Ns_lost? Strategy Found
Taint
Join Date: 2003-09-07 Member: 20644Members
<div class="IPBDescription">Its pretty good look into it</div> I discovered a new strategy while playing at ns_lost. Of course no one likes to relocate here right? Well not exactly. With this strategy it is easy to set up your stuff while avoiding attack. First tell everyone to move to their waypoint at Los Paranois (unless their hive is Alpha Continuum in which you would have to head towards Coolant and turn towards Temperature Control.) At Los Paranois set up a res tower then tell your soldiers to move towards external overlook. There should be a hallway that is between External Overlook and Temperature control. In this hallway you build you build your CC and quickly set up base (TURRETS.) After that you have cut off 2 of the hives from any of their original hives (might have to work a little more if their original hive is Cargo.) Quickly send your troops to each of the hives and set up res towers and turrets. Then spread your res towers while electrifying. Make two arms labs because you will be getting res very quickly. I have never seen any one who has used this strategy other than myself (I created it). Guys its pretty good you should look into it. Good Luck!
Comments
Otherwise, this is pretty much standard fare for two-hive relocation strategies, with some map-specific tips. It has the same advantages and disadvantages as those strats, so I won't list them. Sensible building/base placement always helps.
That's not really true. You cannot really hold any area except by standing in it. Even turrets just provide a delay. There is always a way around, or in the case of an onos, right through your base. It's simply not possible to play traffic control against kharaa who know the map. Relocating to a choke point sometimes justs means being stuck in a different part of the map with 1-2 res nodes, instead of marine start, and unable to do much about it.
The kharaa side of the equation works out a little better. Marines are more vulnerable to OCs than kharaa are to turrets (even a skulk can leap past a turret farm), and the marines aren't really fast enough to run past with no casualties or heavy injuries. Kharaa are very mobile early game, but marines can't really make use of vents until jetpacks (late game). Marines are too slow to just walk around, too, so they're stuck with blasting their way through most of the time.
And I find that a good turret setup, with as few as 3 turrets, will hold against any alien(s) not using the teamwork hax. Until they have two hives of course and the dreaded bilebomb appears.
on lost, you have to secure at least one hive very quickly...and use phase gates...
A relocation can be good if you relocate near many ress towers...(e.g. double res).., but not on lost...
My strat.... drop an ip.... and an armory.... and all the shotties you can...
Rines go from res node to res node... killin aliens.... and killin alien rt.... stopping at a hive asap.... every res you can build a res tower.... other than the one guy you left to defend base, all rines do this...
EVERY alien will attack this shottie rush as it comes closer to thier hive... and though it is doomed to failure.... you will have nearly 3-4 rt's up AND electrified......
BEFORE all ur shotgunners have died.. make an obs.. and have all the rines that have died in the shotty rush and respawned go to one of the hives that isnt there's.. get phase tech asap... phase and make a small turret farm...
Capping that res... plus docking access corridors gives you 5-6 res nodes
From there... just DEFEND and turret farm that hive... make 2 arms labs and make upgrading to level 3 ur FIRST priority
keep the res you have alive...
Usually you have level 3 tech by the time they have thier 2nd hive.... or soon thereafter
THEN with ur 4 rt remaining.. get haeavy armor
You can see where it goes from there...
The 6 shotties pay for themselves in RFK.. and killing the alien Res....
So you slow the aliens down...
AND speed the marines up....
Electrified res are often left alone till 2nd hive aliens come except in all but the BEST alien teams..
This allows you to tech up in relative safety
Another general thing to tell your marines after the phase is up is to STAY IN THE HIVE OR MAIN BASE... there is NO reason to give aliens RFK.. youve already crippled thier economy, if no early fades/onos show up.. youve got it made... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Try it out... modify it to your nature.. you will be surprised what a 60 res shotty rush will do... even though it will fail to take out the hive..
~Jason
Unfortunately they got cocky and decided to tech up to HA.
Their mistake, and one that cost them the game.
As in all small maps, you need to be very aggressive on lost if you intend to win, as either team.
I was there in that game. It was a brilliant strategy, and the first time I'd ever seen a reloc to a place w/ no RT. Eh, I wish I'd finished all my map overviews so I could pull out a diagram right now, but it's the place behind that big abyss looking place. It grants access to one hive and 4 res nodes apx. W/ a strong a comm that would mean a quick alien defeat.
I found marines still get slaughtered. The vents mean aliens have much easier access to everywhere and that almost no outposts you build are safe and the spaces simply ASK for marine ambuses.
Although that was in 2.0...
I was there in that game. It was a brilliant strategy, and the first time I'd ever seen a reloc to a place w/ no RT. Eh, I wish I'd finished all my map overviews so I could pull out a diagram right now, but it's the place behind that big abyss looking place. It grants access to one hive and 4 res nodes apx. W/ a strong a comm that would mean a quick alien defeat. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I did it later and got a better result, but still no win. The alien team was really on the ball though, and against a lesser team we would have won.
We managed to get a PG up in the siege room at EQ, but when we started building there the aliens made an all out assault on our obs and took it down. Our focus on the sige had let 2 skulks circle around and kill our RT's, so I had to replace two to be able to afford to siege. Just as the sieges went up (which obviosuly took 2-3 minutes longer then I would have wanted), 2 cows and a lerk (and some others) rushed into our base and killed the observatory.
The aliens team really played extremely well:
- Skulks would suicide on the mines in beta deck and slip through to chomp my nodes in Los, Alpha and Eternal. External was under constant attack as well.
- They tried to sneak up the alpha hive (failed)
- When they spotted the relocation they rushed us extremely quick. I was forced to drop 3 IP's and aliens got off to a quick start on the RFK.
- They very quickly capped the rest of the map, including Docking res node and killed MB pretty quick.
- When 2:nd hive was up they gorge rushed us with bilebombs (failed)
- They lamed up the choke points (Water coolant, entrance to Cargo...) Basically containing us to the Alpha area and MB.
It was a very close game though. If we hadn't died so much in the beginning I think it could have turned out differently. We would have been able to take down EQ and 1-hive onos isn't very dangerous. The problem with the reloc spot is that it is vulnerable to onos stom as well as lerk spores, which the aliens exploited skillfully. They also refused to be locked out from our nodes, and lamed up the few nodes we could have ramboed successfully (we took them down once, next time there was 3+ OC's at them when we arrived).
WTH? Lost is actually one of my best maps to comm on.
I was there in that game. It was a brilliant strategy, and the first time I'd ever seen a reloc to a place w/ no RT. Eh, I wish I'd finished all my map overviews so I could pull out a diagram right now, but it's the place behind that big abyss looking place. It grants access to one hive and 4 res nodes apx. W/ a strong a comm that would mean a quick alien defeat. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I did it later and got a better result, but still no win. The alien team was really on the ball though, and against a lesser team we would have won.
We managed to get a PG up in the siege room at EQ, but when we started building there the aliens made an all out assault on our obs and took it down. Our focus on the sige had let 2 skulks circle around and kill our RT's, so I had to replace two to be able to afford to siege. Just as the sieges went up (which obviosuly took 2-3 minutes longer then I would have wanted), 2 cows and a lerk (and some others) rushed into our base and killed the observatory.
The aliens team really played extremely well:
- Skulks would suicide on the mines in beta deck and slip through to chomp my nodes in Los, Alpha and Eternal. External was under constant attack as well.
- They tried to sneak up the alpha hive (failed)
- When they spotted the relocation they rushed us extremely quick. I was forced to drop 3 IP's and aliens got off to a quick start on the RFK.
- They very quickly capped the rest of the map, including Docking res node and killed MB pretty quick.
- When 2:nd hive was up they gorge rushed us with bilebombs (failed)
- They lamed up the choke points (Water coolant, entrance to Cargo...) Basically containing us to the Alpha area and MB.
It was a very close game though. If we hadn't died so much in the beginning I think it could have turned out differently. We would have been able to take down EQ and 1-hive onos isn't very dangerous. The problem with the reloc spot is that it is vulnerable to onos stom as well as lerk spores, which the aliens exploited skillfully. They also refused to be locked out from our nodes, and lamed up the few nodes we could have ramboed successfully (we took them down once, next time there was 3+ OC's at them when we arrived). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I've relocated to Beta Deck many times. Its my favorite little part of the map, where the Aliens can just see you sieging away.
PLEASE FOR THE LOVE OF GOD HELP US WIN!!!1111111
/me faints
They shouldnt even have a fade if you do it correctly. Double arms labs help also guys especially with the large income. Good Luck
P.S. if you do go through temp control to get to the relocation make sure they know where the ladder is (most newbies don't know there is a ladder in temperature control).
Nope, I doubt the two of you are...
My personal experience with Lost (which is a map I comm ONLY if no one else will) is mixed. Both wins and losses, maybe even 50%. However, almost all the wins come from less than stellar alien play, or absurdly skilled 'rines. I can only recall one win with fairly even teams, and it was an emergency reloation to Temperature Control (had a rambo there as the skulk rush came, as a result, no one was guarding him and he got up three portals), but even that was tight and came down to a lot of luck (a critical onos got stuck on one of my turrets and died).
So, yes, it's an insanely hard map, imho, for 'rines... Though, with less than stellar aliens, it's a fairly easy romp (much more so than maps I otherwise prefer).