Ns Map Strats
uberbroke
Join Date: 2002-11-01 Member: 2438Members
<div class="IPBDescription">translations</div> I'm going to attempt at translating some pretty goodz(?) strats listed in a Japanese NS fan site. Sorry in advance if its poorly translated. Note that this is only one strategy, and that no strategy in NS is perfect or best. Also note that words in <> are not part of the original passage. I just put it there so it is easiler to understand (or so it makes sense)
<a href='http://ns.fpsjp.org/modules/bwiki/index.php?cmd=read&page=Map%2Fns_mineshaft' target='_blank'>Link</a>
Here it goes. Let's start with <b>ns_mineshaft:</b>
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<b>ns_mineshaft</b>
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Hives:
Tram Tunnel(TT)、Drill Access(Drill)、Sewer
Important locations:
U-Turn、Cave、Sleeping Quater、Cafeteria、Generaitor, refinery *added*
<u>Marine strategy</u>
If you choose to secure the resource nodes close to marine start, it usually becomes a defensive battle. In this case, FADE and ONOS, LERK spores appear early spelling doom.
In this sense, agility <early game> is a requirement for marines. If the Kharaa's starting hive is Tram, move to secure sewer. Do the same when they start with Drilling. If they start at sewer, move to secure tram. When assaulting drilling, you can set a PG up on the back side. This way you can execute scissor attacks along with raid parties from marine base. Note that when placing a PG, place an electrified TF near it. This map contains abundant skulk ambush spots, as well as sentry turret blindspots. Because of this, placing one PG during a rush can easily be countered by a skulk rush. So try placing 2 PGs, both close to the electrified TF. This way it is difficult to destroy <with early lifeforms>. Placing a PG near an electrified RT also is a valid strategy.
You don't have to risk all to aquire double res node. Infact, attempts to secure double res would often be met with skulk rushes, which are notoriously easy in this location. After securing Tram hive, blunt rushes into double node can do the job, but while wasting time dealing with the waves of skulks, FADES and ONOS can arrive, turning the tides instantly. Before that happens, equip three or more competent marines with shotguns. The close-quarter nature of this map makes the shotgun an extremely reliable armament.
If you suceeded in locking down Sewer, move on the next vacant <or not> hive. At the same time, have the shotgun squad wander around the frontline<aquiring rfk/killing kharaa RTs>. If the kharaas have 2 hives at this point, it is imperative to take one of them immediately. This is because gorges at two hives can destory eletrified RTs all by themselves.
Double res (refinery) is not a requirement in the late game. However during middle game, resource are spent furiously on upgrades and HA research, so aquiring the double res might become important. If you are still fighting a battle to aquire the doube res late game, appearances of onos can completely reverse the effort. <So be careful not to be engrossed in securing double res>
Remember that shotguns are an important factor. <to winning the game> Make sure to have HMGs and GL <late game>.
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Any other good map strats?
<a href='http://ns.fpsjp.org/modules/bwiki/index.php?cmd=read&page=Map%2Fns_mineshaft' target='_blank'>Link</a>
Here it goes. Let's start with <b>ns_mineshaft:</b>
------------------------------------
<b>ns_mineshaft</b>
------------------------------------
Hives:
Tram Tunnel(TT)、Drill Access(Drill)、Sewer
Important locations:
U-Turn、Cave、Sleeping Quater、Cafeteria、Generaitor, refinery *added*
<u>Marine strategy</u>
If you choose to secure the resource nodes close to marine start, it usually becomes a defensive battle. In this case, FADE and ONOS, LERK spores appear early spelling doom.
In this sense, agility <early game> is a requirement for marines. If the Kharaa's starting hive is Tram, move to secure sewer. Do the same when they start with Drilling. If they start at sewer, move to secure tram. When assaulting drilling, you can set a PG up on the back side. This way you can execute scissor attacks along with raid parties from marine base. Note that when placing a PG, place an electrified TF near it. This map contains abundant skulk ambush spots, as well as sentry turret blindspots. Because of this, placing one PG during a rush can easily be countered by a skulk rush. So try placing 2 PGs, both close to the electrified TF. This way it is difficult to destroy <with early lifeforms>. Placing a PG near an electrified RT also is a valid strategy.
You don't have to risk all to aquire double res node. Infact, attempts to secure double res would often be met with skulk rushes, which are notoriously easy in this location. After securing Tram hive, blunt rushes into double node can do the job, but while wasting time dealing with the waves of skulks, FADES and ONOS can arrive, turning the tides instantly. Before that happens, equip three or more competent marines with shotguns. The close-quarter nature of this map makes the shotgun an extremely reliable armament.
If you suceeded in locking down Sewer, move on the next vacant <or not> hive. At the same time, have the shotgun squad wander around the frontline<aquiring rfk/killing kharaa RTs>. If the kharaas have 2 hives at this point, it is imperative to take one of them immediately. This is because gorges at two hives can destory eletrified RTs all by themselves.
Double res (refinery) is not a requirement in the late game. However during middle game, resource are spent furiously on upgrades and HA research, so aquiring the double res might become important. If you are still fighting a battle to aquire the doube res late game, appearances of onos can completely reverse the effort. <So be careful not to be engrossed in securing double res>
Remember that shotguns are an important factor. <to winning the game> Make sure to have HMGs and GL <late game>.
----------------------------------------------------------
Any other good map strats?