2.) directly south! in gap <img src="http://i.imgur.com/MewG0.jpg" border="0" class="linked-image" />
Sorting: 1.) northest point in Brewroom on the railing <img src="http://i.imgur.com/3gS1y.jpg" border="0" class="linked-image" />
== Docking: Locker Rooms: 1.) From Courtyard on the entrance to Maintenance Access <img src="http://i.imgur.com/IkYOM.jpg" border="0" class="linked-image" />
FORCE aliens to setup a hive in locker room... and secure departures!. Later: arc locker room from courtyard by marines covering the arcs (= unfair Easy win). (tactic only works if aliens DONT start in departures - in 2/3 of matches it should be an easy win for marines)
== Tram: Warehouse: 1.) from between central hub and warehouse <img src="http://i.imgur.com/9S7L6.jpg" border="0" class="linked-image" />
2.) from ore extraction on the upper right side - - not anymore! (solved) (only if 1 arc glitches trough wall to the right side... had this 1 time)
Elevator transfer: 1.) from observation (left upper corner) <img src="http://i.imgur.com/nNKyP.jpg" border="0" class="linked-image" />
2.) from central hub (east side) <img src="http://i.imgur.com/MlAX7.jpg" border="0" class="linked-image" />
BTW: a) if you have warehouse - you can take down the harvester in mezzanine (south east of warehouse) and platform (east of warehouse) b) if you have shipping - you can take down the harvester in observation
on Refinery, Summit... i dont know "dirty arc placement" / "shoot from behind a wall placement".
<!--quoteo(post=2039988:date=Dec 4 2012, 02:45 PM:name=Destroid)--><div class='quotetop'>QUOTE (Destroid @ Dec 4 2012, 02:45 PM) <a href="index.php?act=findpost&pid=2039988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uhhh isn't that the entire point of arcs?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, if the alien team can reach the arcs somehow easily (in maybe 3-4 seconds to have a chance to counter it), but NOT always...
Examples: mineshaft - deposit by arcs in central drilling (you have to walk through 2 rooms to reach the arcs) docking - locker room by arcs in courtyard (coutyard is wide open for marine attacks especially when marines have jetpacks)
This is somehow unfair... you cant react so fast / so well to save the hive. If everybody would use arcs at these specific siege points... you would never easily drop a hive at certain techpoints again ;)
<!--quoteo(post=2039999:date=Dec 4 2012, 02:01 PM:name=Joseppe)--><div class='quotetop'>QUOTE (Joseppe @ Dec 4 2012, 02:01 PM) <a href="index.php?act=findpost&pid=2039999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, if the alien team can reach the arcs somehow easily (in maybe 3-4 seconds to have a chance to counter it), but NOT always...
Examples: mineshaft - deposit by arcs in central drilling (you have to walk through 2 rooms to reach the arcs) docking - locker room by arcs in courtyard (coutyard is wide open for marine attacks especially when marines have jetpacks)
This is somehow unfair... you cant react so fast / so well to save the hive. If everybody would use arcs at these specific siege points... you would never easily drop a hive at certain techpoints again ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought both of those were completely intentional since they have been in for so long and are constantly used.
Comments
== Mineshaft:
Deposit:
1.) left-upper corner (harvester) from central-drilling
<img src="http://i.imgur.com/h04FA.jpg" border="0" class="linked-image" />
2.) directly south! in gap
<img src="http://i.imgur.com/MewG0.jpg" border="0" class="linked-image" />
Sorting:
1.) northest point in Brewroom on the railing
<img src="http://i.imgur.com/3gS1y.jpg" border="0" class="linked-image" />
== Docking:
Locker Rooms:
1.) From Courtyard on the entrance to Maintenance Access
<img src="http://i.imgur.com/IkYOM.jpg" border="0" class="linked-image" />
FORCE aliens to setup a hive in locker room... and secure departures!.
Later: arc locker room from courtyard by marines covering the arcs (= unfair Easy win).
(tactic only works if aliens DONT start in departures - in 2/3 of matches it should be an easy win for marines)
== Tram:
Warehouse:
1.) from between central hub and warehouse
<img src="http://i.imgur.com/9S7L6.jpg" border="0" class="linked-image" />
2.) from ore extraction on the upper right side - - not anymore! (solved)
(only if 1 arc glitches trough wall to the right side... had this 1 time)
Elevator transfer:
1.) from observation (left upper corner)
<img src="http://i.imgur.com/nNKyP.jpg" border="0" class="linked-image" />
2.) from central hub (east side)
<img src="http://i.imgur.com/MlAX7.jpg" border="0" class="linked-image" />
BTW:
a) if you have warehouse - you can take down the harvester in mezzanine (south east of warehouse) and platform (east of warehouse)
b) if you have shipping - you can take down the harvester in observation
on Refinery, Summit... i dont know "dirty arc placement" / "shoot from behind a wall placement".
Yes, if the alien team can reach the arcs somehow easily (in maybe 3-4 seconds to have a chance to counter it),
but NOT always...
Examples:
mineshaft - deposit by arcs in central drilling (you have to walk through 2 rooms to reach the arcs)
docking - locker room by arcs in courtyard (coutyard is wide open for marine attacks especially when marines have jetpacks)
This is somehow unfair... you cant react so fast / so well to save the hive.
If everybody would use arcs at these specific siege points... you would never easily drop a hive at certain techpoints again ;)
but NOT always...
Examples:
mineshaft - deposit by arcs in central drilling (you have to walk through 2 rooms to reach the arcs)
docking - locker room by arcs in courtyard (coutyard is wide open for marine attacks especially when marines have jetpacks)
This is somehow unfair... you cant react so fast / so well to save the hive.
If everybody would use arcs at these specific siege points... you would never easily drop a hive at certain techpoints again ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought both of those were completely intentional since they have been in for so long and are constantly used.