02:03 PM) <a href="index.php?act=findpost&pid=2035511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cave/Repair spawn setup is ridiculous, yeah. One huge long corridor into hive, can't even flank it, just run on in and shoot the hive/eggs from high-ground a mile away. Insta win. :p<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can. Just takes a while to get around.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited November 2012
    You can flank it, it's just a sub-optimal corridor with zero props for cover.

    However, the "cave shootdown" requires a decent marine team who can push, and usually a crappy alien team going 1 by 1.

    With the shift nerf, it's also easier to egglock.

    This whole thread is a bit funny though, because the map was actually nerfed (north corridors RT removal) because a bunch of people whined about how OP aliens are on it xD .

    That was right after release though; I'm guessing people will start realizing just how bad the cave location is...
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=2035529:date=Nov 27 2012, 02:34 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Nov 27 2012, 02:34 PM) <a href="index.php?act=findpost&pid=2035529"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This whole thread is a bit funny though, because the map was actually nerfed (north corridors RT removal) because a bunch of people whined about how OP aliens are on it xD .

    That was right after release though; I'm guessing people will start realizing just how bad the cave location is...<!--QuoteEnd--></div><!--QuoteEEnd-->
    I noticed that when I was cyst'ing to it after the recent updates as comm... I was like "eh?"
    But at least it's easier to cyst into double nodes now....

    Still can't cyst out the doorway under that res node though due to the level over level issue design. :(

    But I like how I can drop a cyst/shade/crag/movement outside the map in the corridor between that and cavern... good radius healing everything that is in it's vertical area of influence! :)
  • SampsonSampson Join Date: 2012-01-06 Member: 139769Members
    This map is TERRIBLE. It is known. Cave is a terrible hive. Very easy to kill. This map really needs to be balanced. The fact that it is an official map is pretty comical.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    Maybe I need to play this map in a competitive edge or something.
    I haven't seen a successful rush against Cave hive in all the times I've played it... only when Aliens don't listen or react to protecting the hive (IE: max 1 or 2 skulks against 3-4 marines or more).
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    You can crush that push easily as aliens who get shade first and then commence getting tons of rts and proceed to alien victory.
  • TroubleshooterTroubleshooter Join Date: 2012-11-15 Member: 171559Members
    As usual, there are lots of variables to consider, one being that the alien comm can drop shifts to relocate spawns out of the hive area or going for a mass expansion while the skulks hold crusher and harass cavern. From the marine side of things, I've tried to get clueless comms to set up cavern for a siege only to find they couldn't afford it due to the aliens sacking off cave and denying every RT on the map while the few marines that did try attrition were picked off at or near cavern by skulks that knew how to get out of LOS.

    Is it a bad start for aliens... without the n-point Rt, its pretty bad. That having been said... I can count on one hand the number of alien losses I've seen (legit ones stemming from balanced teams where the marines just out play aliens) on that map with one hand in 232.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=2035559:date=Nov 27 2012, 03:38 PM:name=Troubleshooter)--><div class='quotetop'>QUOTE (Troubleshooter @ Nov 27 2012, 03:38 PM) <a href="index.php?act=findpost&pid=2035559"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As usual, there are lots of variables to consider, one being that the alien comm can drop shifts to relocate spawns out of the hive area or going for a mass expansion while the skulks hold crusher and harass cavern. From the marine side of things, I've tried to get clueless comms to set up cavern for a siege only to find they couldn't afford it due to the aliens sacking off cave and denying every RT on the map while the few marines that did try attrition were picked off at or near cavern by skulks that knew how to get out of LOS.

    Is it a bad start for aliens... without the n-point Rt, its pretty bad. That having been said... I can count on one hand the number of alien losses I've seen (legit ones stemming from balanced teams where the marines just out play aliens) on that map with one hand in 232.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ^^ THIS

    On that, I've never lost an early rush to this hive, late game maybe. But never early, and that would be because aliens burnt res and noob died and didn't flank the position.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Noteworthy issues:
    That really long passageway on the way to cave is an utter joke.
    That really long passageway on the way to crusher is an utter joke.
    The really long approach into Repair is an utter joke.
    The really long ramp into The Gap is an utter joke.

    The map is visually amazing, so no disrespect there, but honestly, what was the map creator thinking with all these incredibly long, incredibly straight corridors?
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    If they created a wall around the hive from that direction the room would be fixed. Alot more cover in the hallway to crusher. Shrink the distance between repair and other hives and you have a good map.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    <u><b>statikg:</b></u>

    There's still the side shot from Crusher and with practice you can make that bridge jump without jetpacks

    I'd like to see deposit become a starting location for a few playtests because Cave as a secondary hive is still quite good
  • DestroidDestroid Join Date: 2011-10-25 Member: 129240Members
    Honestly, there shouldn't be any maps that allow marines to drill Hives like this from a million miles away, ESPECIALLY hives that are frequent start locations for alien, and DOUBLE ESPECIALLY hives that can start with an adjacent marine start. UWE seemed to think easy vent access to that bar power node on docking needed changing in the latest patch but this didn't? Ridiculous.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    <!--quoteo(post=2035782:date=Nov 27 2012, 06:50 AM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Nov 27 2012, 06:50 AM) <a href="index.php?act=findpost&pid=2035782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u><b>statikg:</b></u>

    There's still the side shot from Crusher and with practice you can make that bridge jump without jetpacks

    I'd like to see deposit become a starting location for a few playtests because Cave as a secondary hive is still quite good<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think that those shots are a problem because they require the marines to be move much further into alien territory and its much easier for the aliens to move around the sides/bottom of the rooms to reach these positions without exposing themselves to being fired upon from each respective position.

    The problem with deposit as a starting hive is it is really close to operations, and although a good gorge can defend that doorway nearly indefinitely, its a pain in the ass to always need to assign a gorge to be doing that.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited November 2012
    I honestly just don't like this map from an architectural standpoint, it looks very nice but is irritating to navigate and play in. IMO the room layout should be made more conventional - flatter walls, more distinct hallways with less overlapping rooms, fewer vertically-oriented areas(looking at you Central), etc. Every "doorway" should have a frame around it, like the one in the OP's screenshot, to make it more visually distinct than just a hole in the rock.

    And for the love of god please fix the minimap. Right in the OP you can see that the solid wall on the right doesn't even appear on the map and is conjoined with the room next to it. Just looking at the minimap the whole thing looks cluttered and unreadable, the map should be designed to make the rooms look more distinct from eachother. This is what a minimap should look like:

    <a href="http://s19.postimage.org/qfj2c8uht/ns2_map_summit.jpg" target="_blank">http://s19.postimage.org/qfj2c8uht/ns2_map_summit.jpg</a>
  • Katana314Katana314 Join Date: 2012-11-03 Member: 166379Members
    Mineshaft takes away so much of my alien strategy about ambushing marines above doorways or in thin corridors. On other maps, marines can get a tactical advantage by finding the map's long corridors with no cover, and covering those with one or two marines so that Skulks have to find another way. On mineshaft, that's EVERY corridor.

    The most direct thing I can suggest with the hive issue is to make some piece of level geometry that just perfectly blocks their angled shot from their armory on-high. Thus, they have to get closer, maybe get just outside of covering range from their teammates, such that it's suddenly not so easy.

    TF2 does the same thing on occasion; make a great Sniper spot, but then have something as small as a signpost that will perfectly block your vision from hitting a certain area, encouraging Snipers to move around.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=2035849:date=Nov 28 2012, 04:06 AM:name=Destroid)--><div class='quotetop'>QUOTE (Destroid @ Nov 28 2012, 04:06 AM) <a href="index.php?act=findpost&pid=2035849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly, there shouldn't be any maps that allow marines to drill Hives like this from a million miles away, ESPECIALLY hives that are frequent start locations for alien, and DOUBLE ESPECIALLY hives that can start with an adjacent marine start. UWE seemed to think easy vent access to that bar power node on docking needed changing in the latest patch but this didn't? Ridiculous.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think it was a good idea. Was too easy to snipe it from outside the room... now it's more defensible for marines to try and keep power longer.
  • DestroidDestroid Join Date: 2011-10-25 Member: 129240Members
    <!--quoteo(post=2036252:date=Nov 28 2012, 12:53 PM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Nov 28 2012, 12:53 PM) <a href="index.php?act=findpost&pid=2036252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it was a good idea. Was too easy to snipe it from outside the room... now it's more defensible for marines to try and keep power longer.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not saying moving the node was bad, I'm saying fixing a power node vulnerability in a res room should be lower priority than fixing a tech point in a hive spawn.
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