Double Res Nodes
MasterEvilAce
Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
<div class="IPBDescription">And other "important" spots</div> In my opinion, I've seen this happen many times, while I was on alien, and while I was on marine.
The marines are REALLY bent on conquering the double resnode spot in maps.
hera : Holo room
Tanith : Reactor Room
reactor room is the WORST, I'd have to say.
It's not entirely BAD to grab these areas, but when you do, the aliens will always attack you there. The bad thing about this is that marines spend a lot of resources putting up turrets, etc. and getting it heavily defended, the room is pretty big, (RR in this case) that a lerk can easily take down the turrets then a rush can have the place cleared quickly, and the marines will build again
marines just seem to keep having trouble defending it (bad turret placement, what have you) or it keeps getting taken down, and they spend all the time in there, and not securing another hive.
Although it is a double-resource spot, keep in mind that there are many res nodes around the map-- reactor room and holo room are prime targets for aliens.
The marines are REALLY bent on conquering the double resnode spot in maps.
hera : Holo room
Tanith : Reactor Room
reactor room is the WORST, I'd have to say.
It's not entirely BAD to grab these areas, but when you do, the aliens will always attack you there. The bad thing about this is that marines spend a lot of resources putting up turrets, etc. and getting it heavily defended, the room is pretty big, (RR in this case) that a lerk can easily take down the turrets then a rush can have the place cleared quickly, and the marines will build again
marines just seem to keep having trouble defending it (bad turret placement, what have you) or it keeps getting taken down, and they spend all the time in there, and not securing another hive.
Although it is a double-resource spot, keep in mind that there are many res nodes around the map-- reactor room and holo room are prime targets for aliens.
Comments
Tanith: Reactor room
Bast: Atmospheric processing
Nothing: Cargo bay foyer
Nancy: Mess hall
Eclipse: Triad generator (although less common oddly enough.)
Caged: Freight elevator access<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Triad? Where? Freight elevator aint really 2 double res. Mess hall sure aint and ive had a memory block but im sure there are other maps that arent double res like Tanith and Hera are.
The key to winning as marine is to be fast, stopping to out up defences which arent at a hive siege location is just not an option.
The key is to not build a load of defense. Just a Phase gate, TF and 2 turrets. Trying to 'cover' the room with turrets or making an 'unbreachable' defense is just stupid. The turrets are there to protect the TF and the Phase gate until marines can get there.
If skulks start in Waste:
Reactor Room (2 turrets)
Sat Com (2 turrets)
Cargo Storage (3-6 turrets)
That is 3 bases, with a total of 4 RT's, and you're denying the aliens two hives (siege in Cargo). Depending on when you set up in Cargo you'll need more then two turrets, but so far this basic plan has never failed for me. I usually smack down an RT outside Sat Com and in Acidic as well, making a total of 6 RT's, but don't bother defending them (not worth the hassle, 4 RT's is plenty, any more is just luxury).
I think most COM's problem is that they try to defend areas with Turrets.
The key is to not build a load of defense. Just a Phase gate, TF and 2 turrets. Trying to 'cover' the room with turrets or making an 'unbreachable' defense is just stupid. The turrets are there to protect the TF and the Phase gate until marines can get there.
If skulks start in Waste:
Reactor Room (2 turrets)
Sat Com (2 turrets)
Cargo Storage (3-6 turrets)
That is 3 bases, with a total of 4 RT's, and you're denying the aliens two hives (siege in Cargo). Depending on when you set up in Cargo you'll need more then two turrets, but so far this basic plan has never failed for me. I usually smack down an RT outside Sat Com and in Acidic as well, making a total of 6 RT's, but don't bother defending them (not worth the hassle, 4 RT's is plenty, any more is just luxury).
I think most COM's problem is that they try to defend areas with Turrets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I sure wanna play against u when ur comm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
2 trrts are easily killed and especially when marines defendin it fail and then have to respawn, 2 trrts are peac o cake especially if u only have to get one to get the tf or the pg...
Tanith: Reactor room
Bast: Atmospheric processing
Nothing: Cargo bay foyer
Nancy: Mess hall
Eclipse: Triad generator (although less common oddly enough.)
Caged: Freight elevator access<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Triad? Where? Freight elevator aint really 2 double res. Mess hall sure aint and ive had a memory block but im sure there are other maps that arent double res like Tanith and Hera are.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ah, the guy was just listing the points in the maps where areas are fought over WAYY too much.
Yeah, mess hall in Nancy is a huge waste right there, you'll usually be able to take it if the aliens have nameless, but if they have port or subspace array usually aliens will be all over it.
the JP/HMG combo is very good for this and it is relatively cheap when you can take down a hive with just one player. And even if he fails you can dispense the JP/HMG like candy because of the awesome resource flow.
Thats why people take dual nodes. Its more convient then building in 2 seperate hives. It is easier to defend a dual node then it is 2 hives.
Mess hall can be, you need to build tf in auxilary generators cover the rp in there the tf build area goes thru wall into the mess hall.
The problem with Eclipse, Caged and to a lesser degree Nothing and Nancy is that you need to cover the tf on its own and the res points imho thats at least about 9 turrets. Although if the aliens have two hives up its maybe worth it. As the res will sure come in handy.
The good thing with these maps is they aliens won't expect these to be considered as dual res nodes so won't concentrate so much in them hopefully. Also its very annoying for aliens to come across turrets that don't seem to have a tf as any smart alien just looks for the blind spot with 1 turret guarding it takes it down tf next.
Also with these the rp will usually not seem 'worth it' for the skulf to spend along time taking down the turrets. Bear in mind you should always have a hive and your base givng you four turrets.
Yeah, mess hall in Nancy is a huge waste right there, you'll usually be able to take it if the aliens have nameless, but if they have port or subspace array usually aliens will be all over it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
On nancy, you have two choices of how to approach the aliens; either through auxiliary generator, or mess hall.
Both are death traps for marines, you take your pick.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
well; if they have port or subspace, messhall is a death trap -- that's why you secure nameless first
if they have nameless, it is easier to secure messhall
Actually, it's extremely good if you want to tech rush. Don't even bother to build any turrets at all. Just have 2 marines and a phase guarding it, and send a few other marines to build up some other res nodes (ones that won't be bothered, preferably), and you can lots of res and overpower the kharaa instead of turret farming. On maps without a double node, this strategy is much less practical.
If you have invested in early tracking motion for the marines, they can defend very well. there is a sweet spot on Nothing - set your marine or marines to guard the hallway connecting Generator room and Miasma walkay. The can easily hear attacks in both room and surprise an unsuspecting skulk as it chomps away to it's hearts content.
If you intend on going heavy res, I suggest early motion tracking. It keeps good marines alive for longer, and you can then consider assignin 1 or 2 to res guarding, using a PG maybe, and then they can cover both base and nozzles.
Res nodes, seriously, it's the first thing he builds (instead of OBS, etc. like other people)
He gets a bunch of resource nodes, and he starts building/ upgrading
We had about 200 resources really early in the game because of this, and we had all upgrades probably 10-15 minutes into the game... and probably 20-30 minutes into game we had our WHOLE TEAM equiped with whatever they wanted. HA/Jetpack/HMG/Shotty/GL/Welder
Everyone loved it.
He seems to keep doing this, and it has a very high success rate (Almost even won HERA, which seems hard for marines, but windows crashed while he was commanding and we lost <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> )
The alien strategy i use, and basically win a lot, too (unless i die, as gorge, but even then, i've still pulled it off (i maxed out and was under attack, and i suicided, and when i re-gorged i got a lot of resources quickly))
Resources towers, 3 or 4, depending on map, as many as i can get without going into dangerous territory. Then D chambers, and hive (res will come in fast), then defend first hive, setup movements, warp to other hive, setup more defense there, and basically just wipe out the marines <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
One idea that people really like, is when the second hive is going, MAX OUT as a gorge, that way, whenever the second hive goes up, aliens INSTANTLY have enough resources for fades
really works nicely
Drop a res point on reception.
Rush holo room grab the two res build a tf-phase cycle the phase in reception.
While doing this send someone through the maintinance corridor and weld the general cargo storage door (if you've placed your armoury correctly this is very low risk as you can give him the wealder when he arrives)
you now hold 5 res nodes
Scan for the enemy's second hive while upgrading to motion (if it works) or level 1 armour (if it doesn't)
move on eather data-core-alpha or maintinance or processing (your pick all are equally easy, processing go through general cargo, maint go thru maintinance access tunnle, data-core-alpha (just outside archiving) you go via the weldable door in reception. If you have motion tracking it should be an easy choicse as you can see where all the aliens are.
Siege one of their hives to death giving you the 6th res node.
laugh manically
BlueGhost