Cargo Bay On Ns_nothing
Zergling
Join Date: 2002-11-26 Member: 9977Members
<div class="IPBDescription">3 RT's & Hive w/ 1 TF!</div> Just thought i would let everyone know that if u take the cargo hive on ns_nothing, you can guard 3 RT's and the hive (sort of in 1.04) with a single TF and maybe 5 turrets. seems like a great deal to me, and everytime i've done it as commander, we win no problem.
BTW you build the TF just around the corner from the hive, to the left if you are facing the hive (its on the way from the marine base, past the first res node).
BTW you build the TF just around the corner from the hive, to the left if you are facing the hive (its on the way from the marine base, past the first res node).
Comments
Still processing in hera is the best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Spelar du nesta helg osso?
Jag kommer iaf gora det
BTW you build the TF just around the corner from the hive, to the left if you are facing the hive (its on the way from the marine base, past the first res node).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
is their a cap on how many turrets u can make per TF?
Also, if you make sure there are no blind spots on the three nodes and the tf itself with only five turrets, I'd love to see a screen. Not that a skulk can't circlestrafe it's way in there but anyhow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
This is useful because: On this map if the aliens start in gen hive my tactic is to grab the dual seige location. This cheaply stops the aliens expanding. But if they start in another hive I don't want to end the game right away (if you get the location you win, if not you dont have enough res to win so lose) so I can grab this location and rake it in.
Also holoroom is a triple node point. You can also cover reception with a well placed TF.
What he is talking about wont hold off aliens anywhere within their radius, but they will slow them down, and buy your marines time to defend the area better, you know, how it is supposed to go..
short of an error or noob mistake, aliens need 2 hives, and 5 RT's to be able to win, marines need 1 hive and 4 RT's to be able to win. Phase gates allow for the same marine to both attack and defend different areas of the map thru instant teleportation.
There is such a thing as to aggressive, just as not aggressive enough. Finding the correct balance usually involves both being offensive, while holding your gains with limited investments in static and manpower defenses to do so.
Same for marines, while you can do limited upgrades, you are pretty slow with only 3 RT's. No game is "locked up" with only 3 RT's, as you cant upgrade, while defending your gains effectively(except vs. noob opponents). As marines, once you have 4 RT's, you can afford both upgrades/weapons/jp's or hvy armor, while still putting out some token defenses at points of interest. It just seems on a 14-18 player server, those are the "magic numbers" of RT's needed to ensure resource intake to allow you to win in evenly matched games. There are of course exceptions to this rule, but it's tough to do more then generalize with a RTSFPS game like this one, as things can differ from round to round..