Love to see marines make more use of vents and it would be great if you could make the vent access in east junction like with NS where marines could easly get in and out. The rest of the vents are great for a down hill ninja runs or flanking skulks but IMO lacking is the option to deploy early tactics for holding off skulks around the nanogrid area.
Digging the marines out of subsector takes a *lot* of effort, if they've turtled up in there. We managed to sweep them out of Command and press them back into Subsector only, where we found that the long passageways into that location provide an excellent shooting gallery for the marines, especially with grenade launchers. We finally broke the stalemate on a 10v10 with 6 onii doing a rush for their power node. More cover in the hallways leading in, or on the ceiling above those entrances for skulks and lerks to zip around in might help.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
North spawn is actually pretty good as it gives close access to 2 RTs plus the one in base. All the alien spawn points have only one expansion RT and it's pretty far away. If marines take their 2 expansion RTs and then lock down double, then they've got the game in the bag since they have 5 RTs plus an incredibly solid forward expansion. The map is pretty spread out, but that ends up favoring marines in the long run since they have phase gates whereas aliens do not.
Comments
All 3 expansion bases are located quite close together in the south, making it very difficult to successfully expand and secure a second base.
Only marines spawn 'north' aka control.