Resource Tower Question.
Crow
Melbourne Join Date: 2003-01-16 Member: 12376Members
<div class="IPBDescription">Which is better in terms of more rez inc</div> 1: To capture and hold two rez towers by means of a one or two guys guarding each while waiting to tech up. OR
2: To get a couple of guys to go around the map and grabbing all the rez towers you see.
(Typically not talking clans, but pubs. Pub skulks tend to be a little more disorganised is why)
I recon no 2 generally works well, but typically when those skulks get onto your plan they can take down all your resource towers in a matter of minutes. I only ask this because the soon to be released 2.0 is supposively all dependent on resourse nodes, not just hives.
Other questions:
- Where should i put these res towers? If making people guard them i make the res towers the two closest to base. If not the two longest away from marine base and their hive 1, mostly in the third hive. Should i try something else?
- Mines. For those rez towers that nobody guards. Is it worth it. They might get the skulk the first time, but after that, the skulks learn and notice them.
These questions i was hoping would have been answered in that com bible [Elrond] made. Perhaps he might be able to add some of the comments contributes to this. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
2: To get a couple of guys to go around the map and grabbing all the rez towers you see.
(Typically not talking clans, but pubs. Pub skulks tend to be a little more disorganised is why)
I recon no 2 generally works well, but typically when those skulks get onto your plan they can take down all your resource towers in a matter of minutes. I only ask this because the soon to be released 2.0 is supposively all dependent on resourse nodes, not just hives.
Other questions:
- Where should i put these res towers? If making people guard them i make the res towers the two closest to base. If not the two longest away from marine base and their hive 1, mostly in the third hive. Should i try something else?
- Mines. For those rez towers that nobody guards. Is it worth it. They might get the skulk the first time, but after that, the skulks learn and notice them.
These questions i was hoping would have been answered in that com bible [Elrond] made. Perhaps he might be able to add some of the comments contributes to this. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
- Put up the RT's as far away from the "action" as possible.
- Be ready to recycle them when they get attacked if noone is near.
If you guard:
- Mines are excellent if there are marines nearby.
Against a less organised Alien team I would actually suggest grabbing and not guarding. If you just hold two the unorganised aliens will gravitate to them since that is where the action is and you will be on defense. Basically you will be ensuring the aliens are being useful, which is bad.
Against an organised team you probably won't get away with having unguarded res, they will find them and chomp them. Might even have a skulk or two specifically assigned to that. Out of the two scenarios I'd go for guarding, assuming you still have enough people to put pressure on them.
2: To get a couple of guys to go around the map and grabbing all the rez towers you see.
(Typically not talking clans, but pubs. Pub skulks tend to be a little more disorganised is why)
I recon no 2 generally works well, but typically when those skulks get onto your plan they can take down all your resource towers in a matter of minutes. I only ask this because the soon to be released 2.0 is supposively all dependent on resourse nodes, not just hives.
Other questions:
- Where should i put these res towers? If making people guard them i make the res towers the two closest to base. If not the two longest away from marine base and their hive 1, mostly in the third hive. Should i try something else?
- Mines. For those rez towers that nobody guards. Is it worth it. They might get the skulk the first time, but after that, the skulks learn and notice them.
These questions i was hoping would have been answered in that com bible [Elrond] made. Perhaps he might be able to add some of the comments contributes to this. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Depends, if you have no pressure team then strat 1 is better. If your have some good marines that can move together as a pressure team to keep the kharra on a defensive role then capping everything and anything with some recycling is the best method.
Unless they don't have a commander, they do get a warning... um, sometimes. The warnings do occasionally get lost in the chaos.
Another thing is that you can sell an RT under attack by a single skulk if you are fast. It will be be completely recycled before the skulk kills it. This assumes said skulk has cara instead of adrenaline. It's not a big refund, but it's better than nothing.
im not getting 'lost' in the heat of the battle.. i dont get the message.
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1: To capture and hold two rez towers by means of a one or two guys guarding each while waiting to tech up. OR
2: To get a couple of guys to go around the map and grabbing all the rez towers you see.
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This depends on...
- The map
- How effectively you're pressuring the aliens
- How early on the aliens drop DCs
Capturing and holding a couple of nodes lends itself to certain maps such as nancy or nothing, and is best done with at least 2 players on offense from the start. With the rest having set positions covering nodes close to the marine spawn. This was our typical clan strat for nancy, and we played it as follows:
2 people at the start immediately push forward to mess and hold it to prevent the alien team setting themselves up there. The rest of the team gets the base built, mines up and then pushes forward as a group to the res outside MS, cap that res, then get 2 more people into mess hall and cap mess hall. From here you get 2 people on offense immediately, and if the other team are attempting to get RTs before DCs you should be able to hit the gorge as he is dropping his first RT right about now. The comm focuses on the offense group, and trys to track the gorge so he can direct them. Meanwhile, 2 people cover messhall and 1 person moves between the marine start and the res outside marine start.
You hold with 3 people covering res and 2 people causing havoc. After this we would take early motion tracking, and with motion tracking up the 2 people covering mess hall would also go on offense. Motion tracking offers the advantage of seeing any organised attack long before it hits, which means you don't need people sitting around in defence. After motion, with 4 people in offense you can put a serious amount of pressure on the alien team, which makes it difficult for them to organise a group attack. Anything that slips through can be handled by the 1 defensive guy who can see anything coming long before it reaches the RTs. If this pressure is succesful this is also the time to start capping additional nodes crossmap, away from the action.
This type of strat works well on a few maps because of nodes close to the marine spawn in convinient locations. For example, on nothing you can hold docking and miasma.
The other option is attempting to cap many nodes in remote locations that you can only lightly defend, this requires very heavy pressure on the alien team and is effective on 'rushy' maps like eclipse. You would play with at least 3-4 people on offense from the outset, and try to keep the aliens in a permanent defensive mindset. Meanwhile have 1 or 2 people cap nodes crossmap. If your timing is good you can do this without a permanent base defender. Just make sure the res capper is on the defensive whenever the aliens have an opportunity to counter rush, and have him out capping res again as soon as you have the pressure back on their hive. If the aliens attempt to drop early resource towers near their hive, they'll probably get mauled by this. If they're sensible, they're more likely to counter it by taking immediate DCs, which can cause you some problems depending on the relative abilities of the players.
Mines around res towers can catch the occasional unweary skulk, but their main purpose is not to catch them by surprise: When attacking a RT defended by a marine, it's common practice to get yourself behind the RT and use it to shield you. The marine probably won't be able to kill you through the RT without expending his clip, which leaves him vulnerable, more likely he'll have to get up close to the RT in order to kill you, which makes it easy to bite him. Surrounding an RT with mines makes this much easier to deal with since you restrict the skulks movement. If he trys to play merry-go-round-the-RT he'll just blow himself up. This makes mines very helpful on the RTs you're expecting to defend with marines, as in the first example.
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I think capturing and guarding is the best idea; once you capture it, your commander may decide to make an outpost out of it with a TF and the such.
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Don't defend RTs with turrets if you seriously intend to win a game. A resource tower is relatively cheap, and has a relatively slow income by itself, a 22 res RT takes about a minute to strart turning a profit if all you have invested in it is the 22 res for the RT.
If you drop a 22 res RT, 25 res TF, and 4 turrets (76 res) you're looking at closer to 5 or 6 minutes before you get any benefit out of that RT. 5 minutes is an eternity in NS. By spending so much on static defense in the early game just for a resource tower, you'll put yourself so far behind tech wise that you may not prevent the 2nd hive, which would cost you the game. I'd go so far as to say you're better off not capping the RT in the first place, than capping it and then blowing 100 res on static defence.