Pub Marine Commander's Guide to Docking

radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">A decent primer for discussion</div>This is a comprehensive, but not complete, guide to Marine Commanding on Docking. I hope this helps new commanders, and allows experienced commanders a platform to discuss strategies and alternatives.

<img src="http://i.imgur.com/cgA4Y.jpg" border="0" class="linked-image" />

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>General Tactics</b><!--sizec--></span><!--/sizec-->

This map has two locations for aliens that matter. Maintenance and Stability. If you can successfully pressure those resource points, which no matter the hive start, are necessary to aliens, you will win, disregarding the successful base rush.

To find out where a hive is, simply look. The egg spawn is visible to a commander, so you'll be able to quickly know.

Other ways to find out are in the contact. Early contact in East, it's departures. Early contact in Courtyard, it's likely Gen, but possible Locker. Contact in Caf is usually Locker.

As a general rule, I have an Observatory at EVERY Phase location, and DEFINITELY in every tech point. It's a necessary tech to monitor for rushes and rambos.

<b>I'm showing ARC locations for each point, but unless specified, it's generally just as easy to rush the hive. I'm just trying to be complete in my strategies.</b>

<b>Key Locations To Hold</b>
<u>Stability</u>: A PG in Stability is detrimental to aliens. You can ARC two hives, and moreover, you cut off a valuable resource and thoroughfare. I can't express how important Stability is.
<u>Courtyard</u>: This is the gateway to Maintenance/Ball Court, and Stability/Generator. Aliens LOVE healing crags, shifts and eggs, and other fun stuffs here, as it is central. You need to keep it clear, although holding it without stability isn't always the easiest. Constantly pressure this location.


<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Marine Start - Terminal</b><!--sizec--></span><!--/sizec-->

<img src="http://i.imgur.com/Ecbpwh.jpg" border="0" class="linked-image" />
I usually push an armory/Obs in base and go for Phase tech. This obs location give a good coverage, and easily defensible. Also, if you place it right, it's on the "hump" of the structure about 3 ft off the floor making it disorienting for aliens looking for it.

<img src="http://i.imgur.com/cT6D6h.jpg" border="0" class="linked-image" />
Late game to defend from Onos base rush, this is a typical set up. Watch out for the robotics at landing entrance, a gorge can also lob bile over it and use it for cover.

Comments

  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Cafeteria Tech Point</b><!--sizec--></span><!--/sizec-->

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Attacking This Point</b><!--sizec--></span><!--/sizec-->
    This point will DEFINITELY need some changes. I know Cafeteria is seldom held by aliens, but it is so simple to take out with ARCs. Let me show you.

    <img src="http://i.imgur.com/aWo2Hh.jpg" border="0" class="linked-image" />
    Such safety in Landing Pad.

    <img src="http://i.imgur.com/JMMKih.jpg" border="0" class="linked-image" />
    This location is a walk from base, easy to defend, and impossible for aliens to reach quickly from Caf.

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Defending This Point</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/LShr6h.jpg" border="0" class="linked-image" />
    I don't really place anything AT the tech point, as there are no current vents into Cafeteria, and we generally hold Terminal?Landing area. Instead, this location gives notice to any incoming from Onos Bar/Locker Rooms.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Locker Room Tech Point</b><!--sizec--></span><!--/sizec-->

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Attacking This Point</b><!--sizec--></span><!--/sizec-->
    There are THREE locations to hit Locker Room.

    <!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><b>Back Alley</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/YebuHh.jpg" border="0" class="linked-image" />
    Typical layout. You can move the PG closer, but I like the hallway in which to cover. The Armory stops larger lifeforms.

    <img src="http://i.imgur.com/1JANRh.jpg" border="0" class="linked-image" />
    As an alternative, you can place an OBS in Onos Bar, and it's mush easier to defend, still giving greater coverage.

    I didn't show ARCs here, but it's pretty simple to place them near the obs in the first pic.

    <!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><b>Ball Court</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/Qw10Vh.jpg" border="0" class="linked-image" />
    I love ball court, because it effectively isolates Locker Room, but you have to contend with aliens from two fronts. The armory closes the door to large lifeforms, but be careful, ARCs can't get by either.

    <img src="http://i.imgur.com/CKQ3Xh.jpg" border="0" class="linked-image" />
    ARCs reach from here.

    <!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><b>Courtyard</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/c1KHPh.jpg" border="0" class="linked-image" />
    This is a GREAT location if you hold Courtyard. The unpowered Armory keeps larger lifeforms at bay, and ARCs reach well. This is not, however, the MOST ideal for rushing on foot, but viable.

    HOWEVER, don't try to build on the catwalk north of that PG. They somehow go up here:
    <img src="http://i.imgur.com/h99Sah.jpg" border="0" class="linked-image" />

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Defending This Point</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/dpuLqh.jpg" border="0" class="linked-image" />
    This site has three points of entry, armories can block two, and a robotics factory the third. A centralized Obs helps. Although, the right entrance can be block with an armory to where even marines can't get by. be careful.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Generator Tech Point</b><!--sizec--></span><!--/sizec-->

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Attacking This Point</b><!--sizec--></span><!--/sizec-->
    There are two locations to attack Generator.

    <!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><b>Maintenance</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/XQycCh.jpg" border="0" class="linked-image" />
    This location is great for manually taking down the hive, but not with ARCs. The OBS placement barely covers the power node, and as it is at the resource nozzle, don't forget to watch it!

    <!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><b>Stability Monitoring</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/NbuFSh.jpg" border="0" class="linked-image" />
    Best location on the map. A two for one! The OBS location covers the vent and hall.

    <img src="http://i.imgur.com/nCxReh.jpg" border="0" class="linked-image" />
    Easy to ARC!

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Defending This Point</b><!--sizec--></span><!--/sizec-->
    I'd much prefer keeping Stability as the main area, and only having the RT, but in case you NEED to defend this place.
    <img src="http://i.imgur.com/CE2IJh.jpg" border="0" class="linked-image" />
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Departures Tech Point</b><!--sizec--></span><!--/sizec-->

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Attacking This Point</b><!--sizec--></span><!--/sizec-->
    There are two side to push Departures from, Stability and East Point.

    <!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo--><b>Stability</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/NbuFSh.jpg" border="0" class="linked-image" />
    Stability is HORRIBLE for direct push, but that's not why I love it. It already take Generator rather easily, as you've seen.
    This is a great way to set up Stability. It gives excellent coverage of all points, and if you're pressuring Departures from here, it's probably an assumption you already have Generator. If you don't, no worries. Below you see how this location decimates Generator, too.

    <img src="http://i.imgur.com/Kvz4Lh.jpg" border="0" class="linked-image" />

    <b>East Wing</b>
    <img src="http://i.imgur.com/RGkGHh.jpg" border="0" class="linked-image" />
    This location is the closest with power, and easy to push from

    <img src="http://i.imgur.com/1mbzAh.jpg" border="0" class="linked-image" />
    How close your ARCs need to be.

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Defending This Point</b><!--sizec--></span><!--/sizec-->
    <img src="http://i.imgur.com/XV0Dsh.jpg" border="0" class="linked-image" />

    Main point of pressure is generally North Point. The Robotics Factory stops larger lifeforms, BUT gorges can use it for cover to bile the power node.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    Hope this helps! I'll do more later if there is interest.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    I found the pics of where ARCS can be used from most helpful. FYI you can actually hit the locker room hive with an ARC set up at the very edge of ballcourt (pretty sure). Maybe show the radius from the ARCs in those pics.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    Great guide. Would have been better for a map where Marines don't completely dominate though.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    I don't know if it's a bug, or doesn't work with cheats enabled, but selecting the ARCs didn't generate a radius.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Should rename the thread "How to abuse structures to block access".


    Maybe it makes me a crap commander, but I don't do that out of principle, and I don't build arcs unless aliens start cysting into my base. Both tactics feel lame when you fight against them.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    edited October 2012
    Tim, I don't structure block until late game and I need to push. I try to keep all things equal. However, like a game last night, sacrificing 30 res on defensive buildings for three rushing onos is, from what I can tell, completely worth it, and not overpowering.

    Killing a weak powernode with three onos with sentries spitting at them, and losing the base and game in less than 6 seconds is OP imo.

    As for ARCs, I don't use them, so I had to test them, and have already been told they may be used further back than my screenshots. However, they are a valid tactic, and in the case of Cafeteria, my hope is the mapmaker will see the unbalanced locations and have a future fix.
  • PoNeHPoNeH Join Date: 2006-12-01 Member: 58801Members, NS2 Playtester, NS2 Map Tester
    Tim, if you don't use structure blocking when needed, then indeed you are a crap commander. Although it is not those units true intention, it is effective and legal. Aliens commanders have the same ability as marines in this matter.
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    Very helpful post! Helps give insight for alien commanders too.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    Possibly tonight, but definitely soon, I'll do the alien Khamm one. If this is something people want, I'll slowly add other maps. If not, I'll spend my time playing instead of running around an empty local server.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    <!--quoteo(post=2000022:date=Oct 29 2012, 01:28 PM:name=PoNeH)--><div class='quotetop'>QUOTE (PoNeH @ Oct 29 2012, 01:28 PM) <a href="index.php?act=findpost&pid=2000022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tim, if you don't use structure blocking when needed, then indeed you are a crap commander. Although it is not those units true intention, it is effective and legal. Aliens commanders have the same ability as marines in this matter.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Whilst it's effective, and has certainly been used in competitive play, just because he doesn't structure block doesn't make him a bad commander. I don't do it out of principle either. I know it's effective. It's just very very lame to do though. It's not cheating, but it's still IMO very poor form. Don't call somebody a bad commander just because they refuse to use exploits to win. I know the competitive community have adopted this as a legitimate tactic, but that doesn't mean that everybody agrees it is. From what I remember, it was very much frowned upon in ns1 so I don't know why it's welcomed with such open arms in ns2.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    Not really sure why you would want to block long hallways, that seems like the most fail thing possible. Marines excel at using long open hallways like those in departures. Blocking those just makes it harder for your own team. Also I've never personally found arcs to be particularly useful at anything other than clearing large building groups. In practice they're extremely open to bile bomb, and exos with marine welders are a much more viable option. Also if you have the res to put an obs in every room you won the game a long time ago.
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