Mineshaft/docking pro marine map?
Price
Join Date: 2003-09-27 Member: 21247Members
Did anyone else notice some maps are perfect for some teams (and kinda unfair)?
I mean take a look at mineshaft/docking, you have the tech points so close, it's very easy for marines to expand a second command station for jetpacks and exos.
Of course, the second hive is also closer to the aliens but the entrys are so diffrent.
For example if you want attack as alien the south marine base, you have only 1 entry, the other entrys is defended by marines (base).
So its like impossible attack from more then one side.
the other parts of the maps, have more then one entry.
Okay docking has 2 entrys to the right, but mineshaft seems a bit imba.
I would like if you move the tech points a bit more away, or add at least more vents and entrys.
I mean take a look at mineshaft/docking, you have the tech points so close, it's very easy for marines to expand a second command station for jetpacks and exos.
Of course, the second hive is also closer to the aliens but the entrys are so diffrent.
For example if you want attack as alien the south marine base, you have only 1 entry, the other entrys is defended by marines (base).
So its like impossible attack from more then one side.
the other parts of the maps, have more then one entry.
Okay docking has 2 entrys to the right, but mineshaft seems a bit imba.
I would like if you move the tech points a bit more away, or add at least more vents and entrys.
Comments
Docking I think the only problem is how hard it is for aliens to hold tram departures. It also needs a vent to courtyard.
Both maps, especially mineahaft was and still the most alien friendly map although became a little bit better than previous version.
And docking? it is the easiest map for aliens to block a corridor with clog and secure at least 4 res nodes safetly. And even the easiest map to powernode attack, Especially on Tram and Terminal. It is ridiculously alien friendly in my opinion when aliens block since the beginning the locker room and stability's entrances and then keep bilebombing all vunerable powernodes. There is no way to beat alien with teamplay at docking. I do not count aliens without teanplay as an example
I mean take a look at mineshaft/docking, you have the tech points so close, it's very easy for marines to expand a second command station for jetpacks and exos.
Of course, the second hive is also closer to the aliens but the entrys are so diffrent.
For example if you want attack as alien the south marine base, you have only 1 entry, the other entrys is defended by marines (base).
So its like impossible attack from more then one side.
the other parts of the maps, have more then one entry.
Okay docking has 2 entrys to the right, but mineshaft seems a bit imba.
I would like if you move the tech points a bit more away, or add at least more vents and entrys.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes some maps have issues with the tech points being to close which removes any movement penalties for marines.
Veil is a good example of how big maps should be and the distance between tech points especially for marines.
With dynamic marine spawns the closeness of tech points is harder to balance (ns1 marine spawn was a design feature) and the penalty for marines not having phase tech is removed.
Look at cafeteria and terminal...you can hold both without needing phase tech (though makes easier)...the two points are simply too close.
But really most of the maps are too small and there is not enough of a penalty for marines movement wise early on.
Aliens should have movement strength as they focus on melee this was achieved in NS1 by big maps with long runs to res and hives, then mid - late game by the MC chamber allowing aliens to jump around from hive to hive to defend quickly.
NS2 the maps are smaller, no MC, Sprint, carapace speed nerf the list just goes on...none of these help aliens move quicker or exploit any small benefit they are meant to get from their faster speed.
Aliens suffer from lack of mobility in lifeforms...just ask any onos...or gorge to repsond to a hive under attack...most times they are last two the party after its all over.
I also find central so confusing and the gangways make for frustrating gameplay imo.
I guess to put it into a few words would be to say that I just don't feel like the map absorbs me in the way docking does, in terms of the theme.
Docking: I just flat out hate aliens expand options, generator is so easy for even 1 marine to kill. Especially when jetpacks are up. Tram departures you can sit at the other on of the corridor spam nades into the have all day long and be done with it. Stability monitoring res node is barely worth placing since it gets killed so easily.
Mineshaft: Its fine for aliens, you cant really hold the dual res in middle very easily early on but you can deny it which is important, and once you get a couple of fades up and throw a heal station in there you can hold it most of the time. The thing with that map is he who holds ref transfer wins most of the time.
The issue with both maps its maybe not specifically the map but with aliens lack of a decisive finisher. You cant just arc train outside their base and destroy all the defences
and dat onos bar...!!! Would love to have a light-switch for high-powered flood lights and actual speakers we can shoot out so that infernal racket stops playing all the time lol.
Both maps, especially mineahaft was and still the most alien friendly map although became a little bit better than previous version.
And docking? it is the easiest map for aliens to block a corridor with clog and secure at least 4 res nodes safetly. And even the easiest map to powernode attack, Especially on Tram and Terminal. It is ridiculously alien friendly in my opinion when aliens block since the beginning the locker room and stability's entrances and then keep bilebombing all vunerable powernodes. There is no way to beat alien with teamplay at docking. I do not count aliens without teanplay as an example<!--QuoteEnd--></div><!--QuoteEEnd-->
With the redesign to mineshaft, it is far less alien friendly. I agree it used to be a garenteed alien victory, as long as they had 1 gorge to hold cart tunnel, and focused teamplay to push out and deny double to marines. Now its far more dubious, with marines constantly able to push anywhere. Only marine teams that lose mineshaft are ones that play too defensively.
Docking is similar. Tram is very vulnerable, generator is a pain to defend especially when jetpacks appear, and locker rooms too close to marine spawns for aliens to ever feel secure in it. All 3 of these issues only appear if marines play aggressively. Defensive play gets them to lose, conceding too much res to aliens.
--Cory