Departure (formerly "Tram") starting location on Docking. . .

MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
edited November 2012 in NS2 General Discussion
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

-

Comments

  • giogio Join Date: 2012-08-14 Member: 155618Members
    +1. Departures is no fun to start in as an alien.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    This map and Tram still need some tweaking imo.

    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....
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    <u><b>spellman23:</b></u>

    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>
  • ItAxItAx Join Date: 2012-08-08 Member: 155046Members
    edited November 2012
    I agree that Tram is the worst spawn point in this map, but it's not that bad. Aliens need to block one of the entrances with gorge crap and commander should build a shift somewhere near for emergency eggs and that's it, marines will fail to overrun the aliens in the beggining... Unless all marines are vets, lol.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=2005267:date=Nov 1 2012, 03:30 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ Nov 1 2012, 03:30 PM) <a href="index.php?act=findpost&pid=2005267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u><b>spellman23:</b></u>

    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.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2005133:date=Nov 1 2012, 04:25 PM:name=gio)--><div class='quotetop'>QUOTE (gio @ Nov 1 2012, 04:25 PM) <a href="index.php?act=findpost&pid=2005133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1. Departures is no fun to start in as an alien.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
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