The Hardest Map To Comm

AmplifierAmplifier Join Date: 2004-02-19 Member: 26708Members, Constellation
<div class="IPBDescription">NS_TANITH</div> I recently started comming by using the electrify all rts and lock down one hive untill it's time for a heavy train - strategy.

This DOES NOT work on tanith, I can't figure out how to comm this map. Everytime I try my normal strat I get owned by early fades. I think it may have something to do with Fusion and Sat Comm being so close... Any ideas?

Comments

  • kiwikiwi Join Date: 2003-09-13 Member: 20803Members
    relocate to 1 hive, lock down the other. defend at all costs.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    edited February 2004
    Don't waste all your res on elec. Saving 30 res for 4 rts means you could upgrade the armory and get 2/1 at arms lab. Try sending most of your team straight at their hive, drop all the nodes along the way, and sending them back if they die to kill any skulks that are eating your nodes; and sending the remainder around back to get the other nodes. Even if you lose nodes just recap them. For the price of electricity you can build the node 2 times, obviously, so only elec if you expect that otherwise you would lose the node more than 3 times.

    Trust me, putting some pressure on the aliens makes it harder for them to do the right thing. The more they make mistakes, the more you benefit. Unless you're playing against some really pro people, or unless your marines can't shoot worth a damn, you should be able to hold the whole map just by attacking their hive.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Tanith is one of the finest ns maps. If you fail to take cargo then youll be in for the long haul. This means securing the waste side of the map and rr. Do NOT rest when you have this. If you fail to take their second hive and let them get onos its over.
    Beware of wols <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    edited February 2004
    Thats my favorate map to win, a relocation is best on that map
    First figure out what hive they have. if they have sat, relocate to waste handling
    if they waste or fusion
    relocate to just outside satcom
    if thier hive is fusion your in a very good spot then, if thier hive is waste, well, when they get second hive, itl be fusion prob

    get the rts around you, and elect the one in sat com, and your reen start if not down.

    from there, go into cargo, get the rt, and setup a turret farm. you cna place about 10-20 turrets in good spots, that will usualy stop even a fade from attacking. get phase gates. and you basicly win cause you can always seige fusion, and/or walking into satcom if need be. get heavy trian, and win

    be sure to upgrade you reens fast if early fades usulay own you, I find lvl 2 lmgs and lvl 1 armor, with a small group of reens usualy gets fades to leave you alone.

    if nto pass out shoties
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    i usually send me lads to double res, and cargo from there on. no matter what hive, the pressure will be on the aliens, and usually, the aliens will only bother with the marines not the res towers. dont electrify everything! in fact, on tanith, dont electrify anything at all, and just upgrade shtuff.

    A well-upgraded marine is the best offense, and thereby best defense for your res towers.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I've always found that good commanders don't relocate on this map. Especially if the aliens don't have waste. Get phases and lock down waste, then marines can move out from marine start or waste, and it gives marines an advantage.
  • XaniethXanieth Join Date: 2002-11-06 Member: 7280Members
    I never relocate on this map, and I always win. Just takes a lockdown and a rousing speech.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    edited February 2004
    Regardless of hive I tend to go up top at rr or in the hallway(although with new building placement restrictions it doesnt work as well). The whole point of this is if hive is waste or fusion you can pour into it nonstop. And if the hive is sat you can control both easily so they are limited to one hive. Not to mention easier to guard rr. Now its an even better spot with the weldable vent so you dont have lerk issues.

    The same obviously can be done with phase gates but they take too long for my tastes.
  • EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
    Double node is very often a marine killer on this map, dont get caught up with it, grab it, electrify, and give a marine welder detail to keep it healthy.

    Depending on which hive they have means a lot, if they start in waste handling sweep from RR to cargo asap and build up a forward area (basically a phase gate and a turret factory or something). Have a few marines go up to acidic solution and chem. trans, and just mass up RTs while harassing aliens.

    If they start in fusion try to get chem trans setup as a foward area, this allows you to put fast and easy pressure on them quickly, while also giving you a key foothold on the map. Again have a few marines sweep over towards waste handling and grab the RT's and just keep harassing.

    If they start in satcomm, you can either a) grab all the other RT's on the map, or B) relocate to chem trans and do a quick rush or even just a basic pindown. 3-5 turrets facing the doorway to sat comm will deter most attacks, and all that leaves is the vent system to get out, get a few marines up in there and you can have them literrally pinned down for good.

    Those are my strategies for tanith, and they work pretty darn well most of the time.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Tanith is a great map for marines, however if you have a bad first 2 minutes, you're kind of screwed. The reason people relocate so often is that marine start is soooo far away from the rest of the nodes on the map, so if the aliens get map control and you're still in marine start, gg. However outposts work just as well - so it's best if you get some outpost up asap. Turret farming seems to work better on this map than others for some reason, obviously because Cargo is the shizzle.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->if they start in waste handling sweep from RR to cargo asap and build up a forward area <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->IMO you're better off getting to cargo from Chem Transport, it's a tad bit longer, but if they start in Waste chances are they'll all be waiting for you to run into double.

    Also while a Cargo relocation is really nice, it's very risky due to the distance, only really works if they have Waste, and usually isn't worth it. You're better off just putting an outpost here instead, because you can defend it better if all the other buildings are there, as they clutter up the room and detract from the openness. Just make sure you have somebody always guarding Cargo to keep an Onos from ruining your day.

    My personal favorite map. It's too bad the building minimum distance ruined the RR relocation on the upper ledge <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    lock down 2 hives as soon as you can and starve them of res GG aliens
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    IMO, commanders need to stop wasting serious manpower on reactor room in the first few minutes of the game. In pretty much any map that has a double node in it, both teams head straight for it. Aliens mainly go for it though because they know marines will try to take it. I think its a better idea to forget about reactor room for a few minutes, then maybe hit it with a scan or send a marine in when you are ready to take it, siege if necessary.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Norml E. High+Feb 20 2004, 02:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ Feb 20 2004, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IMO, commanders need to stop wasting serious manpower on reactor room in the first few minutes of the game. In pretty much any map that has a double node in it, both teams head straight for it. Aliens mainly go for it though because they know marines will try to take it. I think its a better idea to forget about reactor room for a few minutes, then maybe hit it with a scan or send a marine in when you are ready to take it, siege if necessary. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    exactly. It not like its a major choke point either....you can get to all 3 hives without going threw RR.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I usually get my half team to rush to a un-occupied hive and lock it down with a tf and 3 turrets then get them to guard it. while the rest of my team locks down cargo. with tf and 3 turrets, and ussual i can get 4-5 rts depending on their hive. Like, if it's Waste, this works perfect, cause the closest nodes to Sat and Cargo are Acidic and Chemical. so thats 2 nodes, + Sat com hive node, + base node + cargo node. Obviously this only works when Waste is their hive. In the case that Fusion is their hive I ussually just lock down Waste and Sat at the same time, its risky yeah, but if your marines listen, and you spam meds udrin atk's it ussually works. If I don't feel confident with my marines shoot capabilites I sometimes just lock it down at Waste, if they're hive is Sat com, and hold Cargo, this way its hard for them to get to either hive.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Split marines into 2 man teams. Each go to 3 of these 4 areas :

    - Reactor-room
    - Chem processing
    - West corridor
    - Cargo
    - Fusion hive
    - Waste Handling Hive
    - Satelite Communications hive

    If you can't afford a 2 man team, then you can use a one-man team, your major concern is to cap those nodes.

    And once you have got those key locations, be sure to try and lock them down ASAP. But do not spend too much on turrets, because you'll be needing you marines to hold those positions. When you think there's enough turrets that can cover each other and the TF, tech up the tree.

    And remember that if you think that there are nodes anywhere near these key locations, you can get sieges. In short-term, it is expensive, but it serves a very good purpose for the rest of the game (unless something kills your TF)

    Ah BTW, 2-hive lockdowns can still work, because aliens have lesser armor absorption with 1 hive. If you want to do a 2HLD, it's your call. But there's a chance they'll cap a lot of nodes, so it's a risky strategy to use.

    And the reason for getting reactor room is the nodes. In a marine game its all about the nodes. Aliens have to worry about the nodes AND the hives. If you can put a popper into a hive, then you're all set for the game.

    Popper(s) : Marines that hide in key locations that aliens have taken (hives for example) and randomly shoots and hide. Think of it as hit and run tactics, only more annoying for aliens. Jetpacks work here VERY well, provided that the marine isn't spottable for 1 minute.
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    Tanith is pretty easy map for marines, many areas are made for marines (eg. cargo) .. You can even manage to relocate to cargo early or build pg later either killing fusion hive, or seriously hurt aliens by splitting map.. I don't have troubles winning this map.. Just dont concentrate too much on double (unless you do reloc there)..
    (I would like to point that im rarely using HA train strategy, I rather use LA marines with upgrades, PG's and mt..)
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