Is it me or is Docking horribly bad for aliens.
Antikaratekid
Join Date: 2013-03-04 Member: 183688Members
Cafeteria, repair room and terminal, where the marines start are far closer together than generator, departures and repair room where aliens start. Getting a third hive in repair room (the furthest from aliens) is neigh impossible with marines situated just a short hallway (with aliens many corridors away) beyond it unless the teams are so stacked that you roll over them.
This is the map that I've found aliens to struggle the most in by far. Am I alone in this?
This is the map that I've found aliens to struggle the most in by far. Am I alone in this?
Comments
If Aliens start Departure and Marines start Terminal all marines need to do to win is take over Stability
Obs can spot a rush coming from East Wing miles ahead of time and once Aliens get to Termial there is no cover and usually get slaughtered
Aliens are forced to win off of 2 RT while Marines literally scoop the rest of the map
The other two Hive drops are usually untenable and if they do get walled off both become ARC bait well before Bile Bomb can hit the floor
There are only two strats if you start Departures on Alien in this situation
#1: Shift dropped in or near Courtyard to stop any further push North (this requires you to win the first fight as Marines pour across it)
#2: a 2/3rds All-In Gorge Rush (1 hydra gets dropped by everyone at the Hive while the other 2 are dropped in the Marine Base)
For the map to be balanced the Aliens need a real way to stop access into Stability
Maybe if the Courtyard entrance was blocked until Marines could both get the power on and use a welder to repair the door so it can open
That would be ample time to at least secure 3 nodes like most maps allow before you start fighting for territory over the 4th and 5th ones
OTH, if they aliens hold courtyard, they can attack cafe, terminal, locker room and through the eastbound vent, both east wing and departures...
Courtyard is ... important. Probably more important than Nanogrid on Veil, even though it lacks RTs...
It is the perfect place to employ 2-3 gorges and is also one of the very, very few places where whips could actually be considered useful...
I've found it allows the team to pressure stability/maintenance and locker simultaneously while keeping aliens from being able to push through courtyard en masse, forcing them to go around the sides of the map.
I feel like I've seen your name before from somewhere... hmm. Guildwars?
First or Second one?
Locker needs to be removed as a spawn for both teams. It simply doesn't work. On the server I play on, the alien team will simply F4 or wait for 10 minutes to forfeit if the marines start in locker. There is just no point in even trying to put up a fight. If aliens spawn in locker, both cafeteria and terminal allow the marines to quickly take the entire rest of the map, or quickly encircle and kill the alien spawn.
The ultimate strategy you can do as marines is to instantly base move to locker room now. With the new layout, everything is just so incredibly accessible for marines.
Completely agree...its often overlooked...though marines spawning in locker makes it damn hard to hold.
Please no. It's a distinctive feature of docking. Why should every battlefiled be leveled ?
Also are there numbers to sustain it's marine biased ? And even if it is, why not ? Why would we not want some map to be a greater challenge for one side ?
8-}
Locker start for marines = resources at locker, bar, cafeteria, and possibly terminal + maintenance. You can lose any of those rooms and only lose 1 resource node, keep the rest.
Locker start for marines, playing as aliens = resources as gen/departures, stability, and possibly east wing + terminal. Losing stability ends up being a choke point, With a gen start you lose stability + departures + east wing + terminal. With a departures start if you lose stability you also lose gen, leaving you departures, east wing, terminal. However terminal is extremely easy to get to from locker, so good luck with 3 harvesters, likely 2, which is an assured GG.
It is far too easy with a locker start to lock down the entrance to terminal through courtyard, which requires depatures and east wing. East wing is an easy marine defense point on top of the escalators.
I think the path from locker to terminal through courtyard needs to be longer/safer for alien cysts/riskier for marines to keep the current starting points.