Docking (east wing)
shaq_mobile
Join Date: 2009-12-10 Member: 69575Members
I know you guys are adjusting and balancing the game with all aspects in mind. However, the changes to docking seem to have made it much more difficult for marines. It was already, in large games, a lost cause. Now it's a joke. The extended running time and added dimension to aiming to departures has made it difficult. Cafeteria and departures both got huge buffs with the last patch. I think that was a tad much. Cafe was near impossible to hold, for aliens, with the tech point being out in the open. Departures was difficult because it was close to Terminal and was easily ARCable. Maybe we need a happy medium? Perhaps make the access to East Wing less painful? It's all anecdotal and I rarely play with less than 20 people. Obviously, my experience is not totally balanced.
Comments
The new east wing is actually far easier to defend my fruend, why? Well... less cover, higher roof, more light, etc.
And so on.
I wish people would do what you say. The whining about "Docking is unwinnable for Aliens" would never stop.
1 - Don't take east wing unless you plan to hold departures.
2 - Never take caf first, lockers is closer. If you take lockers you automatically get caf, and if aliens are in lockers you just rush and win
I don't get how its hard they made it open, and that's where marines excel.
The source of most marine difficulties in pubs is a lack of aggression. If marines are playing a reactionary game, focusing all their effort on running back and forth between the RTs that come under attack, they'll never get anywhere. If you want to stop aliens from harassing your stuff, attack them harder so they have no choice but to defend.
I'm sure I have many of those notched on the belt.
The next update has Bar moving west to stop the siegeing from the corner which has overlapped into some other changes to Cafe. Central is actually going to be worth a damn now as well. Also looking at specifically designated random spawns for marines with these new changes, too.
That second assumption has won me two games since the docking change as aliens. Marines take lockers and neglect caf since aliens would NEVER try to put a hive in between two marine bases right? Thing is, marines don't actually get to control the territory between their bases because of the way phase gates work. The real trick is just getting cysts down to caf, but that's not strictly necessary if you've got two gorges waiting there.
Step 1: Command. Tell everyone but 1 person to go straight to Stability Monitoring. Make sure they keep going there. Have other person cap. Keep yelling.
Step 2: Research Mines. Yell about buying mines.
Step 3: Put armory in Stability Monitoring. Yell at players to put mines everywhere.
Step 4: Research Upgrades/Shotguns. Yell about shotguns. Also, yell about mines again.
Step 5: Yell at team to: Shoot down Hive if Generator. If Departures, ARC Departures out from StabMon.
Step 5a: If Locker Rooms, lock down Gen and push Ball Court. Put Armory. Yell about mines again. Shoot hive from right inside glass partition/hallway.
GG.
Noooooooooooooooooooooooooooo
I didn't see this earlier so I have to ask.... why?
Because of the plethora of complaints that are from same people who complain about ARCs shooting through walls?
Bar is the closest RT to the Locker Rooms hive, it's one of two direct ways to the hive from the default Marine start (and vice versa) and it's accessible through three entrances (South/Caf, West/Back Alley, and North-east vent [that has two approaches])
If Aliens cannot, or choose not, to hold that RT point... they deserve to lose that hive to a siege point.
Removing the siege point is placating the problem of bad play rather than bad design. Hives should be "ARCable" from siege points located adjacent to the hive. This point is one of the absolute closest, and essential, points for the Aliens to access.
Considering the map, the most important part of this strategy is actually the yelling part.
It's the only resource point on any map that you can ARC a Hive from (that I am aware of) aside from Central Drilling on Mineshaft. You're not supposed to be able to ARC from two rooms away.
Thank god it's immediately adjacent.
To me, arguing Alien's shouldn't have to control the nearest tech point, approach path and ARC point is pretty much dumbing down the game even further. It's a crucial location, immediately adjacent to a hive.
Again, I'll repeat it. If Aliens are too bad to hold the easily accessible, nearest resource tower and nearest point of attack, they deserve to lose that Hive. No different than if Marines can maintain control on Stability Monitoring, Aliens should lose Generator Hive. There is no difference as each are easily accessed by ARCs, resource tower points, next to a hive and are overall strategically crucial.
I know it's an old version of the map. Sue me.
It has nothing to do with how many rooms it is away. It is about how long the aliens need to travel to react to an ARC push. And Omar is right. There are more than enough short routes to Bar from Locker. I don't get why this ARC point has to be removed. Central in mineshaft is NOT comparable. There is no short rout from Deposit to central.
At the topic: If marine commanders would finally learn, that a PG don't has to be placed at a TechPoint, much would be won. As already said, Stability is a much much better location for a PG than Departures or Generator. The same goes for Central and Crusher in Mineshaft or Ventilation in Summit.
Bar is only one of the most important rooms in the game, to Aliens, if they're in Locker Rooms. Just like Maintenance to Locker / Gen, StabMon to Gen/Departures.
Ball Court IS adjacent to Locker Rooms, just like Bar is. If Locker Rooms was Marine Start, I'd agree that Bar isn't adjacent as Marines can't crawl through vents easily or effectively. Aliens can and using that allows them to immediately access to Bar. In fact, it's one of the quickest points Aliens can reach after spawning central Locker Rooms.
I don't think anyone would argue that Back Alley is nothing more than a hallway to let Marines get into Locker from the western side. It's not a "room" and it's strategic value is directly dependent on Bar. In terms of "area" it's only marginally bigger than Bar. It's just laid out in a more elongated, narrow fashion... almost like a hallway. Weird.
Finally, since you're apparently a bit of a twat when someone disagrees adamantly with you, I'll respond in kind.
Not sure what map you've been playing, but that siege doesn't seem cheese at all. Especially since arcs would need to in that far corner to barely reach and easily attacked from that vent.
Also, I can't tell you the last time I saw an arc siege from bar happen at all. If it's so overpowered, why isn't everyone doing it? Seems like you're trying to fix something that isn't broken.