Red Room
Twex
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.
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
'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.
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>
I like em.
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
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.
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'>
*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.
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!
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--> )
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-->
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
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.
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.
Good one dude
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
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.