Way To Defend In Sewer/viaduct/vent Map...
Ulatoh
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
-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.
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.
AND within striking distance on vent hive good place to hold out at till you've teched to HA/HMG.
BlueGhost
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.
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
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.....
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Quite.....
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.
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.
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.
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-->
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
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.
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.
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)
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.. and gen has zero res nodes - the stab monitoring res just isn't defensible.
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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.
<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>
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.