The Ns_cargo Phenom
ekent
Join Date: 2002-11-08 Member: 7801Members
<div class="IPBDescription">I see this far too often</div>I'm going to make this a short post because I'm more interested in the replies.
What's the difference between a "double-res node" and two res nodes (in different areas)?
The answer: smart aliens check the double-res node with greater frequency. This makes them higher-risk for the same potential payout.
What's the difference between a "double-res node" and two res nodes (in different areas)?
The answer: smart aliens check the double-res node with greater frequency. This makes them higher-risk for the same potential payout.
Comments
cargo has 3 res nodes
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So does the marine start - MS, docking and miasma resource nodes are within a stones throw of eachother. It's not cargo that makes ns_nothing a marine map.
But to give kent a reply - What makes a double res node different to 2 separate resource nodes from a public players point of view is simple:
You can cover them both with 1 turret farm.
In a situation where man-power is used very poorly (average pub) some people believe they should rely on a turret to do the job of keeping aliens away from nodes. And since turrets are particularly noisy, cannot be snook up upon, and dont have difficulty seeing in the dark, how "hot" their location is becomes quite meaningless.
Not that i dont agree with the point you're trying to make on the sly. ;)
But in cargo they are even closer to each other and you get hive location as well. So those "poorly man-power using" teams get 3 rts base and hive covered whit one tf. Although few turrets would not keep rt alive if more people would understand that skulks can easily destroy turrets especially when working as team.
in pubs, and smaller clan play, it's much better to have 3 rines covering 2 rts close together (and covering each other) than 2 rines on one RT and one rine by himself.
closer rez nodes lend itself to better self monitoring. Room with Things and Ventilation RT in cargo are within earshot (as in skulk chomps) of each other, and much easier to cover. rine spawn RT ,Docking Wing, and Miasma are not.
to really get far flung RTs to last a length of time, you need a talented Claw group to keep aliens from straying from home too much.
<shameless plug>
check my post on "comming pubs", would also be interested in seeing other comms views on it.
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often as well, single RTs are in quite confined, ambushable(yes i make up words! what of it? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) areas (Western Access in ns_tanith has great cover for skulks).
Teoh: i'd have to say that MS, DW, and Miasma are a very weak 3 RT area compared to cargo. depending on where you spawn, you can right between 2 RTs easily, creating a much stronger rine presence. this is not the case for MS.
check my post on "comming pubs", would also be interested in seeing other comms views on it.
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I don't think this board allows HTML tags, so you really should put that statement/request in <b>[shameless plug][/shameless plug]</b> tags for it to have any effect. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
check my post on "comming pubs", would also be interested in seeing other comms views on it.
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I don't think this board allows HTML tags, so you really should put that statement/request in <b>[shameless plug][/shameless plug]</b> tags for it to have any effect. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ROFL
use teh BBCode in the right maner!
cargo has 3 res nodes
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So does the marine start - MS, docking and miasma resource nodes are within a stones throw of eachother. It's not cargo that makes ns_nothing a marine map.
But to give kent a reply - What makes a double res node different to 2 separate resource nodes from a public players point of view is simple:
You can cover them both with 1 turret farm.
In a situation where man-power is used very poorly (average pub) some people believe they should rely on a turret to do the job of keeping aliens away from nodes. And since turrets are particularly noisy, cannot be snook up upon, and dont have difficulty seeing in the dark, how "hot" their location is becomes quite meaningless.
Not that i dont agree with the point you're trying to make on the sly. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
cargo is allways trying to be taken cuz of 1 reason, res! but the point in cargo res is u can easally defend all the 3 rt's there. and later on 1tf to cover it all...
and for the dbl or 2 rt poing thing...
my guess is if there are 2 close rt's and they arent exacty few feet near ppl dont call it dbl (ns_caged - frieght...)