Resource Distribution Analysis 101
NinjaBurger
Join Date: 2002-11-25 Member: 9931Members
<div class="IPBDescription">Where there's smoke, there's nozzles</div> I did this for my own curiosity and figured I'd share it. It applies equally well to aliens, but I've always thought resources are a bigger deal for marines.
Nozzle locations are listed next to the hive (or marine base) they're within closest striking distance of, or "Disputed" if they're truly in neutral turf (equally balanced). This is based on the fact that most maps can be equally divided up into four quadrants, one for each hive (counting the marine start as a hive). The exceptions to this are Bast (where Engine Room Hive and Marine Start are very close) and possibly Tanith, since Fusion Reactor and Satellite Communications are pretty close), but the theory holds for those maps as well, partly due to twisty tunnels, vents, etc.
"Nozzles needed to win" assumes (rather boldly) that one needs to control more than 50% of the nozzles to win the game. It is, of course, never as simple as that, but this being a Resource Control sort of game, the "greater than 50%" margin seems a good place to draw a rough theoretical line.
Of course, this is all somewhat subjective, so take it with a grain of salt.
Bast
- Resources Nozzles on map: 10
- Nozzles needed to win: 6
* Docking Bay Marine Start - 4
* Engine Room Hive - 1
* Feedwater Hive - 2
* Refinery Hive - 3
Notes - Aside from the base nozzle, the marines can head for either Atmospheric Processing, with 2 towers, or Main Aft Junction, with 1. A typical push is to head for Atmos and the double node, then push for the Feedwater hive, which is probably the soundest tactic; a successful push gets you a total of 5 nozzles. Pushing towards Engine Room (by way of Main Aft Junction) will only get 2 other nozzles (total 3) so Atmos/Feed is still the best option. If the Aliens start in Refinery, they'll have a good head start and faster resource gain, since there are 3 nozzles within easy striking distance; their second hive will probably be Feedwater, which gives them a total of 5 nozzles. In a word: get Feedwater.
Caged
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Docking Bay Marine Start - 1
* Sewer Hive - 2
* Generator Hive - 2
* Ventilation System Hive - 2
* Disputed - 2 (Freight Elevator Access)
Notes - Often noted as being the most resource poor map (not entirely correct), this is actually one of the most balanced, with no one faction being in control of many nozzles to begin with. If aliens start in Ventilation they can control 2 or 3 nozzles fairly quickly (Shipping Tunnel is usually first, followed by Pumping Station 2 through the vent), but even these require quite a bit of waddling around. Marines typically push for either Stability or Sewer Vestibule, which is a lot of work for little gain (only 3 total), which means many go for the two towers in the middle of the map, which are very hard to defend with the many tunnels and vents in that area. There's no easy solution - nozzles are distributed fairly equally in all quadrants. Worth noting is that two hives have no resource nozzles INSIDE the hive, which actually puts the aliens at a bit of a disadvantage strategically unless they start in Ventilation.
Eclipse
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Cargo Transfer Marine Start - 1
* Eclipse Command Hive - 2
* Computer Core Hive - 1
* Maintenance Access Hive - 2
* Disputed - 3 (Station Access Alpha, Horseshoe, Access Corridor B)
Notes - Resources are well distributed, although the map is truly split into two fronts for the marines, making the choice of which way to push difficult. Marines really have to pick to push "right" towards Eclipse (picking up Triad as well, for 3 nozzles) or "left" towards the dreaded Horseshoe. In any case, controlling only the Horsehoe and perhaps a single hive is not enough from a resource perspective, meaning that taking out two hives and the resource nozzles they control is crucial for a solid "resource" victory. Aliens will probably be hurting the most if they start in Comp Core, since it's quite a waddle to the nearest nozzle (South Loop), giving marines an advantage if they can move fast.
Hera
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Loading Bay Marine Start - 1
* Archiving Hive - 1
* Data Core Delta Hive - 1
* Ventilation Hive - 2
* Disputed - 4 (Cargo Storage, Holoroom (2), Reception)
Notes - Friendly to marines who can quickly take control of the Holoroom, from which five resource nozzles can be effectively controlled with sieges. Typical tactics are to either weld through into Cargo or move the base to Reception, taking a second nozzle in either case, then pushing to Holoroom for the double nozzle. Aliens will hurt for resources unless they start in Ventilation, which offers pretty good access to two towers very quickly. Otherwise it's a pretty far waddle for a gorge, typically into disputed territory.
Nancy
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Bridge Marine Start - 2
* Subspace Array Interface Hive - 2
* Port Engine Room Hive - 2
* Unnamed (Mother) Hive - 1
* Disputed - 2 (Mess Hall, Aux Generators)
Notes - In my experience, typically lost by marines who choose to turtle up in the Bridge, and for obvious "resource" related reasons. Aliens starting in all but the Unnamed Hive can get a good start on resources, leaving marines to struggle for the two in the "middle" to try and get ahead. Control of the Mess Hall is nice, but since aliens can move easily among hives via vents, allowing them to cap resources in all their hives and the immediate nozzles near those hives will give aliens the edge. Taking a hive is crucial, if only from a resource perspective.
Nothing
- Resources Nozzles on map: 12
- Nozzles needed to win: 7
* Vestibule Marine Start - 3
* Cargo Bay Foyer Hive - 3
* Great Viaduct Hive - 1
* Power Silo Hive - 2
* Disputed - 3 (Near Cargo Bay vent, Generator Room, Ominous Kismet)
Notes - By far the most resource rich map, effectively split in half by the three elevator shafts. Aliens who think they can block the elevators off and dominate, however, are mistaken, since the half of the map below the elevators only contains 5 resource nozzles. Although Ominous Kismet and the nozzle by the Cargo vent are on the "lower" half of the map, they are far from any hive and are thus often lost to marines, thus falling into the "disputed" area. Generator Room is typically the first to go to any assault by either side, being central to the map and right on a lift. Aliens starting in the Cargo Bay area can quickly get a jump start, however, with 3 nozzles in easy grasp. Marine success can come from controlling the "top" half of the map, including the Cargo Bay hive.
Tanith
- Resources Nozzles on map: 10
- Nozzles needed to win: 6
* Uplink Command Marine Start - 1
* Waste Handling Hive - 2
* Fusion Reactor Hive - 2
* Satellite Communucations Hive - 3
* Disputed - 2 (Reactor Room)
Notes - Marines often hurt for resources on this map since the nearest nozzles, in the Reactor Room, are central, thus easily and repeatedly assaulted by aliens. Even control of this room only gives the marines 3 nozzles, meaning they must also take a hive as well. Moving towards Waste gives 2 more (West Access and Waste itself), for a total of 5. Better would seem to be a push for Sat Com, with 3 nozzles in easy striking distance, or Cargo Storage, right outside Fusion Reactor. Aliens who start in Waste Handling will probably be the most resource-poor early on.
Nozzle locations are listed next to the hive (or marine base) they're within closest striking distance of, or "Disputed" if they're truly in neutral turf (equally balanced). This is based on the fact that most maps can be equally divided up into four quadrants, one for each hive (counting the marine start as a hive). The exceptions to this are Bast (where Engine Room Hive and Marine Start are very close) and possibly Tanith, since Fusion Reactor and Satellite Communications are pretty close), but the theory holds for those maps as well, partly due to twisty tunnels, vents, etc.
"Nozzles needed to win" assumes (rather boldly) that one needs to control more than 50% of the nozzles to win the game. It is, of course, never as simple as that, but this being a Resource Control sort of game, the "greater than 50%" margin seems a good place to draw a rough theoretical line.
Of course, this is all somewhat subjective, so take it with a grain of salt.
Bast
- Resources Nozzles on map: 10
- Nozzles needed to win: 6
* Docking Bay Marine Start - 4
* Engine Room Hive - 1
* Feedwater Hive - 2
* Refinery Hive - 3
Notes - Aside from the base nozzle, the marines can head for either Atmospheric Processing, with 2 towers, or Main Aft Junction, with 1. A typical push is to head for Atmos and the double node, then push for the Feedwater hive, which is probably the soundest tactic; a successful push gets you a total of 5 nozzles. Pushing towards Engine Room (by way of Main Aft Junction) will only get 2 other nozzles (total 3) so Atmos/Feed is still the best option. If the Aliens start in Refinery, they'll have a good head start and faster resource gain, since there are 3 nozzles within easy striking distance; their second hive will probably be Feedwater, which gives them a total of 5 nozzles. In a word: get Feedwater.
Caged
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Docking Bay Marine Start - 1
* Sewer Hive - 2
* Generator Hive - 2
* Ventilation System Hive - 2
* Disputed - 2 (Freight Elevator Access)
Notes - Often noted as being the most resource poor map (not entirely correct), this is actually one of the most balanced, with no one faction being in control of many nozzles to begin with. If aliens start in Ventilation they can control 2 or 3 nozzles fairly quickly (Shipping Tunnel is usually first, followed by Pumping Station 2 through the vent), but even these require quite a bit of waddling around. Marines typically push for either Stability or Sewer Vestibule, which is a lot of work for little gain (only 3 total), which means many go for the two towers in the middle of the map, which are very hard to defend with the many tunnels and vents in that area. There's no easy solution - nozzles are distributed fairly equally in all quadrants. Worth noting is that two hives have no resource nozzles INSIDE the hive, which actually puts the aliens at a bit of a disadvantage strategically unless they start in Ventilation.
Eclipse
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Cargo Transfer Marine Start - 1
* Eclipse Command Hive - 2
* Computer Core Hive - 1
* Maintenance Access Hive - 2
* Disputed - 3 (Station Access Alpha, Horseshoe, Access Corridor B)
Notes - Resources are well distributed, although the map is truly split into two fronts for the marines, making the choice of which way to push difficult. Marines really have to pick to push "right" towards Eclipse (picking up Triad as well, for 3 nozzles) or "left" towards the dreaded Horseshoe. In any case, controlling only the Horsehoe and perhaps a single hive is not enough from a resource perspective, meaning that taking out two hives and the resource nozzles they control is crucial for a solid "resource" victory. Aliens will probably be hurting the most if they start in Comp Core, since it's quite a waddle to the nearest nozzle (South Loop), giving marines an advantage if they can move fast.
Hera
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Loading Bay Marine Start - 1
* Archiving Hive - 1
* Data Core Delta Hive - 1
* Ventilation Hive - 2
* Disputed - 4 (Cargo Storage, Holoroom (2), Reception)
Notes - Friendly to marines who can quickly take control of the Holoroom, from which five resource nozzles can be effectively controlled with sieges. Typical tactics are to either weld through into Cargo or move the base to Reception, taking a second nozzle in either case, then pushing to Holoroom for the double nozzle. Aliens will hurt for resources unless they start in Ventilation, which offers pretty good access to two towers very quickly. Otherwise it's a pretty far waddle for a gorge, typically into disputed territory.
Nancy
- Resources Nozzles on map: 9
- Nozzles needed to win: 5
* Bridge Marine Start - 2
* Subspace Array Interface Hive - 2
* Port Engine Room Hive - 2
* Unnamed (Mother) Hive - 1
* Disputed - 2 (Mess Hall, Aux Generators)
Notes - In my experience, typically lost by marines who choose to turtle up in the Bridge, and for obvious "resource" related reasons. Aliens starting in all but the Unnamed Hive can get a good start on resources, leaving marines to struggle for the two in the "middle" to try and get ahead. Control of the Mess Hall is nice, but since aliens can move easily among hives via vents, allowing them to cap resources in all their hives and the immediate nozzles near those hives will give aliens the edge. Taking a hive is crucial, if only from a resource perspective.
Nothing
- Resources Nozzles on map: 12
- Nozzles needed to win: 7
* Vestibule Marine Start - 3
* Cargo Bay Foyer Hive - 3
* Great Viaduct Hive - 1
* Power Silo Hive - 2
* Disputed - 3 (Near Cargo Bay vent, Generator Room, Ominous Kismet)
Notes - By far the most resource rich map, effectively split in half by the three elevator shafts. Aliens who think they can block the elevators off and dominate, however, are mistaken, since the half of the map below the elevators only contains 5 resource nozzles. Although Ominous Kismet and the nozzle by the Cargo vent are on the "lower" half of the map, they are far from any hive and are thus often lost to marines, thus falling into the "disputed" area. Generator Room is typically the first to go to any assault by either side, being central to the map and right on a lift. Aliens starting in the Cargo Bay area can quickly get a jump start, however, with 3 nozzles in easy grasp. Marine success can come from controlling the "top" half of the map, including the Cargo Bay hive.
Tanith
- Resources Nozzles on map: 10
- Nozzles needed to win: 6
* Uplink Command Marine Start - 1
* Waste Handling Hive - 2
* Fusion Reactor Hive - 2
* Satellite Communucations Hive - 3
* Disputed - 2 (Reactor Room)
Notes - Marines often hurt for resources on this map since the nearest nozzles, in the Reactor Room, are central, thus easily and repeatedly assaulted by aliens. Even control of this room only gives the marines 3 nozzles, meaning they must also take a hive as well. Moving towards Waste gives 2 more (West Access and Waste itself), for a total of 5. Better would seem to be a push for Sat Com, with 3 nozzles in easy striking distance, or Cargo Storage, right outside Fusion Reactor. Aliens who start in Waste Handling will probably be the most resource-poor early on.
Comments
I would like to argue with your point about Caged being harded for the Aliens with the Hives without RN inside. The Aliens start with the RT already built (just a presumption) and since it is so close to Hive and Skulks are so fast, it seems like a small issue. But this really screws up the Marines who instead of farming Sewer and gaining Hive control and an RT, they have to have 2 Turret Farms or forget about the whole thing. RN's outside of the Hive location are a much bigger dis-advatnage for the Marines than the Aliens I would think.
Not really. You can always throw down a siege or two while turret farm the nearest nozzle. ex. Atmosphereic/pumping room2.
that is incorrect.
You can seige from pumping station 2 into the sewer hive by getting your seiges in the vents leading from PS2 to sewer hive. Same for from stability monitoring. You put your tf in the little "comp room" underneath where some marines go out to stay along the top in there. You can then put your seige directly under the ladder, and get 2 sentries to cover the seige. The aliens cannot shoot straight down without exposing themselves badly, so the seige is pretty safe there. That map is massive marines if the aliens start in gen or vent. The vents can be irritating, but they can be dealt with. While I am not positive of this, I bet the seige range is good enough to continue to do this in 1.04...
nice post ninja..
Quite true, but I was taking some liberties with definitions. I'm not as concerned with what each side starts with, but really what they control. And with those resource towers outside of the hive, for the aliens to effectively control them it means building twice as many towers to keep them well defended. It also means any Gorge watching those hives will have to cover more territory, exposed to marine assault, to keep them healed and such.
The RTs away from the hive are rarely if ever targeted by marines. The fighting should be far away from the first hive, and a gorge can just come back to heal it for a bit if it gets hurt by some random marauding marine.
One thing I did not like about the "guide" is that gorge waddling time is taken into account. The problem with that is the waddling time is irrelevant. The game should be over soon if the gorge can go all the way from one nozzle to the next and have enough resources to put up another RT right away. 9.9 times out of 10, the gorge is forced to sit there for a while before he gets the 22 necessary to build the RT.
Marines build FEW resource towers, or they lose generally. Why do I say this? Think about it. Defenses for a marine RT could be spent much more effectively somewhere else, such as on a hive-push. A roving skulk can destroy a RT in seconds, and if the commander has marines patrolling a couple of them, then it is even more of a strategic loss, as the marines are prevented from being on the attack, weakening the marine attack force. If there is one patrolling marine, he can get easily toasted, and from there, the RTs go down.
Aliens take over the RTs anywhere where the marines are not. A marine running around will not bother attacking the minature WoL defending a RT, instead he will proceed on to a more important objective. He can take down two OCs with a full load out of lmg and pistol. A skulk on the other hand can flatten a triangle turret formation in a very short period of time. Marines have to concentrate themselves into hives, where the RTs are being defended for another purpose anyway, and any other RT is just added weight to drag the marines down.
That is what makes Caged hard for marines. If the aliens start in ventilation, the marines get one RT, which is in their main base. Trying to defend pumping station and the RT nearby the generator hive is a shaky proposition at best.
Points well taken. However, to clarify my meaning - marines "controlling" a resource nozzle does not imply they build a tower there. Only that they control the nozzle, thereby preventing the aliens from using it.
May as well drop one down, on the off-chance that it doesn't get eaten.
Aliens get most if not all the nodes... The commander will not set up sieges at a hive until he has the place well turret farmed, unless he HAS to because of some enterprising gorge. Marines control 3 RTs at most when they **obscenity** the hives, but I guess that changes later when sieges come into play...