Detailed Map Strategies - Tanith (ns_tanith)
radforChrist
USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">A Commander's Guide</div> EDIT: <b>In Clarification, this is a detailed commander's guide to securing certain locations. I will quote what is said below...
<i>"Please understand that I am in no means suggesting that you follow all of this guide in one game, b/c it will cost you a ton of res and probably the game if you lame up everything as said here. However, the situation may warrant you to lock down a specific area, and hopefully this guide will help you do it as securely and economically as possible."</i></b>
Over at Lunixmonster, some of the forumites thought it a good idea to start making a basic strategy for all maps, for both aliens and marines. This is the commander's guide ot Tanith I submitted. I hope it will help.
In this guide, we will discuss map control, the placement of PG/bases, and optimal siege locations.
A few simple tips regarding PG's, turret placements, and base configurations.
-Never clutter a base together, gives aliens cover to maneuver within the structures, and forces marines to close combat to get them out.
-Try to place all non-spawning structures against walls. Aliens love to hide behind a building and bite away while you play ring around the rosie. Place it against the wall, where the attacking skulk is vulnerable.
-Try NOT to place spawning structures (PG's and IP's) against a wall. Aliens love to have you trapped against the wall so you will spawn through and be trapped. Always try to leave 360 degress of open movement around the structure so marines can spread away from the structure and attack.
-Try to only place the bare minimum of turrets, and use electrification sparingly. Do not lock down unless there is a VERY high likelyhood of aliens taking it down swiftly.
Please understand that I am in no means suggesting that you follow all of this guide in one game, b/c it will cost you a ton of res and probably the game if you lame up everything as said here. However, the situation may warrant you to lock down a specific area, and hopefully this guide will help you do it as securely and economically as possible.
It's always a great idea to not locate INSIDE the hive when possible. Makes the aliens take risks, like trying to sneak up the hive. It also generally places you in a more central location, making it viable for easy access to other locations on the map. Remember, every failed hive attempt is one less higher lifeform to deal with, and another waste of 50 res.
<b>Marine Start - Structure Placement</b>
Normally, I've always randomly placed IP's in Tanith's MS, but placing the IP's up high has its advantages. Although you never go into the game planning to lose. You should realise that if the aliens have fades or onii, any structure will go fast on the lower floor, so IP's at the safest distance possible is a good idea. But if you follow this guide, you'll never have to worry about that, right? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-MS.jpg' border='0' alt='user posted image' />
Remember to place the IP's far apart from one another. Again you do not want all spawning devices in a nice line easily ambushed by a small number of aliens. Notice the armory placement, able to be used by marines on the platform, or by marines below. All key structures are far enough away that the commander (YOU) should be able to jump out of the chair and kill any skulk attacking it. They're also against a wall, hindering the skulks from using the structure as a shield.
<b>Reactor Room - Fortification Layout</b>
There is a little secret that most commanders don't know about, a deep hidden tactic that can reduce the likelyhood of losing RR by about 50%. It's a simple 3 step process shown below.
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr-wld1.jpg' border='0' alt='user posted image' /><img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr-wld2.jpg' border='0' alt='user posted image' /><img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr-wld3.jpg' border='0' alt='user posted image' />
Once this "secret" tactic has been done, proceed as follows to fortify Reactor Room (RR).
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr.jpg' border='0' alt='user posted image' />
You can actually secure this room with only the four outer turrets, but I've found that one that can hit any alien who drops down the ladder immediately is an effective deterrant, and keeps one from parasiting your marines every time they phase. Notice the PG is against the RT for electrification, but on the oppostie side of the water giving marines a wider area of movement should they phase in under attack.
<b>Fusion Hive Siege Location - Cargo Storage - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-cargo.jpg' border='0' alt='user posted image' />
By far, the most contested room on the map. You can expect immediate resistence for this room from the beginning of the game. However, successfully capturing this area is devastating to the aliens. You'll want to always electrify RT's over TF's, because TF's have less health, so placing a TF against a node can be very effective. Make sure you have at least one turret facing each doorway directly, to ward off single rushers. Also, as stated in the Gorge thread, always have a turret in LoS of another turret, so that they protect each other.
Cargo is the primary siege point for Fusion Hive. The red hallway adjacent to Acidic can be used if Cargo is inaccessable.
<b>Chemical Transport - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-chem.jpg' border='0' alt='user posted image' />
Chemical Transport is a key location if you are guarding Satellite Communications hive, or assaulting it. Place all turrets near the ledge to cover both upper and lower ground. And do not place the PG or TF against the RT, as there is a vent directly above that they can BB or ambush from.
<b>Acidic Solutions - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-acidic.jpg' border='0' alt='user posted image' />
If you are moving your team from Chemical to Cargo, and there is resistance, Acidic is a powerful place to set up a base as well. You cannot reach the Fusion hive from within Acidic, but you can clear any defenses in Cargo (and they usually place their DC's on the cargo water tank).
<b>Waste Hive Siege Locations - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-wstsgE.jpg' border='0' alt='user posted image' />
The preferred siege location of the two, this location gives you the ability to build the TF/PG on a platform for easier protection. This area is accessed coming from Reactor Room or Cargo Storage.
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-wstsgW.jpg' border='0' alt='user posted image' />
Accessed by moving from West Access, this location can be used for siege, however the sieges are more vulnerable to attack. Try not to place the PG at the TF location noted above, as the vent on the left can easily spore or BB.
<i>"Please understand that I am in no means suggesting that you follow all of this guide in one game, b/c it will cost you a ton of res and probably the game if you lame up everything as said here. However, the situation may warrant you to lock down a specific area, and hopefully this guide will help you do it as securely and economically as possible."</i></b>
Over at Lunixmonster, some of the forumites thought it a good idea to start making a basic strategy for all maps, for both aliens and marines. This is the commander's guide ot Tanith I submitted. I hope it will help.
In this guide, we will discuss map control, the placement of PG/bases, and optimal siege locations.
A few simple tips regarding PG's, turret placements, and base configurations.
-Never clutter a base together, gives aliens cover to maneuver within the structures, and forces marines to close combat to get them out.
-Try to place all non-spawning structures against walls. Aliens love to hide behind a building and bite away while you play ring around the rosie. Place it against the wall, where the attacking skulk is vulnerable.
-Try NOT to place spawning structures (PG's and IP's) against a wall. Aliens love to have you trapped against the wall so you will spawn through and be trapped. Always try to leave 360 degress of open movement around the structure so marines can spread away from the structure and attack.
-Try to only place the bare minimum of turrets, and use electrification sparingly. Do not lock down unless there is a VERY high likelyhood of aliens taking it down swiftly.
Please understand that I am in no means suggesting that you follow all of this guide in one game, b/c it will cost you a ton of res and probably the game if you lame up everything as said here. However, the situation may warrant you to lock down a specific area, and hopefully this guide will help you do it as securely and economically as possible.
It's always a great idea to not locate INSIDE the hive when possible. Makes the aliens take risks, like trying to sneak up the hive. It also generally places you in a more central location, making it viable for easy access to other locations on the map. Remember, every failed hive attempt is one less higher lifeform to deal with, and another waste of 50 res.
<b>Marine Start - Structure Placement</b>
Normally, I've always randomly placed IP's in Tanith's MS, but placing the IP's up high has its advantages. Although you never go into the game planning to lose. You should realise that if the aliens have fades or onii, any structure will go fast on the lower floor, so IP's at the safest distance possible is a good idea. But if you follow this guide, you'll never have to worry about that, right? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-MS.jpg' border='0' alt='user posted image' />
Remember to place the IP's far apart from one another. Again you do not want all spawning devices in a nice line easily ambushed by a small number of aliens. Notice the armory placement, able to be used by marines on the platform, or by marines below. All key structures are far enough away that the commander (YOU) should be able to jump out of the chair and kill any skulk attacking it. They're also against a wall, hindering the skulks from using the structure as a shield.
<b>Reactor Room - Fortification Layout</b>
There is a little secret that most commanders don't know about, a deep hidden tactic that can reduce the likelyhood of losing RR by about 50%. It's a simple 3 step process shown below.
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr-wld1.jpg' border='0' alt='user posted image' /><img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr-wld2.jpg' border='0' alt='user posted image' /><img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr-wld3.jpg' border='0' alt='user posted image' />
Once this "secret" tactic has been done, proceed as follows to fortify Reactor Room (RR).
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-rr.jpg' border='0' alt='user posted image' />
You can actually secure this room with only the four outer turrets, but I've found that one that can hit any alien who drops down the ladder immediately is an effective deterrant, and keeps one from parasiting your marines every time they phase. Notice the PG is against the RT for electrification, but on the oppostie side of the water giving marines a wider area of movement should they phase in under attack.
<b>Fusion Hive Siege Location - Cargo Storage - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-cargo.jpg' border='0' alt='user posted image' />
By far, the most contested room on the map. You can expect immediate resistence for this room from the beginning of the game. However, successfully capturing this area is devastating to the aliens. You'll want to always electrify RT's over TF's, because TF's have less health, so placing a TF against a node can be very effective. Make sure you have at least one turret facing each doorway directly, to ward off single rushers. Also, as stated in the Gorge thread, always have a turret in LoS of another turret, so that they protect each other.
Cargo is the primary siege point for Fusion Hive. The red hallway adjacent to Acidic can be used if Cargo is inaccessable.
<b>Chemical Transport - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-chem.jpg' border='0' alt='user posted image' />
Chemical Transport is a key location if you are guarding Satellite Communications hive, or assaulting it. Place all turrets near the ledge to cover both upper and lower ground. And do not place the PG or TF against the RT, as there is a vent directly above that they can BB or ambush from.
<b>Acidic Solutions - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-acidic.jpg' border='0' alt='user posted image' />
If you are moving your team from Chemical to Cargo, and there is resistance, Acidic is a powerful place to set up a base as well. You cannot reach the Fusion hive from within Acidic, but you can clear any defenses in Cargo (and they usually place their DC's on the cargo water tank).
<b>Waste Hive Siege Locations - Fortification Layout</b>
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-wstsgE.jpg' border='0' alt='user posted image' />
The preferred siege location of the two, this location gives you the ability to build the TF/PG on a platform for easier protection. This area is accessed coming from Reactor Room or Cargo Storage.
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-wstsgW.jpg' border='0' alt='user posted image' />
Accessed by moving from West Access, this location can be used for siege, however the sieges are more vulnerable to attack. Try not to place the PG at the TF location noted above, as the vent on the left can easily spore or BB.
Comments
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-satsgN.jpg' border='0' alt='user posted image' />
Both of these siege points are accessed via Chemical Transport, this location is a tight one, so be careful, Try to watch from aliens coming from the rear to flank you, and watch the FF.
<img src='http://www.thebuzz-online.net/images/ns/mapguides/tanith/m-satSGS.jpg' border='0' alt='user posted image' />
Accessed from Chem or by welding the point outside MS, this is the most frequent siege point for SatComm on pubs. Watch out, however, that the weldable area has a bug where structures and medpacks won't drop properly at times. This location has a direct LoS with the hive, so watch for sporing lerks.
Well, that's it. I hope it helps you to conserve resources but effectively control an area of the map. Please feel free to add any comments or suggestions.
Using seiges is usually when the aliens are just stubborn and have many chambers, not when they have 3 skulks holding the hive with 6 shotgun marines outside.... placing turrets with seiges isnt a good idea either, you have a ton of marines sitting outside a hive, they arent moving in so they are your turrets.
No offense but how are these strategies detailed??? A detailed strategy would involve the analysis of how aliens move from point to point and how to push through the choke points (mainly west entrance, double, and chemtrans/acidic) or other strategies useful for all the marines...
And just so others can flame me, I have a personal dislike for turrets.
Using seiges is usually when the aliens are just stubborn and have many chambers, not when they have 3 skulks holding the hive with 6 shotgun marines outside.... placing turrets with seiges isnt a good idea either, you have a ton of marines sitting outside a hive, they arent moving in so they are your turrets.
And just so others can flame me, I have a personal dislike for turrets. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Admittedly I feel the same. I don't lame up unless a need to have a secure location. The most I usually do is drop an RT in a contestes place/hive, drop TF, electrify, then recycle the TF. That is, unless I've clear a central point, i.e., cargo, then I always lame it enough to hold. Turrets are an expensive, and often worthless investment. They are especially worthless if placed wrong. However, there are times when they are not only useful, but needed. If aliens put up a good fight and actually GOT 2 hives up (something I'm not very keen on letting them do), a TF in the third hive with a PG and two turrets are an effective WARNING SYSTEM. They will NOT keep the aliens out, but when an alert tells me my turrets are firing, I know ot check it out. If we secure the aliens primary spot for 2nd hive, or take down that building hive, but aliens have 3 or more res nodes, it's good to invest some to hold that position. At least until you are making another grouped offensive. Turret farming the map is insane, and will in most cases never work. But, as stated before, if you are in need of if, this is a good guide on where to siege from, how to place it, and what options are useful.
If you're a shotty rush only comm, good for you, enjoy, but newer commanders especially need to know how/what they need to protect, instead of a TF/PG in West access when the hive is SatComm...
<!--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-->No offense but how are these strategies detailed??? A detailed strategy would involve the analysis of how aliens move from point to point and how to push through the choke points (mainly west entrance, double, and chemtrans/acidic) or other strategies useful for all the marines...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is a Commanders guide, not filed guide. And granted, it wasn't as detailed as intended, but after spending all that time on the alien guide, I got quite tired of typing. I may edit it and give some more pointers on where aliens attack first and move according to starting hive, we'll see. But as for ambush points, key patrols areas, good fade blocking points, etc. I'd consider that a grunt marine guide, and if you want to make it out, be my guest!
bloody hell door, we are starting to talk like those bloody euro meights of ours, whatever shall we do, tea time!
You didn't get suckered into expounding on tangents; you stuck to one theme. The pictures are clear. Your wording is clear. You didn't take anything for granted: someone completely new to NS could read this and understand it. There are a lot of issues you could have discussed. The problem is; you can write a paragraph as easily as a page on those topics, and still not be conclusive. Clean, simple guides like this can be easily made for each map.
His placements are good and the pictures are clear. "Detailed" is up for debate. Debating turrets and electrification? That's for a different thread... but not before i get my two cents in!
Sometimes you need them, sometimes you don't. Mediocore marines vs mediocore aliens? You bet i'm going to set up turrets in reactor room. In most other situations you're better off giving your marines shotguns. A lot depends on how good your marines are, and then how good the aliens are.
When it comes to public play, anyone who says to never electrify and never turret is dead wrong.
i hardly see a electrify. turrets sound more economic, i think.
Oh, aside the base layout <_<
Has anyone else, btw, ever tried a reloc to Acidic Solutions? I did, and I think its great. You are in close range of 2 hives and alot of RTs. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Sure, its small, but it has advantages, especially in small team games.
Theres a corridor near base, perfect to HMG anything incoming. Also for the turretfreaks, you can place turrets infront and the TF behind the wall.
The ladder makes kharaa move up slow, for you to shotty it up close for a good long time.
Only weak point is the corner on the right, which is not much used, and can be mined.
I really believe thats a good reloc for small teamed games.
Actually I hardly lame anything at all. Onc eI kill second hive, I immediately eletrify the other open hive location RT to keep them occupied, and get a PG elec RT in the hive just downed. Othe rthan that, nothing.