When Blocking The St Door.....
Teufel_Eldritch
Join Date: 2002-01-28 Member: 124Members
When blocking the Shipping Tunnel door in Ventlation hive on Caged plz block it right away and block it totally shut. If you block the ST door early it makes it almost impossible for early Marines to get into Vent hive. Block it totally shut because if you block it only part way the Marines can kill the blocking tower and gain entry to your hive. Your teammies can still can gain access to the ST thru the vent/tunnel near and above the elevator to the right.
I know this may seem like a no-brainer but I got tired of explaining blocking the door to ppl in the game. Hopefully some of those that I encounter in my travels will read this and learn from it.
I know this may seem like a no-brainer but I got tired of explaining blocking the door to ppl in the game. Hopefully some of those that I encounter in my travels will read this and learn from it.
Comments
-K
Is it lame to block doors in an attempt to hinder the marines from gainig access as when I gorg and do such a tactic I get slated by some players as using lame tactics...
IMHO building walls of lame( <i>as they r called</i>) isnt a bad tactic or lame as the marines often enopugh jump past any lone turrets and gain acces to the point that U were trying to block in the 1st place.
the concept of doors destroying buildings if they block them is a very good idea IMO as it will redefine gorgs dropping turrets to a more tactical ideal...
Take bast for instance. Have fun trying to block the engine room door. Even 8 DCs cant heal fast enough to nullify the damage. I do not see why the map maker of caged made the door that way, but since it is, that is the way it is until he/she changes it.
Is it lame to block doors in an attempt to hinder the marines from gainig access as when I gorg and do such a tactic I get slated by some players as using lame tactics...
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No it is not lame to block doors or elevators with chambers. It is a valid tactic.
Sorry but your wrong, its not a lame tactic. Marines can permanently block vents by welding them, and aliens can do nothing about it. Aliens can use OCs and such to block certain doors, but marines can always kill these by coming the other way and or using GLs and finding other ways to attack the blockage.
You cannot call aliens blocking doors lame without saying using the welder points on a map is lame to. And it just isnt.
Sorry but your wrong, its not a lame tactic. Marines can permanently block vents by welding them, and aliens can do nothing about it. Aliens can use OCs and such to block certain doors, but marines can always kill these by coming the other way and or using GLs and finding other ways to attack the blockage.
You cannot call aliens blocking doors lame without saying using the welder points on a map is lame to. And it just isnt.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
HELLOOOOO
YOU CAN DEWELD YOU KNOW :-)
You can't always de-weld, it's totally dependant on the map.
Teufel Eldritch:
Yes, it's very important but I went gorge once on that map and blocked the door, my skulks didn't cover me and they took vent hive. They then sealed the entrance with turrets. If the door had been open we'd have had an alternate route in.
So it's best to close the door if you're absolutely sure you won't be needing it :/
- build a d-chamber at the end of the handrail, on top of the handrail.
Seems to work every time for me.
You can't always de-weld, it's totally dependant on the map.
Teufel Eldritch:
Yes, it's very important but I went gorge once on that map and blocked the door, my skulks didn't cover me and they took vent hive. They then sealed the entrance with turrets. If the door had been open we'd have had an alternate route in.
So it's best to close the door if you're absolutely sure you won't be needing it :/<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There are small things in the map called vents.
Lets say skulks want to get to the other side of the door. The fastest way, whether the door is open or not is the vent in the ceiling right above and to the right of the vent hive elevator. Fastest way to gen is through the vent behind the ST RT.
Skulks who know the map ARE NOT AFFECTED by the door being closed. So, it is best to close the door 100% of the time.
And the previous poster is correct, the way to block the door with 1 D is to place the D on the hand rail. Always use a D because:
It costs the same as an Offy and provides an extra carapice level if you do it early (which you should).
BlueGhost
How about marines blocking vents with a CC though (CC's are damn hard to kill anyway, even unbuilt...and with a welding marine behind them, pretty impossible!).
E.g, on several maps with vents leading to hives you can place a CC, then place siege behind it (in range of the hive). Normally the aliens could get in the vent and chew on the siege. With the CC in the way though, they have no chance.
Case in point was in Ventilation, in the tunnel leading from pumping station 2. You can place a TF where the vent goes down a step, then a CC at the end (just sticking out a bit, about 20 metres from the hive) then a siege cannon behind the CC...is this lame?
Ive also seen a TF and siege near a hive in a vent, with 3 CC's on either side...impossible for skulks to kill before the hive goes down.
Okay go ahead and think that but the maker of the mod(Flayra) has stated before that it is not lame and is a viable and legit tactic. Of you and Flayra I think Ill stick with what he says and not you thank you very much.