Ns_bast.....

QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
Ok ive been comm on that map,with a specially hand-picked team of vets/elites and i can still lose to a normal,average pub alien team.

Its ridiculous on that map......the combination of 3 entrances that are the "skulk have advantage" type means the skulks get a better chance of winning a skulk rush,or at least,inflicting more damage.The res points are so far away from the marine start compared to how numerous and close the res points are to the hive locations(as seen on comm map).If aliens start at feed water,they completely block off the double res that is near to the marine start,if aliens start at refinery,they completely block off airlock and secure the vent so it cant be welded.I dont know why,but playing as an alien on that map,it is so ridiculously easy to kill TONS of marines on that map.Could be a combination of the dark effects in processing or the CQB area at the airlock......but marines very seldomg get the 1st outpost up before the 2nd hive is up.Then fades can hide in the vent and acid rocket/bile bomb the base,same with the airlock and ladder entrance.....its like the map was MADE to favour a fade bombarding force.

The only time i saw,out of 20+ bast games,the marines win is when the aliens were doing rambo crap and non-stop skulk rush and they had no gorgs....even then it took us over 3 hours to take out their hive(we were NOT delayed by a newbie comm or newbie soldiers out ramboing).I was comm at that time and it was.....i dont know how to express it....DISMAYED to see my ENTIRE team get wiped out at processing and the airlock non-stop.....it took at least 30 minutes(not counting making the main base skulk proof) for a secure,skulk proof outpost to be setup at processing.

Maybe the marines start shouldnt be so vulnerable or the aliens start so close to the marine base?

Comments

  • SnappleSSnappleS Join Date: 2002-11-17 Member: 9073Members
    good post. well said.
  • ThatOneDudeThatOneDude Join Date: 2002-11-15 Member: 8846Members
    I know how ya feel man, thats why i always play aliens on bast <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> .
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    edited November 2002
    you must be kidding...

    ns_bast features the most vulnerable hive location in all NS: engine hive. A siege cannon in the northeast corner of marine spawn will prevent both the engine resource tower and all defences of that hive. There is no way a competent marine team will EVER lose control over that area. If aliens start there, they have already lost.

    If they start somewhere else, marines have an easy time securing the other empty hive. All the hive areas are wide and open with at least 3 entrances, while the marine spawn is a fortress, the only real entrance being two tiny ladder shafts.
  • kretzkretz Join Date: 2002-11-02 Member: 5179Members
    the other day the aliens had onos in our base and we came back and won. It was a 3 hour game and most of the marines that were there for about 2 hours untill they got **obscenity** we came back so they left.
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    <!--QuoteBegin--Twex+Nov 20 2002, 01:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twex @ Nov 20 2002, 01:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->you must be kidding...

    ns_bast features the most vulnerable hive location in all NS: engine hive. A siege cannon in the northeast corner of marine spawn will prevent both the engine resource tower and all defences of that hive. There is no way a competent marine team will EVER lose control over that area. If aliens start there, they have already lost.

    If they start somewhere else, marines have an easy time securing the other empty hive. All the hive areas are wide and open with at least 3 entrances, while the marine spawn is a fortress, the only real entrance being two tiny ladder shafts.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Are you sure you have the right map in mind?

    The marine spawn does not only have 2 tiny ladder shafts....it has the vent and the airlock.Oh yea and the cargo plateform can be called down so skulks can rush up faster.

    All hives have 3 open entrances???

    Lets see feed water,only 2 entrances,1 is from the steam generator room and 1 is from the "alien" side of the map.There is VERY little space to put turrets in feed water,most of the space there is water or alien ground that wont accept turrets and the turrets cant take advantage of range there unless the aliens are dumb enough to waddle into the middle of the "pool" before attacking the turrets and res there.

    Refinery,2 nice,small entrances to cover with off and def chambers....fades with acidrocket easily takes out marines in those cramped entrances.

    That last hive location.....eh....my memory fails me....i will go check and post later.
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    <!--QuoteBegin--kretz+Nov 20 2002, 01:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kretz @ Nov 20 2002, 01:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the other day the aliens had onos in our base and we came back and won. It was a 3 hour game and most of the marines that were there for about 2 hours untill they got **obscenity** we came back so they left.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    More info please?Was there only 1 onos,did you had a excellent comm/soldier team,did you have all upgrades done,did the aliens had gorgs sabotaging them....etc.
  • ThatOneDudeThatOneDude Join Date: 2002-11-15 Member: 8846Members
    Actually, they do all have 3 entrances.
    You forgot the underwater entrance in feedwater(right under the hive)
    The refinery clearly has 3 entrances, the platform that leads down, the one up the ladder, and the big door on ground level.
    And the other one(i forget the name)has 2 vent entrances and a main entrance.
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    yes, i am very sure

    marine spawn: the vent is of course closed with welder, and the tight corner behind the airlock literally screams for a turret factory. you keep the elevator up all the time, and that leaves only the ladder holes.

    the 3rd entrance to feedwater is the underwater tunnel, and refinery has another entrance through the control room above (name eludes me)

    and engine hive doesn't matter. it cannot escape permanent siege.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    ns_bast is an appalling map for many reasons.
  • CruzzCruzz Join Date: 2002-11-17 Member: 9007Members
    edited November 2002
    The only reason aliens keep on winning in that feedwater map is because the MARINES ARE TOO CLUELESS TO TOWER FARM THEIR MAIN BASE. You can stop them from ever building in engine by plucking down some siege turrets and then you can go secure the other free hive without building anything in engine. Not to mention that the marine base is nearly immune to any alien assault later on if there are people defending it, making for REAAAALLY long sieges...
  • WykedWyked Join Date: 2002-11-18 Member: 9158Members
    bast requires a bit of adaption by the marine team, but the hive are very vulnerable.. heck, you can take out the engine room hive (i think thats the one) by going in the vents half way down the lift shaft and setting up a siege in the ductwork by the docking hydrolics.. most of the time the aliens dont even realize somethings up till you have the whole vent system locked down and the siege is pounding away. Almost every time i play there feedwater is under constant attack because of its porximity to the marine base, and is easy as heck to turret farm right out to it. Between engine and feedwater the marines should easily be able to wrest one hive from the aliens, and thats half the battle right there.
  • CruzzCruzz Join Date: 2002-11-17 Member: 9007Members
    <!--QuoteBegin--Wyked+Nov 20 2002, 02:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wyked @ Nov 20 2002, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->bast requires a bit of adaption by the marine team, but the hive are very vulnerable.. heck, you can take out the engine room hive (i think thats the one) by going in the vents half way down the lift shaft and setting up a siege in the ductwork by the docking hydrolics.. most of the time the aliens dont even realize somethings up till you have the whole vent system locked down and the siege is pounding away. Almost every time i play there feedwater is under constant attack because of its porximity to the marine base, and is easy as heck to turret farm right out to it. Between engine and feedwater the marines should easily be able to wrest one hive from the aliens, and thats half the battle right there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Don't usually have problems with feedwater, the other hives are the problematic ones. Usually the 2 res points make most aliens willing to defend atmospherics and as such the whole elevator entrance is off-limits to marines a lot of the time.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    hello. i think all the maps are brilliant aesthetically. i'd just like to say that i'm sure when people criticize the maps, that is not the aspect they are criticising, and probably the fault is not with the map but the game design. i think it's quite funny how someone can use the word appalling to describe the maps of Natural Selection.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    The problem with marines on bast is this: most commanders go for the double node, and not the hive they're practically sitting on. Securing the other side of the airlock early on is essential, as it gives you not only a good method of access to virtually everywhere else on the ship (the two lifts get you to either side of the refinery, the access ladder to the tramway below feedwater, and the drill shaft gets you into the bridge, which has a tiny little accessway which ALSO lets you into the refinery... but a wall of lame built on the other side of the airlock tends to be immune to siege fire for some reason. Most of the alien players i've encountered don't even realize half the vents in there exist, much less ever put them to use. And (at least until they fix bilebomb) getting any kind of serious damage up into the marine spawn is nearly friggin impossible from below... a couple of marines using a GL/armory mix can just pump out a continuous spray of explosives until they get bored, making an advance upwards a serious pain in the **obscenity**.

    Meanwhile, atmospheric processing has 2 nodes, yes... but that just means that when the aliens wipe it out, you lose twice as much. Once i've got the airlock junction nailed down and have blocked up the routes into engine hive, there's really nothing stopping the marines from making a push into the refinery... the hallways in leave plenty of room to maneuver, and the refinery itself is a huge open area, perfect for hitscan weapons (marine issue) but not as good for the alien-issue projectile weapons. If you can't move in, just siege your way down the hallway on the north side... getting around the corner from the refinery entrance gives you siege range on the hive itself.

    Once you've got those two nailed down, well... feedwater's a piece of cake.

    This strategy works pretty much regardless of the starting hive being in feedwater or refinery. When they start in the engine room, well... life just gets painful for the aliens. The best they can hope to do is start fleeing through the vent that leads past the docking hydraulics, once you've secured the airlock junction. A few more turrets plunked down in the hydraulics usually take care of this. Send a couple of marines out to secure the rest of the res nodes in the map and start farming, research some heavy weapons, let your siege cannon flatten half of the hive, and whammo... alien spam in a can. All you gotta do now is get a few GLs in range, and it's endgame.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Rebo posts like that are pointless. If you insist on saying nothig at least do it quietly. You didnt even give us your opinion you just made a stupid statement.

    Anyway, Ive seen Bast go both ways. If aliens start anywhere but engine room, Marines in fact have the advantage if they are smart enough to take over that hive and/or build up main aft corridoor, after they fortify thier base. Actually, in my experience this is the one map Ive ever seen the marines take over 2 hives before the aliens can. Once the vent to base is welded, and with proper turret/seige placement this is the most difficult marine base for aliens to get to of all the NS maps. Ive seen marines fend off 3 hive alien attacks for an hour on that map. If a comm blocks the little lift to the comm station with structures he can even give himself another minute or so after his team is killed off. Also Ive never seen aliens take over the double res node in atmosphereic processing.

    Oh and yes...a seige in the north east corner will take out engine room hive structures. There is indeed 2 little ladder shafts at spawn, All 3 hives have 3 entrances albiet not all are usefull to marines. (you know that "pool" in feedwater is a passage right?)

    Feedwater ala Steam Generator...Tram maitanence ladder...water treatment passage.
    Engine room vent on either side, and engine cooridoor.
    Refinery from water treatment, from tram tunnel and from observation bridge (up top)
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