Map Specific Strategy

SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Posts: 1,246Members
Get the upper hand
Half of NS is knowing the map. So share you tips here. Maybe using maps would be more helpful...

Tanith:

- Cargo, cargo, CARGO!
If marines take this, you are screwed. If you are in doubt, place ocs behind the RT in the cargo room (not in the hive). Most players drop ocs on the top area, but that will get sieged.

- Chemical is important.
If you block chemical, you can protect the right side of the map entirely. And the right side holds two hives, 5 RTs and such. Just be careful marines don't weld in sat com.

- Bilebomb from vents
Satcom has a vent that makes a marine RT vulnerable

- Place chambers in vents
There are a lot of vents between chemical and double res. Place chambers in these areas to gain an advantage.

- Double Res = Death
If you are onos, try avoiding double res. If you are in the lower area, the only way to escape is either take the ramp or ladder. The water makes you a bigger target, the ladder is hell for onos and the ramp, is usually where marines will be at.
We are all losers.

Comments

  • BiG-SergeBiG-Serge Join Date: 2006-10-31 Member: 58112Posts: 45Members
    Who is this post aimed at exactly?
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Posts: 1,246Members
    The same people that read the other stickies?
    We are all losers.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Posts: 2,254Members
    tanith aliens

    fade lerk hive 2mc rtfade rtmc
    drop acidic and fus/cargo 4 skulks double 1 chem
    mcs in fus vent or hive
    skulkrush sg+lmgs in acidic and/or fus always keep a backup gorge
    atleast 1 skulk should be on west/waste/double almost all game
    drop ocs in the building hive for absolute ROFL effect
    <DOOManiac> my main thing about clans is they never seem to actually have fun when playing
    <DOOManiac> even if they're winning they are so caught up in the seriousness of the situation they don't have fun. its like work. where's the fun in that?


    last.fm
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Posts: 259Members
    you guys should just read xerond's commanding guide for each map on the tacticalgamer website.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Posts: 2,254Members
    why? so you can do the same strat every round and whoever youre scrimming is gonna know your every move? learn to think strategically and make spontanous decisions based on what the aliens are doing and you'll win every marine round (if your marines can aim that is)
    <DOOManiac> my main thing about clans is they never seem to actually have fun when playing
    <DOOManiac> even if they're winning they are so caught up in the seriousness of the situation they don't have fun. its like work. where's the fun in that?


    last.fm
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Posts: 1,246Members
    QUOTE(TOmekki @ Nov 17 2006, 01:13 AM) »

    (if your marines can aim that is)
    I think that's the step that everyone's still working on.
    We are all losers.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Posts: 2,254Members
    they dont need to be godlike just decent enough
    <DOOManiac> my main thing about clans is they never seem to actually have fun when playing
    <DOOManiac> even if they're winning they are so caught up in the seriousness of the situation they don't have fun. its like work. where's the fun in that?


    last.fm
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Posts: 614Members, NS1 Playtester, Squad Five Silver Advanced user
    Yeah I agree with tomekki. A decent team can cope a lot better if its making more innovative moves rather than playing according to same formula or plan etc. Enemies tend to adapt to any strategy you throw at them when it is used too much.
    ENSL Head Admin 2006-2012
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Posts: 259Members
    edited November 2006
    nvm its for aliens
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Posts: 1,246Members
    For ns_nothing...

    Hive Ranking:
    1. Cargo
    2. Ventilation
    3. Power Silo

    Top 3 tips:

    - Hold generator/miasma
    This area is important because it blocks marine foot movement to cargo and vent.

    - Put an OC literally UNDER foreboding elevator
    Marines will have a hard time getting out, which will keep powersilo safe for a while.

    - Check Redroom
    If a jetpack can make a phase gate here, you lose vent.
    We are all losers.
  • MiloMilo Join Date: 2007-03-07 Member: 60284Posts: 114Members
    edited April 2007
    [Stop moderating Milo - puzl]
    Post edited by Unknown User on
    IPB Image
    #reflect on irc.gamesurge.net
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Posts: 315Members, Constellation
    edited April 2007
    Eclipse:

    If you have comp core, throw down an OC on the ramp on the left side of the hive where rines ALWAYS seige from. One OC will not hold off a rush but it will usually give you warning and will often deter a ninja seige. OC alarms are great on pubs because someone will usually shoot it even if the comm says to be quiet.

    Seems obvious, but don't try to rush Maint with Onos unless you have good support. Its nothing but long hallways and you are sure to get gunned down on the run if anyone gets there before the PG is gone.

    Marine base to Maint hive is one of the easiest walks on any map. You have to either keep an eye on this with sensory or an OC alarm.

    USE THE VENTS. For some reason no one uses the vents in eclipse, despite it being the best known map in NS. The current version has a vent that is PERFECT for bile boming comp core (right above the RT). Comms build within range of it 95% of the time. Try to get 2 gorges up there and attack simultaneously. You will have it down before rines even respond if you get a few skulks to support.

    Rines like Eclipse hive relocate here. Bile from the vent in the back of the room and you will be suprised how many structures you can reach with the right angle.
    New forum member, old player
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Posts: 1,246Members
    Thanks for your contribution. The area you were referring to is West Core Access and I completely agree that it is the most common spot to siege CC with.

    Today, I'm going to talk about Veil.

    Top Hives:
    1. Cargo
    2. Sub Sector
    3. Pipeline

    3 Tips:
    1. Secure a Hive from the start
    A few OCs can hold a hive until it is done. This can go a long way towards victory.

    2. Cargo/Double vent
    Lerks and gorges can help a lot if you are in the vent between cargo and double. You can shoot gas or bile bomb through this window. You can also build a chamber in here.

    3. Keep Double Safe
    If you have double, look for sieges on the left and right side areas adjacent to it.
    We are all losers.
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Posts: 426Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer Advanced user
    Pipeline is preferable to Sub-sector hivewise. It is harder to siege and the nodes near it are easier to defend.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Posts: 7,019Members
    Double basically belongs to marines on veil. Easy to siege, weldable vents, second node distance from MS. If aliens somehow fluke out with having double it's a waste of res to put any more then 2 OCs in it. Most of the time build the nodes elsewhere and hope the marines waste unnecessary res locking it down.

    Pipeline is FAR preferable to sub sector. it has the direct vent to cargo as well. The sub to cargo vent frankly sucks. You basically get potshot running out of it.

    I nominate tomekki makes the rest of the strats for this topic tounge.gif
    O_O image
Sign In or Register to comment.