How To Use Dbbl Res.

kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
edited November 2004 in Frontiersmen Strategy
<div class="IPBDescription">....sell it to the enemy!</div> Beleive it or not holding double res or trying to capture it is often the path to defeat. Your aim therefore is to convince the other team that they should spend all their resources and time defending it while you capture the one thing that actually matters...ie the second hive.
If you can appear to heavily attack dbbl res or an otherwise useless though strategic location then the aliens will often lame the area and waste tons of resources....often leaving the second hive and your real objective undefended.
A very good example was a game i commanded on ns_lost last night. I had the alpha side of the map pretty much entirely secured with a tf in the corrdor with the rt above cargo. Instead of going straight for cargo and getting bogged down in a fight for the hive or having to spend tons of res laming it up i started a push on temp. This resulted in the aliens laming the hell out of temperature control while forgetting to lame cargo...their real objective. After 3 mins of waving and shouting and making noise in temp we simply walked into cargo completely un opposed by the back way...gg lame in temp. In short make alot of noise in an unimportant area of the map and convince the other team that it is your sole objective. Youll be amazed at how they forget about defending their hives.
One major benefit of this is that your marines are largely free to defend your nodes and the hive you have.

Comments

  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Correct me if I'm wrong but isn't Temp right outside of Cargo? the aliens laming up one of the entrances to their hive isn't exactly a stupid idea (whether it was smart in that case is debatable, but it wasn't idiotic).
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Regardless, its a valid strat on most maps. If you ever take dbl, just put down two nodes, nothing else, let them pay for themself.

    If the aliens rush it, fine, they'll spend a lot of res at it while you're miles away.

    Hell, on most maps you can have double within siege range by parking a minibase two corridors away. Nothing more evil than watching them lame up double before you siege it to dust (other than watching a hive crumble because some gorge didn't know the marines had a minibase outside his hive, hehe).
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Only place where I actually might seige double is on ns_veil. The aliens don't need to spend res to take back double. Unless you spend valuable manpower guarding it, a sigle skulk can take it all down. I'd treat double as any other res place: something to cap and move on on the wa to a more important place on the map.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    dres only gets 2 rts from me.
    sometimes a TF (no turrets) for elec, or a PG, but usually I let it rot.

    let em waste time and res on dres, I get the other 8 RTs.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Yeah i've played games in hera where the aliens have pumped loads of res into holo room, only for the marines to weld into arch and move round to secure the hives. Same thing happens in caged. Aliens lame up double, so you go to stab, then aux, then shipping and soon enough they have no hives left <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SovereignSovereign Join Date: 2004-10-31 Member: 32563Members
    on tanith if i comm i usually get to RR lay down 2 rts maybe leave 1 marine on guard and send the other marines either capping res or securing hives.

    i use sometimes relocate to RR as it has easy access to the hives but then beacon is quite hopelessss
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Sovereign+Nov 3 2004, 01:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sovereign @ Nov 3 2004, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> on tanith if i comm i usually get to RR lay down 2 rts maybe leave 1 marine on guard and send the other marines either capping res or securing hives.

    i use sometimes relocate to RR as it has easy access to the hives but then beacon is quite hopelessss <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    OT:
    >Groups marines together
    >Can be used to surprise retreating Onos (ns_nothing best example)

    I would not say useless. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    ---

    The use of OCs at all is questionable, in PCWs it's generally far more bennificial to concentrate on lifeforms and hives alone. (With the compulsorary upgrade chambers too of course.)

    Double serves as a good outpost point, but nothing more. It's not a key location on any map that comes to mind.
    (Come to think of it, ns_lost does not have a true double...)

    Hera's "double" (aka Holo,) is still critical to hold, as it's the main route to archiving. Actually, unless you go via MS to the entrance/recep vent, it's the only route.

    Veil has far mroe crucial points; C12 and Syswaypointing. SysWP covers double as it is, so a 2nd control is not required

    Bast is a dodgy issue. Double is useful as it is also very close to Feed, but I can't comment on the new play of bast as I have only played it 3 times. (::blush:<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Caged's double is more important than Veil's, but it's still no great loss if it's lamed.

    Tanith has been spoken for, but I'll add to it. Don't put the PG near the rts; put it by the crates on the upper level, near cargo. This has 2 advantages:
    >Can pistol whip skulks munching the rts
    >Quicker to get to cargo
    >Easier to hold. (More open) (A minor advantage, as it's a 6 and 2 3s between them)
  • c4tc4t Join Date: 2003-09-06 Member: 20619Members
    or you could have your whole team rush double, get the nodes, then rush second hive?
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    interesting that I was just debating with someone on this point.

    he insisted that aliens grab double on ns_caged, making it out to be some extremely strategic crossroads to every hive, and.. well.. it just isn't.

    though we eventually won, grabbing double typically isn't a make-or-break affair, but more of a waste. in this case, the marines stormed it shortly after the third OC was dropped, and eliminated it. a good 50+ res was lost on double, and it was not given time to pay for itself.

    I'm often annoyed by marine commanders who grab double on maps like tanith. while they're trying to setup resource-eating defenses in a highly contended area, they could be spending it all on acidic, chem transport, and satcomm hive (providing the aliens didn't start there). it's as if the "two res nodes in one spot" appearance is hypnotic to these people, and they're oblivious to other locations which can hold three or four resnodes in close proximity (maps like ayumi come to mind).
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    the best way to look at double is that its only worth the nodes that are there. and if it just happens to be a strong point on the map. then woopidi do !
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm i just played a game on ns_caged whre exactly this one happened. Aliens reached Dres before we were able to (because half of the team was dead from the start on) so we took upper sewer, purification and the rt near gen. the aliens lamed Dres badly (they put 3-4 OCs and one DC up before the put down theri first Rt at dres ^^) so we shoot it a bit and they started building more OCs at the same place (upstairs right outside dres) when there were 8 OCs, soem DCs and 2 Rts we had our sieges up. 4 marines gueardign them gave us a lot of RFK because stupid Skulks tried to charge us frontal. One minute later the gorges/skulks/OCs/DCs/RTs were dead. GG

    the yhad no res for a hive (well gen/sewer were locked anyways) and no res for Fades...one lerk showed up but we killed it with ease...

    Resume: let them lame Dres! Siege from a point that you are able to hold with ease-->RFK) and say goodbye to these gfattys and their OCs. Not sure if it would work at Clangames because Ocs arent used that often. but at Public Servers...well there you go
  • fried_ricefried_rice Join Date: 2004-09-10 Member: 31582Banned
    well if the aliens do manage to get double res you could always get all the other nodes and then siege double right?
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-BlueNovember+Nov 3 2004, 09:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Nov 3 2004, 09:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Double serves as a good outpost point, but nothing more. It's not a key location on any map that comes to mind.
    (Come to think of it, ns_lost does not have a true double...)
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    NS_bast,
    dbl is the true reloc of doom on this map since it is nearly impossible to beat.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    You think relocating to dbbl res will win ns bast??? You must have some really rubbish aliens where you play.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-kolokol+Nov 5 2004, 04:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kolokol @ Nov 5 2004, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You think relocating to dbbl res will win ns bast??? You must have some really rubbish aliens where you play. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    So you are basically saying that i am a rubbish alien, since i have personally never reloced to dbl. I have lost "all" bast dbl reloc games in b5 (should be around a dozen) to JPs that finally killed ref and engine like a swarm of angry hornets in less than 2 minutes.

    Let me point the strength of this out: Although it is in the corner of the map i grants permanent conrtol over 2 res nodes, as well as easy control over 2 addintional nodes as well as one hive, which his easy to defend. (Many thanks to the ladder of doom). Then we have the unique architecture of ref hive, which makes it nearly impossible to defend against a bunch of JPs and once ref is down you are only facing hive aliens. They might have a lot of res, but the with only one hive they are as good as done against fully teched rines. And dbl is extremely easy to defend. Oni can only use the ladder to the balcony leading to dbl, which means that they will get stuck as soon as they jump down in order to attack structures or they need to walk up the ramp beeing shot for 3-4 seconds in which they cant attack anything.

    Oh yes and i like the: "It will only works if the other team sucks" comments, they are pretty helpfull. Some say that they are even more helpfull than the almighty
    "+1 postcount" posts. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Meh...maybe i just play with rubbish rines then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Seriously i would say that aliens have a good chance of winning as all other marine rts are some distance away, if they can hold feed they ought to stand a deccent chance of laming the rest of the map. Jps aint getting through those narrow corridors if they are lamed. I take your point about jps in ref tho....ever tried a jp gl rush?...ive never seen a hive die so fast.
    Tbh i never bother relocating to dbbl, rush it straight away and slap down a tf and a few turrets and youve got it secured for long enough.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    EXACTLY...
    **** double

    How bout this... GRAB EVERY OTHER NODE ON THE MAP.. while aliens dump 200 res into defending double... THEN.... siege it down for say.... 60 res (tf, siege mode, 2 sieges), ok 70 res for a few medpacks..... WOOT

    Now you have all the nodes... and the aliens (silly aliens) have jack crap

    ~Jason
  • fried_ricefried_rice Join Date: 2004-09-10 Member: 31582Banned
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How bout this... GRAB EVERY OTHER NODE ON THE MAP.. while aliens dump 200 res into defending double... THEN.... siege it down for say.... 60 res (tf, siege mode, 2 sieges), ok 70 res for a few medpacks..... WOOT<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's basically what i said...except more exaggerated...
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-SDJASON+Nov 6 2004, 06:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJASON @ Nov 6 2004, 06:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> EXACTLY...
    **** double

    How bout this... GRAB EVERY OTHER NODE ON THE MAP.. while aliens dump 200 res into defending double... THEN.... siege it down for say.... 60 res (tf, siege mode, 2 sieges), ok 70 res for a few medpacks..... WOOT

    Now you have all the nodes... and the aliens (silly aliens) have jack crap

    ~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Does work quite well on veil.
    It is just soo funny when the 3 gorges that went to dbl in the beginning suddenly realize that all their hives are gone and that they are sitting on a lot of chambers, just to get slammed by 8 sieges and/or jp-grennies that fire trough the vents. Only not so experienced teams concentrate on controling single res nodes instead of map choke point. Use the res you would spend on dbl to seal off east or west junction and help your team alot. Or just go to dl and make me laugh in the end. You dont wanne make me laugh, do you?
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