Docking and skulk-rushes.

Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
edited February 2013 in NS2 General Discussion
Holy zerg-rush batman.
Can we please get random starts for marine in Docking.
Aliens always know where marines start, thus they can easily base rush if they wish to (which they do, frequently).
Meanwhile the alien commander can expand without being disturbed.

So even if the initial rush doesn't end the game, it puts the marine in a bad position to begin.

So, in short, please either make marines start in random locations (not necessarily all the tech points, but more than 1!) or find another way to balance the map to reduce the effectiveness of alien rushes.

Please refrain from l2p or get mines comments, because those are not good solutions (one forces you to be better than your opponent, the other forces you in a tech path, thus limiting variety and freedom).

The easiest fix is random spawns, but hey! if for some narrative reason you MUST have marines spawn in terminal (it's called terminal right?), do something please.

Comments

  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Veil has a static start, no rush there. If marines manage to kill all the aliens that rush in (as they should) it sets the aliens back a lot. This ISN'T a l2p comment, it's easy, you don't have to learn, you just shoot the skulks.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    There is an additional spawn being considered for marines in some upcoming changes to docking.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    Drop second IP and leave one guy behind... build Obs ASAP.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    Uh-Oh wrote: »
    Holy zerg-rush batman.
    Can we please get random starts for marine in Docking.
    Aliens always know where marines start, thus they can easily base rush if they wish to (which they do, frequently).
    Meanwhile the alien commander can expand without being disturbed.

    So even if the initial rush doesn't end the game, it puts the marine in a bad position to begin.

    So, in short, please either make marines start in random locations (not necessarily all the tech points, but more than 1!) or find another way to balance the map to reduce the effectiveness of alien rushes.

    Please refrain from l2p or get mines comments, because those are not good solutions (one forces you to be better than your opponent, the other forces you in a tech path, thus limiting variety and freedom).

    The easiest fix is random spawns, but hey! if for some narrative reason you MUST have marines spawn in terminal (it's called terminal right?), do something please.

    I don't understand.
    It takes, at most, 20 seconds to scout the enemy base's location, then you can just rush it. How is an additional few seconds going to change anything?

    If, as commander, you are truly concerned about the possibility and consequence of a base rush, build 3 infantry portals, and expand with the majority of your forces directly towards the alien.
    So, if you are in an 8v8, you put down 3 infantry portals, send 4 people directly towards their hive (the location of which the base rush should have exposed) 2 down the other route (east wing or courtyard) and one player (preferably your best one) through to cafeteria to begin unhindered res capping. Its important for the other 6 players to play suicidally though, to get maximum player flow through your base.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Ghosthree3 wrote: »
    Veil has a static start, no rush there. If marines manage to kill all the aliens that rush in (as they should) it sets the aliens back a lot. This ISN'T a l2p comment, it's easy, you don't have to learn, you just shoot the skulks.
    Difference with Veil is that there are only two entrances to spawn, and the marines almost always head out in each direction. In docking you have FOUR POINTS of entry (from east wing, from courtyard, from cafeteria via landing pad and from the window via landing pad vent).

    Marines are basically damned either way on Dockinig. If they split up, they may get zerged. So even if they take all three foot paths out, if you have say 2 marines go each way (one stays to build and one in the chair) then the alien's 4 skulks will make mincemeat out of them no matter WHICH path they take. (I'm assuming 2 gorges and one khamm and one guy who goes scouting) On Veil you usually get 3 and 3, and Topographical is wide open and not skulk friendly.

    Alternately, with Docking you have East Wing which is a maze of halls and an easy ambush, the vent onto Landing Pad you can't even reach, and the path to Courtyard can be deadly depending on whether you reach courtyard before they do. The only path where marines have the upper hand is in Cafeteria, which is like Topographical, wide open.

    For aliens a rush on Docking is a no-lose scenario. At worst you all die, and the marines have had to delay their advance and builds while fighting off the attack. While you respawn they are pushing up, and by the time you get back you have some tasty extractors to chew on. Rinse and repeat.

    What marines often do now is sit 4 guys in base to wait out the rush, which delays expansion while the khamm has easy mode expansion.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    I miss random starts on Docking.
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    Savant wrote: »
    Ghosthree3 wrote: »
    Veil has a static start, no rush there. If marines manage to kill all the aliens that rush in (as they should) it sets the aliens back a lot. This ISN'T a l2p comment, it's easy, you don't have to learn, you just shoot the skulks.
    Difference with Veil is that there are only two entrances to spawn, and the marines almost always head out in each direction. In docking you have FOUR POINTS of entry (from east wing, from courtyard, from cafeteria via landing pad and from the window via landing pad vent).

    Marines are basically damned either way on Dockinig. If they split up, they may get zerged. So even if they take all three foot paths out, if you have say 2 marines go each way (one stays to build and one in the chair) then the alien's 4 skulks will make mincemeat out of them no matter WHICH path they take. (I'm assuming 2 gorges and one khamm and one guy who goes scouting) On Veil you usually get 3 and 3, and Topographical is wide open and not skulk friendly.

    Alternately, with Docking you have East Wing which is a maze of halls and an easy ambush, the vent onto Landing Pad you can't even reach, and the path to Courtyard can be deadly depending on whether you reach courtyard before they do. The only path where marines have the upper hand is in Cafeteria, which is like Topographical, wide open.

    For aliens a rush on Docking is a no-lose scenario. At worst you all die, and the marines have had to delay their advance and builds while fighting off the attack. While you respawn they are pushing up, and by the time you get back you have some tasty extractors to chew on. Rinse and repeat.

    What marines often do now is sit 4 guys in base to wait out the rush, which delays expansion while the khamm has easy mode expansion.

    This.

    I didn't think I'd have to elaborate as to why such an efficient alien tactic makes no sense if the opposite team doesn't have an equivalent to do the same, or counter.
    I'm lazy and I don't feel like explaining why it makes no sense that the marine team should be obligated to either sit guys in base, have better players, or be obligated to build a second ip quickly (thus limiting freedom of strategic choice).

    If the other team is not also limited in a similar fashion it is unbalanced. And even if the other team were limited, it would still be no fun because you limit the variety of gameplay and strategic decisions.

    Anyways, if you think it's all good, great for you guys. But from a design stand point, docking is not in an ideal situation for marines at the moment (specifically concerning base-rushes).
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    edited February 2013
    Uh-Oh wrote: »
    Anyways, if you think it's all good, great for you guys. But from a design stand point, docking is not in an ideal situation for marines at the moment (specifically concerning base-rushes).

    I'm still confused by this to be honest.

    Consider the following: aliens start in generator, marines obviously in terminal. The aliens immediately base rush the marines followed by much wailing and gnashing of teeth. Ok, all good.

    Now consider tram or summit. If, at game start, all aliens immediately move out in the same direction, and marines have either spawned in the opposite location, or in the adjacent location in the direction the aliens are going, the aliens will arrive on average in almost the same amount of time, maybe a bit more, maybe a bit less. My stats is pretty bad, but that is something like a 33% chance that every game goes this way, ending in inevitable, defeat inducing set backs? I personally do not see this happening.
    Furthermore, do you experience the same base rushing problem on refinery? Once again, I don't.

    It seems your concern lies more with the alien team's ability to both rush and expand simultaneously. This is a well documented and widely felt issue, and I'm sure UWE are working hard to come up with a solution, if one is indeed required. However, I don't think blaming docking's design is warranted.

  • ChrisAUSChrisAUS Join Date: 2012-11-17 Member: 172108Members
    edited February 2013
    I actually feel the map is Marine biased in pubs.

    Send one guy East Wing to see if they are rushing from Departures, have 1 or 2 build and send the rest into Courtyard. If it is a base rush and you break even you have 2 marines in base building and marines re-spawning. So you stop the base rush before any damage is done.

    Aliens can't continually base rush. They run out of eggs too quickly, especially in larger servers.
    Once marines clear courtyard they can continually snipe Maintenance and Stability Res and easily get Locker Room. It's fairly easy to egg-lock Aliens if they spawn Locker and fail a base rush.

    EDIT:
    Alternate spawns on Docking would be pretty awesome though, looking forward to that.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I agree that docking is marine bias.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    The only change I condone is a name change to ns2_arcing.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    The static marine spawn location is offset by the fact that the marines are pretty much gauranteed a 2nd tech point spot with cafe, so they just have to get lockers or departure.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Uh-Oh wrote: »
    Holy zerg-rush batman.
    Can we please get random starts for marine in Docking.
    Aliens always know where marines start, thus they can easily base rush if they wish to (which they do, frequently).
    Meanwhile the alien commander can expand without being disturbed.

    So even if the initial rush doesn't end the game, it puts the marine in a bad position to begin.

    So, in short, please either make marines start in random locations (not necessarily all the tech points, but more than 1!) or find another way to balance the map to reduce the effectiveness of alien rushes.

    Please refrain from l2p or get mines comments, because those are not good solutions (one forces you to be better than your opponent, the other forces you in a tech path, thus limiting variety and freedom).

    The easiest fix is random spawns, but hey! if for some narrative reason you MUST have marines spawn in terminal (it's called terminal right?), do something please.

    Funny as terminal was the best spawn for marines out of all the other options. When we had fully random tech starting points the marines moaned like no tomorrow about how unfair the starting locations where.

    This is why marines only have terminal as their spawn...the other tech points resulted in games that where too alien favoured (apparently).

    I did notice a thread/topic saying other marine spawn points where planned in coming releases...this may be in the form of set pairs of spawn points as that seems the easiest way to solve the issues that plagued the fully random option.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    |strofix| wrote: »
    The only change I condone is a name change to ns2_arcing.

    For once I agree with strofix.
  • kingkrabbe.#bofkingkrabbe.#bof Join Date: 2012-10-21 Member: 162892Members
    this might be interesting for everyone here.
    dux wrote: »
    The next update has Bar moving west to stop the siegeing from the corner which has overlapped into some other changes to Cafe. Central is actually going to be worth a damn now as well. Also looking at specifically designated random spawns for marines with these new changes, too.

    forums.unknownworlds.com/discussion/comment/2071011/#Comment_2071011
  • PaajtorPaajtor Join Date: 2012-11-09 Member: 168634Members
    edited February 2013
    Great that something will be done about it.
    If I remember correctly, my shortest rounds as Alien on this map are 57secs and 1.18min (pubs).
  • ChizzlerChizzler Join Date: 2013-01-04 Member: 177532Members
    Most pub matches i see aliens base rush at the start on docking. I think it occurs so much because it's usually effective, but it does put them in a bad situation if it fails. You'll instantly know where they spawned based on the time it took them to arrive. Then you just march most marines straight into their base and egglock them. Why this doesn't happen often is simple...You need teamwork! In pub matches it's hard to get the whole team to work together as marines. Aliens naturally head towards marine spawn at the start of that match as they have no other objectives.

    Expect the base rush, and capitalize on the lack of eggs immediately following it and it's an easy win for the marines.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited February 2013
    It's also the case, that the most used routes on pubs are to cafe and east wing. Very few people know that docking or stability are way better targets. Most players are just used to heading left and right out of the base. Who can blame them, cafe is tempting them with a tech point and RT. EastWing is the closest RT to base. But if aliens spawn in locker or generator, courtyard happens to be the most likely route for the base rush. They mostly encounter only 1 or 2 marines if any. After killing them, they can get into the base and make damage faster than marines can return from the both other ways.

    If more players would know about the importance of stability and locker and would use this way, you wouldn't see successful rushes this often. Instead you would have more epic clashes in courtyard.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I've only recently 'got' docking as Marine comm - I send most of the team through courtyard either to maint or stability, and it usually works out incredibly well. If they had a departures spawn, you need to make it past the inevitable East wing rush, then secure stability, or generator, or maintenance and it's happy days. On pubs, that is.

    Roo
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Uh-Oh wrote: »
    Please refrain from l2p or get mines comments, because those are not good solutions (one forces you to be better than your opponent)

    lol, are you kidding me?

    Isn't that the point and how you win?
  • ChizzlerChizzler Join Date: 2013-01-04 Member: 177532Members
    Uh-Oh wrote: »
    Please refrain from l2p or get mines comments, because those are not good solutions (one forces you to be better than your opponent)

    lol, are you kidding me?

    Isn't that the point and how you win?

    Saying l2p isn't a constructive response...what knowledge or suggestions have you imparted? how has the poster benefited from that response?

    However, suggesting mines is acceptable, your giving a strategy that you believe would be effective at dealing with the issue. The poster has suggested he's aware of this strategy but is asking for alternatives. I don't think there was anything wrong with his post.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Chizzler wrote: »
    Uh-Oh wrote: »
    Please refrain from l2p or get mines comments, because those are not good solutions (one forces you to be better than your opponent)

    lol, are you kidding me?

    Isn't that the point and how you win?

    Saying l2p isn't a constructive response...what knowledge or suggestions have you imparted? how has the poster benefited from that response?

    However, suggesting mines is acceptable, your giving a strategy that you believe would be effective at dealing with the issue. The poster has suggested he's aware of this strategy but is asking for alternatives. I don't think there was anything wrong with his post.

    You aren't reading the same post as me then, he states specifically that: "one forces you to be better than your opponent"

    Yeah, you need to be better than your opponent to win. I don't see whats confusing about that.

    Now for some hand-holding:

    Keep 2 people at spawn to build and stay out of the commchair during the first minute or two while your team caps, get an obs up early. If you have 3 marines waiting for the rush and they still die: You deserve that loss. 3 rines should be able to easily shred 6 skulks, maybe 8, at a distance. If they can aim. Get mines early. You should ALWAYS HAVE MINES FAST THEY ARE RIDICULOUSLY GOOD.

    As a commander, get your butt out of the chair and spend your PRES on a pack of mines for IP/Chair/Obs.
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    edited February 2013
    -Early mines are a must. I agree there.
    -Keeping a guy or two in the base early game? Sure.
    -3 pub 'rines killing 8 skulks? lol good luck

    In all seriousness, scouting is crucial. The marine comm should always know of possible paths aliens can take to get to the base and if there isn't any marine resistance in said paths, then he should send someone to scout it.

    Common sense also applies here. If you see 7 aliens just kill a marine and the rt in east wing, say something because those aliens are probably coming to your base next.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    I'm not sure why scouting is relevant to the situation the OP is complaining about, you don't have the time to scout in the first 30 seconds enough to cut off a skulk rush on Docking. All you can do is fend it off, because if they have locker rooms, it's going to get ugly, until they give up.

    Also, why is it that you mention "pub" marines? People like us that are into competitive didn't just pop into existance, we all started playing random public disorganized games, and the fact of the matter is, not every pub player is terrible, I've seen some really good players.

    Anyway, it is an issue of aiming and preparation. Docking is known to be rush friendly, so prep for it. Warn the teammates. If they don't listen, or they all die, then GG.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    edited February 2013
    joshhh wrote: »
    -3 pub 'rines killing 8 skulks? lol good luck
    Also, why is it that you mention "pub" marines? People like us that are into competitive didn't just pop into existance, we all started playing random public disorganized games, and the fact of the matter is, not every pub player is terrible, I've seen some really good players.

    There are some good players, but good players will be heading out in every direction and kill most of the skulks before they ever get to base. Inexperienced players (who are the ones who get hit badly by base rushing) mostly can't aim well enough to take down 2/3 skulks each. And therin lies the next hint on how to avoid the base rush, you know the skulks are going to come down one of those two long corridors into terminal (it's rare to get hit from cafe). Get your marines placed so they have maximum view and distance down those corridors, hopefully that distance advantage is enough to secure them more kills.

    [Edit]

    Oh and MINES MINES MINES MINES MINES!
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    edited February 2013
    I was simply referring to marines in public games. I was not implying anything regarding skill level and I apologize if it came off that way. I just found it fairly farfetched that you think 3 w0a0 marines should be able to kill 8 skulks rushing all at once. That's all.

    And I do think scouting can help base rushes. OP is referring to instant base rushes (first 30 seconds). If you send a scout in all directions, he/she can usually call out if a large swarm of skulks is coming. Then, in response, the Comm can call half of his team back. The goal of scouting is not to 'cut off' or stop a skulk rush but simply notify your team one is coming.

    I also do agree with OP as well. Having a second possible marine start in Caf, for example, could help as well. But then again, Caf/Locker spawns puts the aliens just as close to the marines as Term/Docking. There really isn't a 'fix' for cheese strats like an all in base rush right at the beginning of a game. Marines just gotta be smart about it. If you don't have any alien contact in the first 30 seconds, you can safely assume a base rush is coming.

    Edited for phrasing.
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