Departure (formerly "Tram") starting location on Docking. . .
MaximumSquid
Join Date: 2010-07-20 Member: 72593Members
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It's bad. . .
I've heard it multiple times from comms on marine side that once they discover that aliens have it as their starting location they outright say something like:
<i><b>"Oh. . . well we won. . ."</b></i> or <b><i>"They're dead!"</i></b>
This is usually followed by the dropping of a second IP and the rushing of the entire team to the southern end of that hive, which is accessible by 2 very narrow corridors
<i>(They are essentially kill boxes for the aliens)</i>
If aliens hold off an immediate egglock or gorge it off you are then immediately followed by this:
<img src="http://i50.tinypic.com/33awkr9.png" border="0" class="linked-image" />
Marines getting a very clear and easy shot on your cyst chain. . .
Until the next hive gets up you will literally be burning res desperately trying to keep the rest of it alive
The big alien strat on the map, "fast camouflage" to hold courtyard and keep pressure off stability and maintenance, becomes instantly worthless
<i>(If you drop the 2nd hive immediately you have no camo which means losing courtyard and basically the game when marines get 5-6 res nodes)</i>
I talked this over with a few people that comm regularly and the initial thought was to make cafeteria the default marine starting location
or
To remove departure as a possible alien start
-
I've heard it multiple times from comms on marine side that once they discover that aliens have it as their starting location they outright say something like:
<i><b>"Oh. . . well we won. . ."</b></i> or <b><i>"They're dead!"</i></b>
This is usually followed by the dropping of a second IP and the rushing of the entire team to the southern end of that hive, which is accessible by 2 very narrow corridors
<i>(They are essentially kill boxes for the aliens)</i>
If aliens hold off an immediate egglock or gorge it off you are then immediately followed by this:
<img src="http://i50.tinypic.com/33awkr9.png" border="0" class="linked-image" />
Marines getting a very clear and easy shot on your cyst chain. . .
Until the next hive gets up you will literally be burning res desperately trying to keep the rest of it alive
The big alien strat on the map, "fast camouflage" to hold courtyard and keep pressure off stability and maintenance, becomes instantly worthless
<i>(If you drop the 2nd hive immediately you have no camo which means losing courtyard and basically the game when marines get 5-6 res nodes)</i>
I talked this over with a few people that comm regularly and the initial thought was to make cafeteria the default marine starting location
or
To remove departure as a possible alien start
-
Comments
This map for this very reason. Hooray for long hallways.
Tram 'cause the minimap doesn't clearly tell you where the walls/entrances are and the flow of the rooms can be confusing.
But I digress....
I actually think Tram is the most balanced map right now, but it's got huge issues with MACs and Drifters getting lost in hub
Cyst chains also screw up in hub and refuse to build farther
<i>FYI: hub = center of map</i>
I actually think Tram is the most balanced map right now, but it's got huge issues with MACs and Drifters getting lost in hub
Cyst chains also screw up in hub and refuse to build farther
<i>FYI: hub = center of map</i><!--QuoteEnd--></div><!--QuoteEEnd-->
And thus the fixing being required. The minimap is hard to follow for new players, the entries and exits are hard to spot in several rooms, and pathing bugs abound.
Its just terrible in general. I always leave it til 3rd hive to look there.
Locker/Generator are the focus, and setting up shift/shade in courtyard to spam eggs.