Cargo Bay On Ns_nothing

ZerglingZergling 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).

Comments

  • vvIntervvInter Join Date: 2002-11-11 Member: 8180Members
    5 turrets wont do the trick to defend 3rts and tfac effectively vs one skulk-circlestafer, more bout min 7 or so. Though its a very good position.
    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-->
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Well Kilmster, that is the standard reply to everything posted here so... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    that setup may not completely protect all the rts but if you put a protected siege in there and it will make sure the aliens can't build there. keeping resources from aliens is just as important as securing them.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Can you say mines? A good miner can kill 3-4 skulks in every rush, since his mines are so well placed...
  • PodPod Join Date: 2002-11-03 Member: 5745Members
    can you post a picture / overhead please?
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    edited January 2003
    Edit: Bah, my ascii art is too good for this forum <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Hey there 7-7...

    Spelar du nesta helg osso?

    Jag kommer iaf gora det
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    [Off topic:] geronimo: I play not only every weekend but also every day. Stop by #ff.ns @ quakenet if you want a game with me.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--Zergling+Jan 12 2003, 07:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zergling @ Jan 12 2003, 07:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    is their a cap on how many turrets u can make per TF?
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    edited January 2003
    No limit per se but I think you can only fit 86 turrets or so inside the turret factory's build circle <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    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-->
  • Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
    I tried to pull this strat last night and it worked once and failed the second time. The problem lies with the time it takes to build all recource nodes and turrets without upgrades. I found the first time I had just made it under the wire from the attack of the fades. I like the idea and still try using it but the time frame to get it up and running is very difficult.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    edited January 2003
    This is useful as Kilmster said you don't need to get ALL of them and defend them, just get two. Also only 1/2 marines are needed to secure the area rest can harass the aliens.

    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.
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    Actually, I have seen this in work, and while it took 7 sentries to cover the 3 nodes decently, they did what they were intended to do. Turrets are only around to buy a commander time to get his marines there to defend spots better. Without a turret, aliens go bite right on the node itself, taking away from the marines reaction time to get there and defend it.

    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..
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    1 marine can easily help you defend a node with some turret support early on.(the handyman is best suited for this, since he should be checking the phases every few minutes anyway.) Both teams are meant to attack and defend early on. If the aliens were meant to be defensive, they would hold all 3 hives, but need res for their evolutions.

    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.
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    You can hold your own with 3 as marines, and 3 or 4 as aliens, but as aliens, you cant afford the "instant fade" and "instant lerk" and res are slow enough that you have difficulty setting up a solid defensive system.

    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..
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