Double Res Nodes

MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
<div class="IPBDescription">And other "important" spots</div> In my opinion, I've seen this happen many times, while I was on alien, and while I was on marine.

The marines are REALLY bent on conquering the double resnode spot in maps.

hera : Holo room
Tanith : Reactor Room

reactor room is the WORST, I'd have to say.

It's not entirely BAD to grab these areas, but when you do, the aliens will always attack you there. The bad thing about this is that marines spend a lot of resources putting up turrets, etc. and getting it heavily defended, the room is pretty big, (RR in this case) that a lerk can easily take down the turrets then a rush can have the place cleared quickly, and the marines will build again

marines just seem to keep having trouble defending it (bad turret placement, what have you) or it keeps getting taken down, and they spend all the time in there, and not securing another hive.

Although it is a double-resource spot, keep in mind that there are many res nodes around the map-- reactor room and holo room are prime targets for aliens.

Comments

  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    The amount of res that some commanders spend guarding these nodes doesn't make it worthwhile.
  • I_see_dead_peopleI_see_dead_people Join Date: 2002-12-14 Member: 10761Members
    edited January 2003
    <!--QuoteBegin--Kilmster+Jan 12 2003, 09:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Jan 12 2003, 09:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hera: Holo room
    Tanith: Reactor room
    Bast: Atmospheric processing
    Nothing: Cargo bay foyer
    Nancy: Mess hall
    Eclipse: Triad generator (although less common oddly enough.)
    Caged: Freight elevator access<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Triad? Where? Freight elevator aint really 2 double res. Mess hall sure aint and ive had a memory block but im sure there are other maps that arent double res like Tanith and Hera are.
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    Marines will always lose if you stop to fortify a single resource point that a hive isnt siegable from. I always make my first move to a res point that I can siege a hive from, then after 2 turrets are set up, I build the res point in the hive that will be covered by the siege (Its amzing how often aliens will leave it alone) I move on and secure the next hive via the nearest res point, build the res at that hive, get sieges at both hives, and then is when I would go secure the res of the res points on the map, but even at this point I just wouldn't bother defending them, its not worth it!

    The key to winning as marine is to be fast, stopping to out up defences which arent at a hive siege location is just not an option.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I love taking the Reactor Room as COM (first thing I do), and I usually don't have any trouble keeping it.

    The key is to not build a load of defense. Just a Phase gate, TF and 2 turrets. Trying to 'cover' the room with turrets or making an 'unbreachable' defense is just stupid. The turrets are there to protect the TF and the Phase gate until marines can get there.

    If skulks start in Waste:

    Reactor Room (2 turrets)
    Sat Com (2 turrets)
    Cargo Storage (3-6 turrets)

    That is 3 bases, with a total of 4 RT's, and you're denying the aliens two hives (siege in Cargo). Depending on when you set up in Cargo you'll need more then two turrets, but so far this basic plan has never failed for me. I usually smack down an RT outside Sat Com and in Acidic as well, making a total of 6 RT's, but don't bother defending them (not worth the hassle, 4 RT's is plenty, any more is just luxury).

    I think most COM's problem is that they try to defend areas with Turrets.
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    <!--QuoteBegin--Stoneburg+Jan 12 2003, 11:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Jan 12 2003, 11:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I love taking the Reactor Room as COM (first thing I do), and I usually don't have any trouble keeping it.

    The key is to not build a load of defense. Just a Phase gate, TF and 2 turrets. Trying to 'cover' the room with turrets or making an 'unbreachable' defense is just stupid. The turrets are there to protect the TF and the Phase gate until marines can get there.

    If skulks start in Waste:

    Reactor Room (2 turrets)
    Sat Com (2 turrets)
    Cargo Storage (3-6 turrets)

    That is 3 bases, with a total of 4 RT's, and you're denying the aliens two hives (siege in Cargo). Depending on when you set up in Cargo you'll need more then two turrets, but so far this basic plan has never failed for me. I usually smack down an RT outside Sat Com and in Acidic as well, making a total of 6 RT's, but don't bother defending them (not worth the hassle, 4 RT's is plenty, any more is just luxury).

    I think most COM's problem is that they try to defend areas with Turrets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I sure wanna play against u when ur comm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
    2 trrts are easily killed and especially when marines defendin it fail and then have to respawn, 2 trrts are peac o cake especially if u only have to get one to get the tf or the pg...
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    <!--QuoteBegin--I see dead people+Jan 12 2003, 09:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (I see dead people @ Jan 12 2003, 09:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Kilmster+Jan 12 2003, 09:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Jan 12 2003, 09:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hera: Holo room
    Tanith: Reactor room
    Bast: Atmospheric processing
    Nothing: Cargo bay foyer
    Nancy: Mess hall
    Eclipse: Triad generator (although less common oddly enough.)
    Caged: Freight elevator access<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Triad? Where? Freight elevator aint really 2 double res. Mess hall sure aint and ive had a memory block but im sure there are other maps that arent double res like Tanith and Hera are.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah, the guy was just listing the points in the maps where areas are fought over WAYY too much.
    Yeah, mess hall in Nancy is a huge waste right there, you'll usually be able to take it if the aliens have nameless, but if they have port or subspace array usually aliens will be all over it.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    if marine team can keep 4+ resources for about maybe 10 mins, the game is over for aliens. With all those RTs you dont need to take a hive, you just need to stop them from building the second one and keep attacking the first one.

    the JP/HMG combo is very good for this and it is relatively cheap when you can take down a hive with just one player. And even if he fails you can dispense the JP/HMG like candy because of the awesome resource flow.

    Thats why people take dual nodes. Its more convient then building in 2 seperate hives. It is easier to defend a dual node then it is 2 hives.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    edited January 2003
    There is a double res node on eclipse but it isn't at triad. From outside comp core you can cover the hive res and another.

    Mess hall can be, you need to build tf in auxilary generators cover the rp in there the tf build area goes thru wall into the mess hall.

    The problem with Eclipse, Caged and to a lesser degree Nothing and Nancy is that you need to cover the tf on its own and the res points imho thats at least about 9 turrets. Although if the aliens have two hives up its maybe worth it. As the res will sure come in handy.
    The good thing with these maps is they aliens won't expect these to be considered as dual res nodes so won't concentrate so much in them hopefully. Also its very annoying for aliens to come across turrets that don't seem to have a tf as any smart alien just looks for the blind spot with 1 turret guarding it takes it down tf next.

    Also with these the rp will usually not seem 'worth it' for the skulf to spend along time taking down the turrets. Bear in mind you should always have a hive and your base givng you four turrets.
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    <!--QuoteBegin--Kilmster+Jan 14 2003, 08:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Jan 14 2003, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--MasterEvilAce+Jan 13 2003, 04:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MasterEvilAce @ Jan 13 2003, 04:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--I see dead people+Jan 12 2003, 09:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (I see dead people @ Jan 12 2003, 09:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ah, the guy was just listing the points in the maps where areas are fought over WAYY too much.
    Yeah, mess hall in Nancy is a huge waste right there, you'll usually be able to take it if the aliens have nameless, but if they have port or subspace array usually aliens will be all over it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    On nancy, you have two choices of how to approach the aliens; either through auxiliary generator, or mess hall.

    Both are death traps for marines, you take your pick.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    well; if they have port or subspace, messhall is a death trap -- that's why you secure nameless first

    if they have nameless, it is easier to secure messhall
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--MasterEvilAce+Jan 12 2003, 06:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MasterEvilAce @ Jan 12 2003, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's not entirely BAD to grab these areas...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, it's extremely good if you want to tech rush. Don't even bother to build any turrets at all. Just have 2 marines and a phase guarding it, and send a few other marines to build up some other res nodes (ones that won't be bothered, preferably), and you can lots of res and overpower the kharaa instead of turret farming. On maps without a double node, this strategy is much less practical.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Using marines as defense, thats what I like to do. But then it is rather important that they are guarding two res. Having 1 marine on 1 res is sort of dangerous wasting time in some situations. However, if he can keep a nozzle alive for 2 mins it has earned back it's investment.

    If you have invested in early tracking motion for the marines, they can defend very well. there is a sweet spot on Nothing - set your marine or marines to guard the hallway connecting Generator room and Miasma walkay. The can easily hear attacks in both room and surprise an unsuspecting skulk as it chomps away to it's hearts content.

    If you intend on going heavy res, I suggest early motion tracking. It keeps good marines alive for longer, and you can then consider assignin 1 or 2 to res guarding, using a PG maybe, and then they can cover both base and nozzles.
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    My friend has figured out the marine strategy to win almost everytime.

    Res nodes, seriously, it's the first thing he builds (instead of OBS, etc. like other people)

    He gets a bunch of resource nodes, and he starts building/ upgrading

    We had about 200 resources really early in the game because of this, and we had all upgrades probably 10-15 minutes into the game... and probably 20-30 minutes into game we had our WHOLE TEAM equiped with whatever they wanted. HA/Jetpack/HMG/Shotty/GL/Welder

    Everyone loved it.

    He seems to keep doing this, and it has a very high success rate (Almost even won HERA, which seems hard for marines, but windows crashed while he was commanding and we lost <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> )


    The alien strategy i use, and basically win a lot, too (unless i die, as gorge, but even then, i've still pulled it off (i maxed out and was under attack, and i suicided, and when i re-gorged i got a lot of resources quickly))

    Resources towers, 3 or 4, depending on map, as many as i can get without going into dangerous territory. Then D chambers, and hive (res will come in fast), then defend first hive, setup movements, warp to other hive, setup more defense there, and basically just wipe out the marines <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    One idea that people really like, is when the second hive is going, MAX OUT as a gorge, that way, whenever the second hive goes up, aliens INSTANTLY have enough resources for fades

    really works nicely
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Hera is easy for the marines, leg it up to hera entrace get phase up for easy access to holo room (cos expecting marines to get into and hold holo-room is a no-go i've found)

    Drop a res point on reception.

    Rush holo room grab the two res build a tf-phase cycle the phase in reception.

    While doing this send someone through the maintinance corridor and weld the general cargo storage door (if you've placed your armoury correctly this is very low risk as you can give him the wealder when he arrives)

    you now hold 5 res nodes

    Scan for the enemy's second hive while upgrading to motion (if it works) or level 1 armour (if it doesn't)

    move on eather data-core-alpha or maintinance or processing (your pick all are equally easy, processing go through general cargo, maint go thru maintinance access tunnle, data-core-alpha (just outside archiving) you go via the weldable door in reception. If you have motion tracking it should be an easy choicse as you can see where all the aliens are.

    Siege one of their hives to death giving you the 6th res node.

    laugh manically

    BlueGhost
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