Need Good Strat For Ns_caged

Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
edited March 2004 in Frontiersmen Strategy
<div class="IPBDescription">Cant figure out this map</div> ive been comming awhile and i win 75% on alot of map. but when it comes to caged. I lose like 75% and I can't figure out why. ive been trying diffrent things, just can't seem to pull it off.
even seiging from red room.

okay, its actualy nothing..................
ahaaaaaaaaaaaaaaaaaaaaaa

Comments

  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Caged ? Or Nothing ?

    If it's Nothing , try pushing towards Generator or relocate here. The best strat that works when the aliens don't start with the Cargo hive , is to secure an entire floor of the map by turretfarming choke points (between the Quad and Intimidation lifts , and Generator) and mining vents leading to your floor (the ones from Viaduct and Antechamber) , then you can afford to siege the 2 nodes under Generator as you don't need elec to protect your nodes and base.

    If it's really Caged , try the Tankefugl relocation (right next to the Ventilation weldable doorway facing Purification) , it's east to defend and you can attack 2 hives in seconds. Don't relocate to Processing... it's a death trap...
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    The key to ns_nothing, as the is the key to any map, is getting the alien nodes down. The only problem is that the alien nodes are all down a drop and pub marines don't want to take damage by falling (as if they're going to help a lot more standing up above and staring at the gorge blocking them off with ocs). So try getting a phase up at one of the viaduct nodes pronto.
  • GamezLordGamezLord Join Date: 2003-02-12 Member: 13457Members, Constellation
    ip rush.
    Hive cargo: all marines to generator, build cc, 5 ip's and a armory, and all rush cargo with mass med/ammo spam
    hive via: same only relo right above via, or the side
    hive silo: never happened to me, but i'd say relo forboding or near that ladder the other side (via side)

    had a game on nothing, acctully like 10 games, since i finished each 1 in 2 min :o out of 10 i lost 1 or 2 times using the same tact over and over.
    of course i dont expect this to work if you dont have decent enough marines to manage to relo <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    A good general strategy on caged is to get central processing - either hold it with lots of turrets or relocate there. It's fairly close to all three hives and has a double node. You can weld open the grates and quickly get to ventilation.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    Yha, its albout getting a phase gate to the bottom level, with a small TF turret farm.
    My big problem was getting down to the second level. id always have crushes happen near the elivators..
    but now witht he phase gate shuggestion, it works good now. thx
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin-Ballisto+Mar 13 2004, 11:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ Mar 13 2004, 11:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good general strategy on caged is to get central processing - either hold it with lots of turrets or relocate there. It's fairly close to all three hives and has a double node. You can weld open the grates and quickly get to ventilation. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats not very smart. Processing is ,as said, a deathtrap.

    Try taking the hallway outside, to the marine start. Seal it off and siege later. Then move in on one of the sides(sewer is to recommend if not takes). When you got your first hive you can easily seal of half of the map in this favour, and focus on the the second hive(generator then), regardless if its taken. Once you got this you have three very strong holds, the aliens wont have processing and you have sealed of any entrance to your base


    Nothing:

    Good places to hold are Generator, The two lifts and Viaduct!. You can siege two RTs from generator without leaving the top floor, giving you access to 5 Rts, holding the three lifts, while the aliens get 3(unless you get down and siege antechamber.
    Then try for either hive(you must have cargo taken and the vent mined). Dont stay and lame the base at the hive, its impossible to hold either of them without spending 200 res at least. Quickly move in fo a kill. Having 1 RT at this time(maybe two with antechamber) will make the aliens weak and you have the victory.
    Taking Viaduct is better with Jetpacks, with large areas and the redroom. The difficult part of this hive is the approach(the generator lift is easily guarded, and theres alot of traffic going the omnious kismet way.
    Do this quick, and get a Pphse down.
    Powersilo can be sieged easily with shotguns and a GL keeping your base clear. Maybe sen in a few jpers with lmgs to harass the aliens from the top level in PS.(Dont go in with normal troops)
    If the aliens start with cargo, either rush them with IPs and shotguns, or reverse the strategy, take PS and Via, seal the lower level and make sure your base is well defended.


    Last: Nothing is huge, phases are needed, jetpacks makes it easier. Redroom is not as good as they say. Remeber there are only a few vents on nothing, this can be used to seal off large portions of the map with mines and a few turrets. Be especially aware of the vent by cargo.

    Hope this helps
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    edited March 2004
    <!--QuoteBegin-(e)kent+Mar 12 2004, 07:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Mar 12 2004, 07:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The key to ns_nothing, as the is the key to any map, is getting the alien nodes down.  The only problem is that the alien nodes are all down a drop and pub marines don't want to take damage by falling (as if they're going to help a lot more standing up above and staring at the gorge blocking them off with ocs).  So try getting a phase up at one of the viaduct nodes pronto. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Seconded. For example, Ominous kismet is by far one of the strategic place the most underused in caged.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Draconis+Mar 16 2004, 09:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draconis @ Mar 16 2004, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Seconded. For example, Ominous kismet is by far one of the strategic place the most underused in caged. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    although, IMHO, the reason Ominous Kisment is the least used area in ns_caged.. is beacuse it's in ns_nothing. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Gold_LeaderGold_Leader Join Date: 2003-06-16 Member: 17403Members
    A good strategy that I find works quite a bit is to stack the teams. Strategy is less important then.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Gold Leader+Mar 19 2004, 12:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gold Leader @ Mar 19 2004, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good strategy that I find works quite a bit is to stack the teams. Strategy is less important then. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    sheesh GL, offer some of your UBER strats damnit!

    Gold Leader is an uber pub comm (never seen him comm in a scrim, so i dunno). he has much more to offer than just silly remarks! give us some sweet sweet commanding sekrats!
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    D: if you ip rush please don't build more than 3 ips as that is the respawn limit i believe, that is unless you want the aliens to play whack-a-mole with your marines when you lose <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Anderval+Mar 23 2004, 02:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Mar 23 2004, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> D: if you ip rush please don't build more than 3 ips as that is the respawn limit i believe, that is unless you want the aliens to play whack-a-mole with your marines when you lose <!--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><div class='postcolor'> <!--QuoteEEnd-->
    there is no respawn limit gosh dang it! i've had up to 5 ips with all of them respawning a rine.
  • ChiakiChiaki Join Date: 2003-10-19 Member: 21790Members
    strange, I only get 3 of them to spawn now ...................whack-a-mole is fuuun fun fun v newb rines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    as for nothing, I reloc at the stairs between power and via....dual-hive-coverage is the key here......
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Nothing:

    Generator, that sort of area is quite nice and if you can bag red room then you can put on a death grip of sieges.


    JPs can really clean up on this map, I've noticed.
  • ApocalypsecowApocalypsecow Join Date: 2003-12-22 Member: 24648Members
    edited March 2004
    <!--QuoteBegin-Niteowl+Mar 23 2004, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Niteowl @ Mar 23 2004, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Anderval+Mar 23 2004, 02:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Mar 23 2004, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> D: if you ip rush please don't build more than 3 ips as that is the respawn limit i believe, that is unless you want the aliens to play whack-a-mole with your marines when you lose  <!--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><div class='postcolor'><!--QuoteEEnd-->
    there is no respawn limit gosh dang it! i've had up to 5 ips with all of them respawning a rine. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You're right there is no repsawn limit. I'm pretty sure in earlier versions (1.04?) there was and people still haven't realized that it's not true anymore.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    <!--QuoteBegin-Necrosis+Mar 27 2004, 09:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Mar 27 2004, 09:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> JPs can really clean up on this map, I've noticed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    JP rushes are incredibly effective, IMO. I've won more games with JPs blasting through the map than with a HA train slowly crawling its way from hive to hive.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Tho the counterpoint is that 90% of pub HA trains can be saved by one decent player with a welder fetish.

    However, easily 90 percent of JP "rushes" on pub servers are doomed to fiery death, accompanied by at least one alien teamspeaking "Ride of the Valkyries" using the phrase "noob" instead of "dun"

    IE


    "noobnoob noobnoobNOOBnoob, noob noobnoobNOOBnoob, noob noobnoobNOOBnoob, noob noobnoob NOOOOOOOOOB, lolololol"
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    LMAO @ teh above

    though Generator and Phase Gates(as always) are crucial in ns_nothing.

    Holding generator actually means holding 2 rts, gen and miasma, which is a 2-3 second walk. and it also means sieging out 2 rts. so getting 2 rts + denying 2 rts = pretty crucial point to me.

    If they have cargo, take power silo and drop foreboding rt, elec teh power rt and plant a pg, leave 1-2 guards, then go and seige out cargo. (from gen it's pretty easy to push cargo. TFarm up cargo, go back to power, Farm that up, and win.

    if they have either the lower hives, take cargo and seige the 2 rts down below. This is usually a longer game for me, but with 5 rts to 3 rts, rines usually win.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    edited April 2004
    <!--QuoteBegin-Necrosis+Mar 28 2004, 09:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Mar 28 2004, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tho the counterpoint is that 90% of pub HA trains can be saved by one decent player with a welder fetish.

    However, easily 90 percent of JP "rushes" on pub servers are doomed to fiery death, accompanied by at least one alien teamspeaking "Ride of the Valkyries" using the phrase "noob" instead of "dun"

    IE


    "noobnoob noobnoobNOOBnoob, noob noobnoobNOOBnoob, noob noobnoobNOOBnoob, noob noobnoob NOOOOOOOOOB, lolololol" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    generally I only do it when there is at least one Vet on my team, then we both shout at all the newbies over voice comm to "stick toghether and follow the vet. NOW!", "good rines, good job"

    <!--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-->Farm that up, and win.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Generally, I find farming to be a good way to lose.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Depends on how you define farm.

    A few well placed turrets in gen and cargo make the game all but unwinnable for aliens. I say all but unwinnable because if you're SLACK the aliens will hoard res to Onos, before proceeding to romp through your farms, claim the hives, and then xeno you to shreds in gen.

    Its an effective strat, I've seen it on both sides of the fence.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    What's a good way to farm up cargo... I never seem to do it properly (so that all skulks die relatively quickly) without like 6 turrets + elec rt
  • ipxvortex_peteripxvortex_peter Join Date: 2004-03-19 Member: 27416Members
    nothing is really wierd..

    viaduct is ages away from anything
    yet cargo is close

    so hope that aliens never start at cargo !!!
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Cargo usually gets a PG and a few turrets covering the vent (while still covering the main entrance). Its not perfect, but then no affordable farm should be.
  • ipxvortex_peteripxvortex_peter Join Date: 2004-03-19 Member: 27416Members
    Farming is for nubs P:

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    farming isn't for nubs, it's for pubs. =P
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    <!--QuoteBegin-GamezLord+Mar 12 2004, 04:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GamezLord @ Mar 12 2004, 04:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    hive silo: never happened to me, but i'd say relo forboding or near that ladder the other side (via side)
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    if it is silo, i wld prefer not to reloc the entire base but use shottie rush <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    The key to winning ns_nothing is taking either Generator or, preferrably, Cargo Hive. Those two locations control most of the res on the map, and if you take the latter you're denying the aliens their third hive abilities and forcing them to take the crappiest hive in any map, Power Silo.

    Never, ever <b>EVER</b> relocate to Power Silo as a marine. Aliens can take that place back in .3 seconds unless you turret farm so much that the server crashes.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Werd. Also consider that Silo hive is dirt easy to break into, you can just siege/turret crawl in from either side. Ever try to get out of those corridors versus HMG, GL, and turrets? No chance.


    However, cargo hive is nightmarish to get into if the aliens have lamed it up - lots of bends and corners means turret crawling is of limited use, and aliens can lay on serious ambushes.





    So I'm all in favour of getting Cargo FIRST, and virtually ignoring Silo.
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