When Blocking The St Door.....

Teufel_EldritchTeufel_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.

Comments

  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    Or, you can stop using it right now so you can be proficient with a non-blocked shipping tunnel when 1.04 gets out of beta. Seeing as to how doors in 1.04 crush structures and all.

    -K
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Where did you get that info from? Got a link? I have looked over the 1.04 changes and I dont see anything about doors crushing towers. I have played on quite a few 1.04 beta testing servers(I make it a point to actually) and I havent encountered this.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    that and marines can stil get into vent from pumping stations vent..
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Or they can just weld the fence or jetbo up the pipe or whatever...yea yea I know about that. Thats not the point of the thread. The point of this thread is just to get ppl to block the ST door more efficiently. Sure there are other ways to get into the Vent hive but none so easily or efficiently countered as the ST door.
  • sYnPFGsYnPFG Join Date: 2002-12-17 Member: 10970Members
    Can I jus ask?.....

    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...
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Doors hurting buildings WILL NOT be changed in the patch. It is a map variable, not something in NS.
    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.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    <!--QuoteBegin--[sYn]PFG+Jan 21 2003, 09:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([sYn]PFG @ Jan 21 2003, 09:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Can I jus ask?.....

    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...

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No it is not lame to block doors or elevators with chambers. It is a valid tactic.
  • 3DKnight3DKnight Join Date: 2002-11-28 Member: 10181Members
    edited January 2003
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    oh plz!!! the devteam themselves have sed that blocking doors and elevators is a legit tactic.
  • AceofSpadesAceofSpades Join Date: 2002-11-05 Member: 7048Members
    <!--QuoteBegin--3DKnight+Jan 22 2003, 02:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (3DKnight @ Jan 22 2003, 02:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->yes it is lame<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    A valid tactic. lol. It's hard enough for the marines to get in there anyway with the other side having to be welded. I don't think the author had meant it to be that hard to gain access to a hive. Now is it an exploit of the map if the designer had not intended it to be used that way? (Exploits are taking advantage of something that was not thought of to give an unfair advantage..Eg - ready room resource exploiting). That all depends on your opinion.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Look at it this way, its alot easier to siege the blocked door open than it would be to siege open the whole tunnel full of OC's and DC's.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Indeed it is thats why if I am a gorge and I have the time and res(this usually happens around mid-game) I will also set up a WoL at the ST entrance as well. =)
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I know something even more lame.....
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    the only reason not to completely block the door is to let skulks through, but not marines. A good OC placement with enough DC's beneath (you will want to cover the node) will make it a pain in the arse for marines trying to break the doorblock.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Why leave the door area vunerable with a partially open door when your teammies can just use the ST vent? Besides I have found a fully block door is also more effective psychologically in detering the enemy. A partially open door sez "hey! lookit me! Im partially open. You might be able to fit thru here" wheras a fully blocked door sez "nothing to see here but a blocked door. Move along folks." <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • AllUrHiveRblong2usAllUrHiveRblong2us By Your Powers Combined... Join Date: 2002-12-20 Member: 11244Members
    I figured it would say something like "I am a door, and I am stuck."
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    uhh so to fully block shipping tunnel you have to build 2 towers, one on top of the other right? And build them as close to the door as possibel too I think
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Well it is possible to block totally with one tower but I usually end up having to stack 2 towers. I havent quite mastered the placement of one tower blockage yet. Sometimes I can do it then other times I cant. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • AcecoolAcecool Join Date: 2002-10-20 Member: 1560Members
    <!--QuoteBegin--AceofSpades+Jan 22 2003, 07:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AceofSpades @ Jan 22 2003, 07:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--3DKnight+Jan 22 2003, 02:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (3DKnight @ Jan 22 2003, 02:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->yes it is lame<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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 :-)
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Acecool:
    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 :/
  • dumbodumbo Join Date: 2002-11-13 Member: 8373Members
    Sealing the door?
    - build a d-chamber at the end of the handrail, on top of the handrail.

    Seems to work every time for me.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--SoulSkorpion+Jan 22 2003, 01:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Jan 22 2003, 01:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Acecool:
    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.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    If aliens block a door, I don't mind... Siege fires through walls remember? If the marines do--well, it's tougher due to the way they place structures--I have yet to see the marines block a door shut. Blocking vents, yes, but not holding doors or elevators in a certain way.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    I haven't tried it but can the marines just build a phase through the wall?

    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
  • AngryMonkeyAngryMonkey Join Date: 2002-11-22 Member: 9603Awaiting Authorization
    edited January 2003
    So, it seems a matter of opinion whether blocking the door is lame.

    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.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Matter of opinion? Well Flayra has said that blocking doors and elevators with Khaara chambers is legit. Since he has said that it isnt a matter of opinon to me. Its instead a viable, legit part of the game.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    I miss my walls of lame the alien offence chambers are so crappy at hitting marines that was the only good way for them to kill people. Of course that is gone now and now Kharaa are having problems with seige turrets decimating the walls with ease now. And blocking doors with chambers is lame even more lame the the walls of lame that couldn't be destroyed by seige turrets. Even though a couple marines with hmg could cut through it easily.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    <!--QuoteBegin--MutantMFM+Jan 25 2003, 06:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MutantMFM @ Jan 25 2003, 06:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And blocking doors with chambers is lame even more lame the the walls of lame that couldn't be destroyed by seige turrets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Well its lame if you a marine heh thats why I didn't like it because I had a guy do that to me before. It is a good tactic but its a tactic that won't stay in the game for much longer.
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