Reactor Room In Tanith
c0bra
Join Date: 2002-11-07 Member: 7546Members
<div class="IPBDescription">possible to defend?</div> I've played the map a lot, but I've just now played it in succession with two different comms who both went for Reactor Room first thing, most likely because of its proximity to the marine start and its two resource nodes. Both times we were unable to defend because of its 5 different entrances. We were caught there and stagnated because we would not move beyond that point.
Now I ask you, is it possible to defend correctly? We eventually lost our phase to fades and skulks in the vents (marines wouldn't listen to me saying to shoot in there no matter what). The different doors are so far apart, can you build turrets near enough to them to keep the aliens out? Is it possible?
Now I ask you, is it possible to defend correctly? We eventually lost our phase to fades and skulks in the vents (marines wouldn't listen to me saying to shoot in there no matter what). The different doors are so far apart, can you build turrets near enough to them to keep the aliens out? Is it possible?
Comments
the room is so wide you can pick off skulks easy if you know which entrnace they're coming in
BlueGhost
and fusion hive.
Defending it against skulks isn't a big problem if you stay on the low portion near the boxes, you do need a couple of marines here though. Against fades, well... there's really no 'defense' against fades, you have to rush 'em and kill 'em <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The time taken and res invested to seriously defend reactor room isn't worth it. The attraction of a double res node is that it gave you 2 (doh!) res nodes which require the same defences as a single whilst denying that same advantage to your foes. Reactor room is the one map where, IMO, that isn't the case.
Due to the placement of the res nodes and the nearby reactor cylinders, water and other cover, you need at a guestimate at least 8 - 10 turrets to cover it all properly. This will cover the nodes and the TF. Then you need a PG. Then you need marines (note: multiple) there permenently as its easy to lerk spike it. Then add the fact the aliens know its such an obivious place to take, there gonna be all over you every attempt you try and its a lot of res down the drain if they catch you half set up.
If however, taking reactor room is an absolutely necessery part of your plan....
Weld the vent which leads to the water. Please!!
Hand out shotties. Any fighting wil be close range. Additionally, whlst setting up i'd have a lot of marines there. Plant mines whilst you set up. Arrange distraction(s) if at all possible.
Put turrets at the top of the ladders (the ones which lead to waste). In fact, i'd just turret farm the place to hell and back gaven the option
Keep at a marine there semi-permenant at the least.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Defending it against skulks isn't a big problem if you stay on the low portion near the boxes, you do need a couple of marines here though<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hmm. If you say so. Seeing as skulks can come through 2 entrances directly into this area and through the others jump in the water and then out into your face, I don't think saying this is anyway near true. I'm not saying having marine near the boxes is bad per se, just I think your gaving a false impression this solves everything.
However, the cardinal rule is this. Do not get hung up on reactor room. Do not think its essential to win Tanith. Do stop trying after you get team ambushed for the second time. I generally take that as a bad sign <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think there must be something hypnotically compelling about reactor room when seen in commander mode <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Edit: Just noticed the smilies are fixed. Nice one Comprox <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
and fusion hive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Those aren't double nodes. Those are just nodes that are close to each other. A double node area would be reactor room, atmospheric processing, and holoroom.
YES SOMEONE FINALLY UNDERSTANDS THAT "MORE TURRENTS COMMANDER"=BAD!!!!
upgrade your marines and contain the aliens.
The time taken and res invested to seriously defend reactor room isn't worth it. The attraction of a double res node is that it gave you 2 (doh!) res nodes which require the same defences as a single whilst denying that same advantage to your foes. Reactor room is the one map where, IMO, that isn't the case.
Due to the placement of the res nodes and the nearby reactor cylinders, water and other cover, you need at a guestimate at least 8 - 10 turrets to cover it all properly. This will cover the nodes and the TF. Then you need a PG. Then you need marines (note: multiple) there permenently as its easy to lerk spike it. Then add the fact the aliens know its such an obivious place to take, there gonna be all over you every attempt you try and its a lot of res down the drain if they catch you half set up.
If however, taking reactor room is an absolutely necessery part of your plan....
Weld the vent which leads to the water. Please!!
Hand out shotties. Any fighting wil be close range. Additionally, whlst setting up i'd have a lot of marines there. Plant mines whilst you set up. Arrange distraction(s) if at all possible.
Put turrets at the top of the ladders (the ones which lead to waste). In fact, i'd just turret farm the place to hell and back gaven the option
Keep at a marine there semi-permenant at the least.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Defending it against skulks isn't a big problem if you stay on the low portion near the boxes, you do need a couple of marines here though<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hmm. If you say so. Seeing as skulks can come through 2 entrances directly into this area and through the others jump in the water and then out into your face, I don't think saying this is anyway near true. I'm not saying having marine near the boxes is bad per se, just I think your gaving a false impression this solves everything.
However, the cardinal rule is this. Do not get hung up on reactor room. Do not think its essential to win Tanith. Do stop trying after you get team ambushed for the second time. I generally take that as a bad sign <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think there must be something hypnotically compelling about reactor room when seen in commander mode <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Edit: Just noticed the smilies are fixed. Nice one Comprox <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Upgrade your marines with arms lab upgrades and keep pressuring the hive. Not defending Resource nodes with loads of turret farms will allow you to get the protolab and tech either JP or HA. Dont waste money on trying to get phases or motion tracking. MT is overrated because if skulks get Level 3 carapace, and the marine has no armor upgrade, all he can see is his death comming. Mt is not bad later after you have a protolab but in the early game it can kill you.
Just my thoughts. . .
with cargo bay/fusion that is far harder to do, making it far easier to defend the 2 res. plus you control a hive for a bonus.
reactor room, like triad on eclipse, is a morass that will swallow all the RES you invest in it.
let the aliens have it and try to defend it from YOUR attacks! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
MT is a luxury. Great if you can afford it, but at the end of the day if res is tight its equal to level 1 armour/weapons or a single level 2. Upgrades win every time.
Yes, don't experiment! Make it easy for the other team!
Yes, don't experiment! Make it easy for the other team! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ok, lets try it out.
Meat, get your clan together and scrim us. we'll use the Arms lab strat, and you guys can go for MT first.
And we will see who wins <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
oh btw, in 1.03 we used to get an obs before every rush, so we do experiment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> silly people that assume things are just funny <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
The arm's lab strat works ONLY if you know your team is full of l33t marines. In that case you can probably rush straight to their hive and end the round in 10 mins.. That probably only works in clan match though.. In pub games it's usually not applicable
Second, we'd be honored to be able to scrim you guys. Come to our channel #Clan|DS| on gamesnet and we can set it up sometime.
Who knows, maybe you're right. getting MT then arms lab might not be as fast as just getting arms lab. But, I just won on the CoFR server using that strat with a bunch people most of whom I've never played with. We got MT AND level 1 armor/weapons. I think with a bunch of organized people who know each other and practice together it can work really well. We'll keep experimenting. Again, we'd love to scrim sYn. Drop by some time.
firewater.. how old r u? jus wonderin...