Way To Defend In Sewer/viaduct/vent Map...

UlatohUlatoh Join Date: 2002-12-18 Member: 10982Members
As marines, you weld that vent in vestibule, and build a tfac where the aliens would usually build their def, you upgrade it, and build sieges in the vent, then you cover it with turrets on the outside, thus, nearly invuln sieges, allso, i found theres *just* enough room to place 2 reg. turrets in there if your lucky on your random rotation, and that is awesome, means no fades can go carapace and regen w/o nearby healing gorge. allso keeps main spawn clear for emergency beacon if you have to relocate.

Comments

  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    just a smidge of constructive criticism (feel free, any of you forum members, to do the same to me).

    -if you are going to give good strats, know your maps, or comms won't respect what you are saying. i'm guessing that the map you are talking about is ns_caged. but there is no viaduct hive in caged. there is a generator hive though.

    -i like paragraphs (just personally, some ppl might enjoy the concentration exercise of massive blocks of prose).

    now onto your content.

    it seems you are suggesting turreting up Sewer Vestibule? Wherever you are turreting, it looks super expensive, and it's not a hive. I see little strategic advantage to that.

    i DO find that the spawn in caged is a BUGGER to defend without spending lots of RP == loss. that vent is too easy to sneak into and build DCs in. which is what i think you were addressing.

    i'd suggest relocating in ns_caged. somewhere they don't have killer vents.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    The vent isn't that bad. First off, make damned sure you weld off the end in vestibule. At least that way the aliens are going to have to suicide run through your base to get in there. Next off, I'ld put up some mines just at the spawn side of the vent, up high on the wall. You can't come in the welded side, and if you come in through the base, you get blown up. Cheap, effective, easy.

    All that should last you until you get either JP/GL, so there's no point where that's a vunerable area. If you're really worried about it though, go up there once as an alien, and see where turrets could be placed that they would fire at aliens peeking out of the vent. Then when it comes time to command, place turrets there.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    I assume he means you block the door into shipping tunnle with a t-fac on NS-caged. weld the vent under the door and you've got a 1 entrance area with 1 res node.

    AND within striking distance on vent hive good place to hold out at till you've teched to HA/HMG.

    BlueGhost
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    uhm, don't think he meant that blueGhost, but THAT is a good strat.

    he mentioned sewer vest, and is concerned about the marine vent to spawn.

    inex, first off, hey hey!. second. good ideas. the weld is a must. and the peeking turret is a good idea too. altho i tend to not get base turr until mid game.
  • RenmauzoRenmauzo Join Date: 2002-12-27 Member: 11571Members
    That map requires serious relocation to either ventilation or sewer.. The marine base is pretty much in the middle of no where and the comm chair is in an extremely vulnerable (not the mention the stupid vent) Ventilation is probably the best spot to relocate to since it's in the middle of 2 hives (and you can block the shipping tunnel with anything u like, don't forget to wield that vent too.. ) I wouldn't mind set the base at sewer, however, the pumping station res node requires a bit more attention to defend than vent's res node. But the distance between vent and sewer is extremely short compare to gen as soon as you wield through the net.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Relocation on caged isn't generally a good idea as a primary strat, infact relocation on ANY map as a primary stratagy is not really a good plan, use phases, if your main base falls THEN you relocate.

    Caged is especially bad for relocation as the only easy to hold place is gen. (sewer vestible works against skulks but against fades its damn hard)

    BlueGhost
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I'm afraid your all wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    After putting the original post through a nonsense-to-english translator <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->, what he actually means is this:

    Get someone with a JP (he doesn't mention this but its a requirement) to get into the vent at marine spawn, after its been welded.

    Build a TF in the vent where gorges sometimes build DCs, add sieges and turrets.....

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and that is awesome<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Quite.....
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I have wrtoe this somewhere else but I forgot where. I'll repeat it here.

    ns_caged is an obviously biased toward aliens map. The marine start is pretty bad, and there's only one good hive you can relocate to (Ventilation). Sewers is not good because there are bugs in there that prevent you from upgrading. Generator sucks because you have to run a LONG while to get to your res node to defend it.

    Also, at the beginning of the game when you relocate you have NO armory, which means no welder, which means the only way to ventilation is either thru generator or near it or take a REALLY long way around (all 3 are pretty bad). This is ok if the aliens start out in sewers, bad if they start in generator, and if they start in vent, then you ca't relocate there anyway right? Crappiest map for relocation, ever.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    If you are going to relocate on ns_caged you relocate to stability monitoring or freight elevator access (FEA).

    Relocating to stability monitoring will give you control over generator hive and you can still be near the res node. Otherwise the aliens will keep munching that node.

    Relocating to FEA will give you 2 res nodes and easy access to pumping station and ventalation.

    I like FEA better because stability really has no res advantage. the closest one is aux gen.
  • Porno_SmurfPorno_Smurf Join Date: 2003-01-24 Member: 12680Members
    These all seem to be decent strategys for ns_caged, but there not the best and it's not a for sure win.

    First off you build your 2 ips, armory and obs.. We all know that.. Whichever hive aliens have is fine, i'll say that aliens have gen as an example. You leave 3 guys in base to watch it and the rest goto sewer vest with a welder of course. Have them build the RT and have them stay there. Build a TF behind the RT in the corner, and then 3 turrets, 2 for both sides and 1 in front of the RT. Then you have your guys move to pumping station and cap that RT and put a TF by the rail in the corner, and 4 turrets covering the TF and RT. Then move your guys to frieght elevator with that welder if the guy is still alive and grab that secret RT. Then go cap the other frieght RT and place a TF in front of the RT and 5-6 turrets to cover that area. Then a phase gate at base, frieght and sewer. Secure sewer and put a TF at that secret RT in frieght. You got 4 RT's now that are secured plus your base RT. By that time aliens should be building their 2nd hive. Whoopie... Most servers are 2 res per tower, so you got mass res coming in.

    Just build 2 arms labs for faster upgrades, proto, motion tracking, upgrade armory and research HA. Then put a TF in base. By the time HA and the armory is done, you should be working on your 2nd level upgrades. Start giving out HA/GL/HMG out and have them group up and take stability or even take out gen right away.

    It's a sure win on ns_caged, I use it everytime on voogru's server, which is much harder for comms, since aliens can giveres to the gorge. So that hive will be up faster then a regular ns server. So if it works on voogru, it should work on a regular ns server for sure.

    I got alot of other tactics for every other map, but to much stuff to post, and I don't wanna give out all my tactics.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    he's talking about marine spawn's vent on ns_caged, build the TF inside the vent there..
    i gues that is a good spot for making a lost game longer..

    but if you do that, place CCs instead of reg turrets on the opening of the vent <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> they last a lot longer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    Relocation in ns_caged only works to ventilation hive. Otherwise you can get caught without even one node at times (sewer and generator have no node in them).
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    *G*
    we won a game on ns_caged which started 3 on 3 (horrible for marines)

    We got 2 hives down with just 2 standard equip (but upgraded) marines.

    We got JP and took a 3rd but by now it was obvous they could put em up faster than we could kill them and the map was rapidly filling up with OC's.

    So we relocated into the only free hive, genorator.
    Fortunatly we'd held afew nodes for quite some time and re-cycled alot so could afford a good 6 turrets. 2 GL's 1 HMG.

    Around this time lots of people joined and it was 8 vs 8.

    Anyway cut a long story short the aliens were incompetent and failed to shift us or notice our rambo sneak into our old base and freight elivator and get the nodes there.

    HA/HMG team arived and in a stunning show of organization promptly shredded its way into vent hive and blew it away.

    After that it was just a mop-up job.

    BlueGhost
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but if you do that, place CCs instead of reg turrets on the opening of the vent <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, because 99% of servers (and dev team, if I remember rightly) consider using CC's for defense a bit of a cheat, as it's not really what CC's are intended for is it? And you WILL get kicked from at least 3 servers I can think of for doing it.
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    i really find the best tactic is to moove your base to freight on this map... double res take 1 hive and then tech...
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin--Porno Smurf+Feb 15 2003, 09:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Porno Smurf @ Feb 15 2003, 09:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> These all seem to be decent strategys for ns_caged, but there not the best and it's not a for sure win.

    First off you build your 2 ips, armory and obs.. We all know that.. Whichever hive aliens have is fine, i'll say that aliens have gen as an example. You leave 3 guys in base to watch it and the rest goto sewer vest with a welder of course. Have them build the RT and have them stay there. Build a TF behind the RT in the corner, and then 3 turrets, 2 for both sides and 1 in front of the RT. Then you have your guys move to pumping station and cap that RT and put a TF by the rail in the corner, and 4 turrets covering the TF and RT. Then move your guys to frieght elevator with that welder if the guy is still alive and grab that secret RT. Then go cap the other frieght RT and place a TF in front of the RT and 5-6 turrets to cover that area. Then a phase gate at base, frieght and sewer. Secure sewer and put a TF at that secret RT in frieght. You got 4 RT's now that are secured plus your base RT. By that time aliens should be building their 2nd hive. Whoopie... Most servers are 2 res per tower, so you got mass res coming in.

    Just build 2 arms labs for faster upgrades, proto, motion tracking, upgrade armory and research HA. Then put a TF in base. By the time HA and the armory is done, you should be working on your 2nd level upgrades. Start giving out HA/GL/HMG out and have them group up and take stability or even take out gen right away.

    It's a sure win on ns_caged, I use it everytime on voogru's server, which is much harder for comms, since aliens can giveres to the gorge. So that hive will be up faster then a regular ns server. So if it works on voogru, it should work on a regular ns server for sure.

    I got alot of other tactics for every other map, but to much stuff to post, and I don't wanna give out all my tactics. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not to be mean, but what size server are you talking about? On a 6 on 6, by the time you get (counts up the stuff you mentioned) 3-4 TFs and 12 or 13 turrets AND all the other stuff you mentioned like res nodes and phase gates (which is like about 400 res) the aliens will have LONG gotten fades. And this is assuming none of the skulks aliens chew up some member of your teams, slowing them down. And say you get (1+1/RT)/tick and each tick is about 5-6 seconds, this will take you definitely more than 10 minutes just to get to the point of starting to build an arms lab. Won't work at all.
  • 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
    <!--QuoteBegin--BlueGhost+Feb 12 2003, 06:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Feb 12 2003, 06:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Caged is especially bad for relocation as the only easy to hold place is gen. (sewer vestible works against skulks but against fades its damn hard)
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    .. and gen has zero res nodes - the stab monitoring res just isn't defensible.
  • 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
    <!--QuoteBegin--|ds|meatshield+Feb 17 2003, 10:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Feb 17 2003, 10:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not to be mean, but what size server are you talking about?
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    He did say vogruu, which is a 24 plr server. While the size of somewhat offset by vogruus mod (you can donate res to the gorges), it is still more marine friendly than a standard 8v8 server.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Don't remember if this has the exact information you're looking for, but it's proven to be extremely helpful in the past:

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=12423' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=12423</a>
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    As for knowing your maps,
    first off if you're any good you can easily comprehend what map is he is talking about, assuming he makes any sense at all.

    As for his turreting, I believe he is talking about turreting the vent into marine spawn.

    Most important clue to determining the location of his turret factory is his mention of keeping base clear for distress in event of relocation.

    Suddenly I am doubly sure, quite sure, that he means build turret fac inside vent. However that is difficult for beginning marines.

    Keep the ideas coming though.


    btw it comes down to 1 battle roughly each time the forces meet. So imagine a 2 marine vs 2 alien battle. It could go either way depending on specifics.

    The aliens' advantages all are in non combat circumstances in such small games. I have not extended my imaginings to normal and large games purely because I am sleepy and because small games are in question.
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