Red Room

TwexTwex Join Date: 2002-11-02 Member: 4999Members
<div class="IPBDescription">and other bases-in-vents</div> <!--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-->I like the little rooms-in- vents that some maps have (red room, and a few in Tanith). They make great locations for stealthy minibases by either team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Do they really? I'd say aliens have a much harder time with these things.

To build something themselves, they must get a gorge in. Usually that's a waste of resources as the gorge is elsewhere and must morph to skulk and back before it can build. Marines need nothing but a jetpack.

And if bile bomb is the only effective building counter the aliens have, how would they take out a turret farm in red room with only skulks and lerks, and suicide rushes punished by res rewards?

These vent rooms are annoying enough in 1.0x, and I personally wouldn't miss them if they were removed in 1.1 maps.

Comments

  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    edited June 2003
    [edit]edited per request, at least, I think it was a request [/edit]

    'minibases', wherever they are, serve the aliens quite well. It is difficult for marines to have minibases (except in nothing and Nancy) as you need marines to stay there, and stay alive. [edit] Cereal raises an excellent point later on that the fact that JPs are the highest tech, and I doubt there will be a siege base up within 5 minutes of game start. I don't know how exactly 1.1 works (I don't keep up with it, nor do I care until it is released upon us all), so I'm hoping KFS and other Vets+PTs will have answered questions/worries. Scary, Turrets that are actually somewhat accurate.
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    <!--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-->um, ok? Why did you post this? Was a thread you were talking in locked? If that's the case, don't restart a thread that just got locked, that's bad.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thank you for this friendly hint. I very much enjoy to be reminded of forum rules in every possible thread by my fellow board members.

    I'm delighted to report that in this case I'm referencing <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=36711' target='_blank'>a thread from Beta Information.</a>
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    That is a quote from the Beta Forum, and we cannot post in the Beta Forum, so we discuss them out here.
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Actually, vent bases don't require skulk to gorge. Skulks van boost gorges up the various vents. I did that today on CoFR. :-)

    I like em.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <b>***Shockwave hands Twex can of whoop-donkey***</b>

    GG Twex.

    No, I could forsee this in 1.1 too. How about in Red Room, where marines can currently make an insanely hard to crack base, and because of RpK (Rez per Kill, new acronym, w00t.) you may actually provide the marines with enough cashflow to allow them to go solid HA/HMG, and break out in a game where in all honesty, they should have lost & progressed onto a new game long earlier.

    Admitedly, this may be mostly a Red Room specific issue, as it's layout is very difficult to break (Due to it's Fade retardant tunnel) <b>AND</b> it's in siege range of a hive, but I can see this cropping up more & more depending on how the new maps are.

    How do the devs & PT's plan to avoid this, or do they even want to?

    - Shockeh
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    If you read the original thread in Beta Discussion, it says that he's going to lower the height of red room to stop people building in there.

    Aren't we getting a little trigger happy? I mean, only a couple so far (Coil and Comprox, I believe) want it to stay. Wait until KFS makes a final statement, at least.
  • RevrenRevren Join Date: 2003-05-21 Member: 16585Members
    It's only unfair because the only aliens that can get in are the ones that go down quickly in close combat to a tf and turrents (Skulks and lerks).
    Even if you manage to boost a fade into the vent it's probably best assumed that it wont have bile bomb considering the marines will have sieged the hive already. That leaves the 2nd hive fade with acid rocketing the ceiling, which isn't the most effective thing, or blinking up, getting a few swipes in then falling to the onslought of marines and turrents in the close space. <img src='http://www.unknownworlds.com/forums/style_images/2/icon2.gif' border='0' alt='user posted image'>
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited June 2003
    "Red room... red rooom... Over there!"

    *ahem* sorry.

    I think I like the idea of making the vents empty into the room higher on the wall. I'll give it a shot, at least. Maybe.
  • InfraRedInfraRed Join Date: 2003-01-20 Member: 12508Members, Constellation
    edited June 2003
    <!--QuoteBegin--KungFuSquirrel+Jun 29 2003, 11:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Jun 29 2003, 11:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "Red room... red rooom... Over there!" <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Argh what is that from!? I can hear a voice in my head saying it but cant remember for the life of me where it comes from!
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited June 2003
    It's a Simpsons parody of The Shining. "Red Rum, Red rum..." Except it's the Flanders kids in a house they've bought and are painting. Hilarious. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Maybe red room should have a lift/ramp/ladder on the one big side where that wide tunnel is.

    PS: InfraRed, your sig freaks me out! (Why the f*** didn't Norton block <i>that</i> kind of info from getting out? <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> )
  • InfraRedInfraRed Join Date: 2003-01-20 Member: 12508Members, Constellation
    Because that information is available anyway, it only takes your IP which is given to the website when your browser goes to download the image, and then the website creates the picture accordingly by giving your IP and from your IP it finds you hostname, containing your ISP. The browser information is always available, its something built into the browser which gives out the information to every website that wants it. Since your firewall allows your browser access to the internet your giving out that info.. nothing to worry about it, its not like anyone can /format c: with it!
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    ok.

    but i really do think that if you're in melee range and the onos used stomp you would take some damage... busted ear drums maybe? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin--Twex+Jun 29 2003, 02:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twex @ Jun 29 2003, 02:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->I like the little rooms-in- vents that some maps have (red room, and a few in Tanith). They make great locations for stealthy minibases by either team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Do they really? I'd say aliens have a much harder time with these things.

    To build something themselves, they must get a gorge in. Usually that's a waste of resources as the gorge is elsewhere and must morph to skulk and back before it can build. Marines need nothing but a jetpack.

    And if bile bomb is the only effective building counter the aliens have, how would they take out a turret farm in red room with only skulks and lerks, and suicide rushes punished by res rewards?

    These vent rooms are annoying enough in 1.0x, and I personally wouldn't miss them if they were removed in 1.1 maps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ONLY need a jetpack? Let's see...ip, armory, arms lab, proto lab, research JP, then drop a jp...that's 171 res? Aleins canbe up there MUCH sooner
  • NophelNophel Join Date: 2003-06-08 Member: 17121Members
    <!--QuoteBegin--Maveric+Jun 29 2003, 12:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Jun 29 2003, 12:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> InfraRed, your sig freaks me out! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OMG H4X! Kick/ban/slay plz~

    Anyhow, I really liked the Red Room. If your an alien an the enemy has turret farmed, then you gotta go in as a team, or have a lerk hide behind the small colums and spike the turrets / pg.

    It's the only way to recover.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    The Red Room is fine as is.
    It is up to the skulks to find out if the marines have jetpacks , and to tempgorge in the redroom and fill it with 5 OCs to prevent them from building a siege here. It's just like when you hear the satellite laser activated in Tanith... you have to tell the gorge to drop OCs behind the breakable wall so that marines have no chances of building a siege here.
    Theses strategies are 100% counterable.
    However , it would be interesting to slightly lower the ceiling in RR so that marines can't respawn here without typing /stuck.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Seriously, keep redroom. It is not hard at all for the aliens to go and build in there. But it requires a lot more time of the marines to be able to make their way in there. If the aliens leave it open, it's their fault.
  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    <!--QuoteBegin--Shockwave+Jun 29 2003, 03:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Jun 29 2003, 03:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RpK (Rez per Kill, new acronym, w00t.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Good one dude
  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    <!--QuoteBegin--InfraRed+Jun 29 2003, 01:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (InfraRed @ Jun 29 2003, 01:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because that information is available anyway, it only takes your IP which is given to the website when your browser goes to download the image, and then the website creates the picture accordingly by giving your IP and from your IP it finds you hostname, containing your ISP. The browser information is always available, its something built into the browser which gives out the information to every website that wants it. Since your firewall allows your browser access to the internet your giving out that info.. nothing to worry about it, its not like anyone can /format c: with it! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The first time, the info was correct.. Win XP, IE 6 I know Kung Fu...

    but the second time it said I was using IE 5 when I was using Opera :S
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    don't forget that in 1.1 lerk will have spores at hive 1, which obviously can help. And if you have 2 hives, he can send an umbra in the red room without risking his own life, then letting the skulks leaping into there under the protection of the umbra. And jetpacks are at the top of the techtree, remember.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I think Cereal_KillR nails it. In 1.1, redroom won't be much of a problem. If you can't get 'em out in 1.1, you deserve to lose. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
    Keeping the vent-rooms clear is extremely important. As well as the obvious case of the Red Room, there are quite a lot of places in the vents on other maps, like around Fusion and Waste Handling.
    Good skulks should regularly patrol the vents, and as soon as marines get jetpacks you need to secure those areas quickly or you could soon be in real trouble. It only takes a minute for a jetpacker to get there and set up a phase gate, and before you know it you could be under siege.
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