Taking Double Res First=lose?

BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
edited November 2003 in New Player Forum
I'd say 80% of the time, the first team build in double res loses it, and then they go on to lose the game. That 20% is almost always rines. I can't honestly remember the last time I saw aliens take double first and keep it to go on to a win. Once, I even saw rines go so far as to siege a double res 5 min into the game. They went on to win the game. Any thoughts on why this is?

BTW, I only got public to play on, so it could just be that I never get to see a real team take double first.

Ooops wrong forum <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> . I meant to put this in gen discussion.

Comments

  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Hmm...the game of NS is about the game of life. Money. Money = win. At least that is a huge chunk of it.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    The reason it might lead to a loss is because many commanders place too much value in it. They spend too much time trying to gain control, or hold control, therefore they lose much of the control of the map because they're being too narrow minded. Many commanders do what I like to call "Bashing their head into a wall", many times they will fight a losing battle rather than moving on trying a different tactic.

    Sometime commanders will persist in trying to capture a double res instead of taking the rest of the resources across the map, they focus too much time and effort in something. It's great if you can efficiently hold it and capture it, but if you can't, don't. You will end up wasting your time and "bashing your head against a wall", because it earns up hurting you more than what you've accomplished.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Yes this is because of exactly what sirus said. Also it is usually harder because the aliens expect you to go to double res points to relocate. One of my tactics I like to use as commander is to completely ignore the double res point. The aliens are so busy defending it that I've got 5 resource towers up within the first couple of minutes of the game. Double res points are nice, but sometimes its asking for trouble.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Holy crap! So other people in the world have noticed this!

    The situation you describe comes from two factors. One: attempting to relocate, with all the drawbacks that brings. Two: doing exactly what the enemy expects.

    I deliberately avoid attacking double res when I command, and I rarely relocate. Any advantage gained from holding double res is negated by the effort you have to expend to take it in the first place. It's far more effective to attack where the enemy are <i>not</i> expecting.

    It also makes for some interesting tactics which are only possible on a public server. For one thing, the idiots who are ignoring your orders and insisting that you should invest in helping them clear out Reception and Holoroom are useful because their continued attacks at places you aren't actually attacking serve as useful distractions.

    So, yeah. Sun Tsu said: "All warfare is based on deception". Attacking double res is not deception.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    I myself never take double res first too, because of the reasons mentioned above. Ist not nessesary anyway, because 2-3 towers anywhere on the map electrified will suffice for quite some time and give me the mony to tech up, while I send squads to kill Alien nodes or take a hive.
    However, I usually siege the Dres as soon as I locked one hive, because its a huge loss of res for the aliens, 2 more nodes for me(at least for some time) and it distracts alien attention. On pubs, they usually split up then, some attacking the hive, some the dres.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    I've noticed that too, and most of the time they wind up losing it because they treasure the double nodes too much...when the aliens have the other 7 RTs >:/

    It really just stinks knowing that trying to properly secure double res is like trying to outfit a 10-man HA train. You lose it, then it's a big lose for you.

    And even worse is that when Im playing alien, I always head to double node to wait for marines and kill them. And during the time when the marines I killed are spawning, I'm already back at a hive healing myself. The head back ad infinitum. Many comms have fallen for trying to secure double nodes until it is too late.
  • R_A_CR_A_C Join Date: 2003-05-13 Member: 16273Members
    I have seen this happen WAY too often also. One team puts WAY too much effort into keepping the dbl res and the other team just walks all over them.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    dres is really not that special. just as special as two single nodes anywhere on the map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    yes it is....

    you can defend 2 rts with slightly more effort then 1...

    when you get there you can immediately build 2 and dont have to walk for the next...

    so it is quite useful if you can cover it...
    as alien, have 2-4 ocs, 2 dcs and some skulks patrolling, thats nuff...
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    On some maps, especially Mineshaft, controlling double-rt's means controlling hive location (the the rt it has). Take it, and it's almost guaranteed win. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • SandersSanders Join Date: 2003-10-19 Member: 21784Members
    <!--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-->On some maps, especially Mineshaft, controlling double-rt's means controlling hive location (the the rt it has). Take it, and it's almost guaranteed win.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Its also a nice reloc spot, because there is only one way to attack from (of you bury your base in the back) Or, if you really want to secure double, build your base on the bridge.

    Only problem is its a far walk.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    The one downfall of Double Res for aliens is a single seige takes out 2 res towers..

    Where else (except maybe processing) can you take out 2 of anything from a single location?

    If I'm on alien.. I skip Double-res and do a little pressure to marines there so they think I want it

    And if I'm marine I make it a late game priority, setup a small seige base just outside and destroy the alien towers but don't march in and cap it..

    It's actually better in some cases if nobody caps it, so you can drop it (protected by seige) later in the game, when fades etc have destroyed most of your original expansion.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    Double has the huge advantage of a reloc for Marines in that your main base will be defended to the end. And with two res nodes there rather than one, you can sometimes afford to break out again and take down a hive. That said, it has just become to predictable, although on some maps it is still practical.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    Predictability is pretty much the giant downfall of double res. If an enemies knows you're headed there, then you can forget it. Sun Tzu said that War is all about deception, and doing the predictable would be near suicidal. Getting double res is just over done in pubs these days...
  • monkeymastermonkeymaster Join Date: 2003-02-20 Member: 13771Members
    It depends on how much time you spend ( or waste ) on either Getting dbl res secure or Stealing it from the other team.

    Some games ive played the commander would be totally stuck on trying to steal dbl res, trying to seige over and over etc..etc...and by the time we kill dbl res the aliens would have capped all the other res on the map and we would only have marine start res, and dbl res.

    So to answer your question, NO taking dbl res doesnt mean you lose, just the time you spend taking it can mean a loss.

    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    Btw, ismy sig and avartar working ? they dont seem to show up on my screen?
  • NScombatNScombat Join Date: 2003-11-17 Member: 23043Members, Constellation
    <!--QuoteBegin--monkeymaster+Nov 29 2003, 07:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (monkeymaster @ Nov 29 2003, 07:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    So to answer your question, NO taking dbl res doesnt mean you lose, just the time you spend taking it can mean a loss.

    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    Btw, ismy sig and avartar working ? they dont seem to show up on my screen? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Monkeh - your sig isn't working at this point in time.

    Had a game last night 5v5 and the marine team spent too long trying to take a fortified double res. They didn't even listen to me telling them we had to siege it if we wanted it.
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    but then, if enough people trust this thread etc - then it will become expected that dble res will stay empty for the first five min. and then it would be a cunning plan to rush there at some point as noone would see it coming (who would do such a nubbish move?)
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    The validity of dbl res depends on the map as well.

    Example: As a alien I wouldn't touch the dbl res on that map that has that hologram generater in front of the res points as it is too easy for marines to siege...at most I would drop a OC or two to prevent a rambo from getting the res points.

    However on the map where the res points are next to a channel of water (wish I could remember map names) as a alien its worth my time and res to pop a OC by the ladder/vent and another OC to cover the other enterance and wait for enough res...if you move fast enough you can hold dbl cheaply and get some rfk to make up the price of the OC's.

    Depends on map and situation...in a rush tactic its not a factor..fail the rush lose the game (90%)
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    edited December 2003
    Yeah monkeymaster has got a point, if you run for double res you aren't necessarily wasting your time. It is only when you sit and continuously pour res into trying to acquire double res that it becomes detrimental to your winning the game. After all, you are wasting res to get a res node, sort of a paradox if you use more res than you would gain from holding that node.

    It just really depends on the situation I suppose.
  • monkeymastermonkeymaster Join Date: 2003-02-20 Member: 13771Members
    Indeed.
    yesterday i played a game where we relocated to Proc on ns_hera, we let the aliens have dbl res and recpt, even thgouh the aliens didnt build any res towers there, we didnt bother gettin them. we still won the game.

    so you dont really NEED dbl res.

    BUT! keep in mind, if your a noob comm, its best to relocate to dbl res, since more res will make it easier for you if your a noob.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    This makes me think of a possible game start strategy. On an 8 player team, 1 commander, 1 to build in base, 4 to go to double res and 2 to scout and take other res nodes. The aliens will think that you're pushing for double res so will concentrate their efforts and res in securing that position, all the time your 2 res scouts are capping res all over the map. In the end, you've forced the aliens to build a quick outpost where they weren't planning to, you're deterred them from getting fast res at the start of the game and hopefully put yourself in a more favourable position. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Ah, but only a well organised alien team with good communication would fall for that, so it is less useful on pub games. Still a neat tactic. I'd expand by saying that it is generally a bad idea to concentrate all your efforts in one area; attacking 2 points simultaneously not only will confuse the aliens, but will increase your chances that at least one move would be succesful.

    BTW ASnogarD, the 'Hologram' dbl res is on Veil, but I'm not sure about the other one. Note that not all maps even *have* a double res; Eclipse, Nothing and possibly Caged are good examples. (Caged has 2 rts reasonably close in Freight Elevator.)
  • zerwalterzerwalter Join Date: 2003-08-05 Member: 19023Members, Constellation
    Depending on the overall skill of the alien team, I sometimes treat double res as a single res point. I get a resource tower there, electrify it and then move on. That way when it comes under fire from 5 OCs, I do not have to worry about all the res I am wasting. I just recycle it. Also, in my experience, double res seems to have change hands a few times when the game is about 20 minutes. After that, it usually is ignored by the team who is not in control of it. Unless, of course, you relocate to double res *shudders* and then you deserve to die a very slow death.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    OT a bit:
    There's a point.

    When does it become economical to recycle a res node? You only get the res if it has time to recycle, so obvoiusly you should recycle it jsut before it is destroyed to get more res from the node. However, it stops taking res when you begin the recycle, so, depdending on how many OCs were firing at it, maybe it would be better not to recycle at all?
    Any views?
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    double rec can be usefull. yet to my opinion only for the next setup. Near no defense in dres. Place TF or OC at critical paths to dres. Big chance you irritate the enemy more with that aproach aswell. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I once hold down dres by placing 1 OC each time in a corridor. They either took it down one way or jumped it. yet, a few meters later. (preferably just outside siege range from the previous OC) I placed another one. A path of OCs is more pain and slows them down more then walls. (rines can use small TFs)

    This is the onyl way I ever saw dres being successfully defended and kept when faced a good team.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Ah, tis good advice, but a lone marine can easily take a lone OC, but could not even hope to take down a WoL.

    Still, good idea.
  • PyranPyran Join Date: 2003-12-06 Member: 24084Members
    <!--QuoteBegin--monkeymaster+Nov 29 2003, 07:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (monkeymaster @ Nov 29 2003, 07:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Some games ive played the commander would be totally stuck on trying to steal dbl res, trying to seige over and over etc..etc...and by the time we kill dbl res the aliens would have capped all the other res on the map and we would only have marine start res, and dbl res.

    So to answer your question, NO taking dbl res doesnt mean you lose, just the time you spend taking it can mean a loss.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I might have argued that had i not just came out of a game with a commander shouting over the mike GET DOUBLES! every 10 seconds. Heck we didnt even have marine start node cause he relocated to hera just to take double....give ya two guesses on how that turned out and the first doesn't count. I'm surprised in my time of playing ns that it took me this long to see somthing like this happen.
Sign In or Register to comment.