How To Use Dbbl Res.
kolokol
Join Date: 2002-11-18 Member: 9166Members
<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.
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
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).
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.
i use sometimes relocate to RR as it has easy access to the hives but then beacon is quite hopelessss
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-->
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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)
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).
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
(Come to think of it, ns_lost does not have a true double...)
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NS_bast,
dbl is the true reloc of doom on this map since it is nearly impossible to beat.
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-->
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.
**** 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
That's basically what i said...except more exaggerated...
**** 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?