What map specific strategies has everyone got (eg clear line of sight to CC from door in eclipse, or standing next to base door and shooting through on hera)?
Bast's marine start is a great place to do Lerk fly-by's. If it's late-game and you've got 3 hives, drop Spores all over the base while flying in a figure-8 pattern. Spike any marine who's standing still and trying to gun down your Onos pal.
This maneuver is tricky to get the hang of, but it's well worth it. Dive down from the sky, bite a marine while gliding past, then get your altitude back all without touching the ground. It looks really impressive to everyone else, and helps add to the mayhem during an alien attack. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
1. The marine base has a vent overlooking it; this is accessible through the Sewer Vestibule resource room. 2. From the sewer vestibule entrance, the vent opens up and goes vertical right BEFORE it opens into the marine base.
Armed with these three facts of knowledge, you can assure an INCREDIBLY USEFUL TACTIC. Basically, you can drop healing turrets in the vent, and get continual healing while you harass them from an unreachable vent!
1. Go to sewer vestibule, go thru the vent and climb to the top little opening overlooking the marine base. DO NOT LET THEM KNOW YOU'RE HERE. 2. Most ppl then evolve into a lerk and use regen. Don't. EVOLVE INTO A GORGE INSTEAD. 3. Turn behind you. Note that the wide vertical opening you just came up is pretty big, big enough to fit two chambers side by side. 4. Facing the vertical opening you just came up, <b>DROP A DEFENSE CHAMBER ON THE RIGHT SIDE. DO NOT DROP ON THE LEFT SIDE</b>, because it will block other aliens coming thru the vent behind you. Of course, it falls to the bottom of the vent, but don't worry, in good time it'll build itself. 5. Drop another defense chamber on top... and just keep putting them on top of each other until you've got a tower of healing. 6. NOW you can evolve into lerk. The towers will heal you almost INSTANTLY... HAVE FUN!
I thought this one up the other day and eventually got 5 marines to sit at base and shoot at me nonstop. They kept wondering why I didn't DIE yet. I just laughed and took out their whole base.
<!--QuoteBegin--woshoofoo+Nov 26 2002, 05:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (woshoofoo @ Nov 26 2002, 05:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4. Facing the vertical opening you just came up, <b>DROP A DEFENSE CHAMBER ON THE RIGHT SIDE. DO NOT DROP ON THE LEFT SIDE</b>... Drop another defense chamber on top... and just keep putting them on top of each other until you've got a tower of healing. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This actually isn't anything new, and unless you're fighting a marine team made up almost entirely of newbies, this is the <b>worst</b> thing you can do. Aside from the fact that most commanders now build stuff in the resource node room or the CC hallway specifically to protect stuff from vent and hallway attacks, you're now an unnecessary gorge who’s slowing the other gorge’s ability to build useful things like resource towers and hives and any marine who’s in the spawn can hear you and knows exactly what you’re doing. They in turn let everyone know, and the commander upgrades the turret factory. The commander estimates how long it will take you to put up 5 or six towers, or better yet tells a marine to listen and count the gloppy building sounds. Then he puts down a siege cannon. The cannon won’t be able to kill the towers, but it’ll kill you and any other Kharaa that comes into the vent or most of the marine spawn for the rest of the round. So for the bargain price of slowing down the Kharaa team’s evolution to a second hive to a grinding halt by being a useless gorge as well as wasting resource points equal to a hive and the first upgrade chamber you manage to give the marines a near impenetrable permanent defense for their base. A very useful “tactic” indeed...for the Marines. Certainly worth the half dozen cheap kills that you <i>might</i> get if you’re fighting a team of total f*cktards.
I thought that this would be common knowledge by now, but <b>Do not ever build Kharaa structures within Siege cannon range of the Marine spawn, especially not a clump of defense chambers that can heal themselves faster than a cannon can hurt them</b>. It’s a common and easily understandable mistake for new gorges to make because they want to be useful and make it so people can assault without having to fall back, but it’s something that usually winds up forcing Kharaa out of the area. On caged I wouldn’t build any closer to the Marine spawn than the double airlock doors on the way to stability monitoring or by the little stairway pit with the pipes that goes into the sewer vestibule sublevel with the resource node. Not only are they the two key chokepoints that stop marine expansion until they get jetpacks, but those spots allow the offense chambers to operate at their maximum effective range while forcing marines to engage them at their weapon’s least effective range because of the crazy spread they have past about 25 feet. Not only that, they’re less than 3 seconds away from where most fades sit to hurl acid rockets into the spawn AND in order to hit those spots with a siege, they’ll have to put a turret factory out in the hallway – which is as good as flushing rp down the toilet.
True, but it'll also keep any other alien from getting up to the top of that vent. Any skulk that tries getting to get to that point through the vents will get wasted by the siege blast.
If you're up there and still alive, you'd better not get killed because there's no way back up as long as their siege is pounding on that indestructable tower of chambers.
ns_bast - if you lose as Aliens, you really suck. ns_caged - this map lags, which is unfortunate because this map can have some really nice strategies (for both sides). ns_nothing - this map sucks. Don't play it. ns_eclipse - the vent outside of Computer Core is awesomely awesome for ambushing groups of marines. Keep Computer Core uncaptured at all costs, it gives the marines a very nice central outpost. If you lose Computer Core, look to my ns_bast comment to see what went wrong. ns_tabith - this map just feels 'fair'. I love its connectivity, as a skulk and as marine. Let the marines have Reactor Room. That room is designed for the marines to have. If you're actually able to hold on to it, the marines aren't a serious threat anyways. Resources are better spent getting defense chambers up securing a 2nd hive, preferably Fusion if you didn't spawn there. Marines are allowed to take Waste, but give them resistence so you can keep them occupied there, and not at your more useful hive locations. ns_hera - another alien-favored map. If you spawn at Archiving, there is no excuse for letting them take Holoroom, and even Hera. Spawning at Data Core means you can give them a good fight, but they might eventually siege you out of Holo. Which is good. That's a lot of marine resources spent on clearing Holoroom, as opposed to your HIVES. g0g0g0 Fades. If you spawn in Vents, you have the hardest job ahead of you. Use the vents in this map to your advantage! VENTS LOVE SKULKS IN HERA. ns_nancy - I love this map as both sides. This is probably the most hive-base friendly map out there for marines, so you really have to play your A-game. There are two choke points. You're not expected to hold both. One is Mess, the other is the one outside Unnamed. Without jetpacks, marines HAVE to pass through these two areas. Unfortunately both are easily cleared with sieges. Fortunately, that gives you a lot of time to get Fades.
General strategy... keep deterring the marines. That's all.
On bast a good early game tactic is to put like 3 offense and 2 defense chambers in the rotating door, it'll stop the marines in thier tracks for a bit, and maybe force them to spend lots of money on early seige cannons. This is useful just before the second hive goes up when res it building a bit faster and your looking to stop the marines expanding.
Only useful if you can spare the res though, anything that delays the marines developing HMG's or HA at this point is good.
Comments
This maneuver is tricky to get the hang of, but it's well worth it. Dive down from the sky, bite a marine while gliding past, then get your altitude back all without touching the ground. It looks really impressive to everyone else, and helps add to the mayhem during an alien attack. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
1. The marine base has a vent overlooking it; this is accessible through the Sewer Vestibule resource room.
2. From the sewer vestibule entrance, the vent opens up and goes vertical right BEFORE it opens into the marine base.
Armed with these three facts of knowledge, you can assure an INCREDIBLY USEFUL TACTIC. Basically, you can drop healing turrets in the vent, and get continual healing while you harass them from an unreachable vent!
1. Go to sewer vestibule, go thru the vent and climb to the top little opening overlooking the marine base. DO NOT LET THEM KNOW YOU'RE HERE.
2. Most ppl then evolve into a lerk and use regen. Don't. EVOLVE INTO A GORGE INSTEAD.
3. Turn behind you. Note that the wide vertical opening you just came up is pretty big, big enough to fit two chambers side by side.
4. Facing the vertical opening you just came up, <b>DROP A DEFENSE CHAMBER ON THE RIGHT SIDE. DO NOT DROP ON THE LEFT SIDE</b>, because it will block other aliens coming thru the vent behind you. Of course, it falls to the bottom of the vent, but don't worry, in good time it'll build itself.
5. Drop another defense chamber on top... and just keep putting them on top of each other until you've got a tower of healing.
6. NOW you can evolve into lerk. The towers will heal you almost INSTANTLY... HAVE FUN!
I thought this one up the other day and eventually got 5 marines to sit at base and shoot at me nonstop. They kept wondering why I didn't DIE yet. I just laughed and took out their whole base.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This actually isn't anything new, and unless you're fighting a marine team made up almost entirely of newbies, this is the <b>worst</b> thing you can do. Aside from the fact that most commanders now build stuff in the resource node room or the CC hallway specifically to protect stuff from vent and hallway attacks, you're now an unnecessary gorge who’s slowing the other gorge’s ability to build useful things like resource towers and hives and any marine who’s in the spawn can hear you and knows exactly what you’re doing. They in turn let everyone know, and the commander upgrades the turret factory. The commander estimates how long it will take you to put up 5 or six towers, or better yet tells a marine to listen and count the gloppy building sounds. Then he puts down a siege cannon. The cannon won’t be able to kill the towers, but it’ll kill you and any other Kharaa that comes into the vent or most of the marine spawn for the rest of the round. So for the bargain price of slowing down the Kharaa team’s evolution to a second hive to a grinding halt by being a useless gorge as well as wasting resource points equal to a hive and the first upgrade chamber you manage to give the marines a near impenetrable permanent defense for their base. A very useful “tactic” indeed...for the Marines. Certainly worth the half dozen cheap kills that you <i>might</i> get if you’re fighting a team of total f*cktards.
I thought that this would be common knowledge by now, but <b>Do not ever build Kharaa structures within Siege cannon range of the Marine spawn, especially not a clump of defense chambers that can heal themselves faster than a cannon can hurt them</b>. It’s a common and easily understandable mistake for new gorges to make because they want to be useful and make it so people can assault without having to fall back, but it’s something that usually winds up forcing Kharaa out of the area. On caged I wouldn’t build any closer to the Marine spawn than the double airlock doors on the way to stability monitoring or by the little stairway pit with the pipes that goes into the sewer vestibule sublevel with the resource node. Not only are they the two key chokepoints that stop marine expansion until they get jetpacks, but those spots allow the offense chambers to operate at their maximum effective range while forcing marines to engage them at their weapon’s least effective range because of the crazy spread they have past about 25 feet. Not only that, they’re less than 3 seconds away from where most fades sit to hurl acid rockets into the spawn AND in order to hit those spots with a siege, they’ll have to put a turret factory out in the hallway – which is as good as flushing rp down the toilet.
If you're up there and still alive, you'd better not get killed because there's no way back up as long as their siege is pounding on that indestructable tower of chambers.
ns_caged - this map lags, which is unfortunate because this map can have some really nice strategies (for both sides).
ns_nothing - this map sucks. Don't play it.
ns_eclipse - the vent outside of Computer Core is awesomely awesome for ambushing groups of marines. Keep Computer Core uncaptured at all costs, it gives the marines a very nice central outpost. If you lose Computer Core, look to my ns_bast comment to see what went wrong.
ns_tabith - this map just feels 'fair'. I love its connectivity, as a skulk and as marine. Let the marines have Reactor Room. That room is designed for the marines to have. If you're actually able to hold on to it, the marines aren't a serious threat anyways. Resources are better spent getting defense chambers up securing a 2nd hive, preferably Fusion if you didn't spawn there. Marines are allowed to take Waste, but give them resistence so you can keep them occupied there, and not at your more useful hive locations.
ns_hera - another alien-favored map. If you spawn at Archiving, there is no excuse for letting them take Holoroom, and even Hera. Spawning at Data Core means you can give them a good fight, but they might eventually siege you out of Holo. Which is good. That's a lot of marine resources spent on clearing Holoroom, as opposed to your HIVES. g0g0g0 Fades. If you spawn in Vents, you have the hardest job ahead of you. Use the vents in this map to your advantage! VENTS LOVE SKULKS IN HERA.
ns_nancy - I love this map as both sides. This is probably the most hive-base friendly map out there for marines, so you really have to play your A-game. There are two choke points. You're not expected to hold both. One is Mess, the other is the one outside Unnamed. Without jetpacks, marines HAVE to pass through these two areas. Unfortunately both are easily cleared with sieges. Fortunately, that gives you a lot of time to get Fades.
General strategy... keep deterring the marines. That's all.
Only useful if you can spare the res though, anything that delays the marines developing HMG's or HA at this point is good.
Happy hunting