Is it me or is Docking horribly bad for aliens.

AntikaratekidAntikaratekid Join Date: 2013-03-04 Member: 183688Members
edited March 2013 in NS2 General Discussion
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?

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    The problem is that its too easy to assault the natural alien RT expansion locations (e.g. maintenance, stability, east wing) from marine locker or terminal spawns. Cafe is more balanced for assaults, but worse as a marine spawn as there is no longer a close RT in landing pad.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited March 2013
    Antikaratekid:

    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
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Basically, aliens must somehow hold courtyard early game. Which is hard against a locker, cafe or terminal spawn, as they are all a very short distance from courtyard. If aliens loose control over courtyard, they loose both maintenance and stab monitoring RTs, leaving them with ... eh, the hive RTs, basically...

    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...
  • TyrsisTyrsis Join Date: 2002-11-15 Member: 8804Members
    Courtyard needs more clutter, it's just way too open. Courtyard needs to be dangerous for marines to walk through, and as it is right now it's all straight lines. It should be a guaranteed flanking and engagement area due to how important it is, but as it is right now, it's just too open. I think with more ground cover and clutter, it could become very dangerous for marines to travel through, and change the balance of the map so it's not so marine bias.
  • john_wesleyjohn_wesley Join Date: 2013-02-28 Member: 183445Members
    edited March 2013
    What do you guys think about getting a phase gate in courtyard as marines when starting in cafe/terminal?

    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.
  • AntikaratekidAntikaratekid Join Date: 2013-03-04 Member: 183688Members
    edited March 2013
    Antikaratekid:

    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

    I feel like I've seen your name before from somewhere... hmm. Guildwars?
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    Antikaratekid:

    First or Second one?
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    It's interesting how the tide really turned on this map after Terminal ceased to become the default marine start.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    ns2_arcing was marine biased before, but now its just ridiculous.

    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.
  • Mattk50Mattk50 Join Date: 2013-02-04 Member: 182824Members, Reinforced - Shadow
    gorge tunnels on platform make up for it
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    matso wrote: »
    Basically, aliens must somehow hold courtyard early game. Which is hard against a locker, cafe or terminal spawn, as they are all a very short distance from courtyard. If aliens loose control over courtyard, they loose both maintenance and stab monitoring RTs, leaving them with ... eh, the hive RTs, basically...

    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...

    Completely agree...its often overlooked...though marines spawning in locker makes it damn hard to hold.
  • WakeWake Join Date: 2003-03-05 Member: 14351Members, Constellation
    It's you
    Tyrsis wrote: »
    Courtyard needs more clutter, it's just way too open. Courtyard needs to be dangerous for marines to walk through, and as it is right now it's all straight lines. It should be a guaranteed flanking and engagement area due to how important it is, but as it is right now, it's just too open. I think with more ground cover and clutter, it could become very dangerous for marines to travel through, and change the balance of the map so it's not so marine bias.

    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 ?
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    edited March 2013
    Wake wrote: »
    Why would we not want some map to be a greater challenge for one side ?

    8-}
  • foolfoolzfoolfoolz Join Date: 2013-01-24 Member: 181835Members
    Ever since the latest map change (240 or 241) this has become a marine dominant map by far. An alien locker start is the best shot aliens have. A marine locker start is probably the hardest setup for aliens to win.

    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.
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