Guide To Ns_caged
FlatlineUTD
Join Date: 2002-11-08 Member: 7695Members
<div class="IPBDescription">For commanders and marines</div> <i>“It is necessary for a wise general to make correct assessments of the enemy’s situation to create conditions leading to victory and to calculate distances and the degree of difficulty of the terrain. He who knows the terrain and applies it to battle will definitely win. He who is unable to apply terrain will definitely lose.”</i>
- Sun Tzu, The Art of War
To a lot of people, ns_caged is the bane of their NS gaming. Not many people like this map due to its circuitous routes and lack of resource areas. I never felt comfortable playing on the map as either race, and wasn’t about to lead some poor marine team to their death by taking up the Commander role. After taking my time and walking through the map, I’ve become pretty accustomed to its key points and overall layout.
The format for this guide is relatively straight forward; it goes through each area of importance individually, and assesses it from both a Commander’s and a marine’s viewpoint. If you’re an alien player, you may want to try avoiding the areas that this article mentions – people may be a bit more cautious around your usual hunting areas now. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
First off, the map itself. This is a strategic overhead view of ns_caged I created that includes resource nodes, Hive locations, and weldable areas. This version of the map also includes numbers, which will be used numerous times throughout the rest of this article.
<img src='http://planetns.com/strats/images/ns_caged_tactical.jpg' border='0' alt='user posted image'>
Note to Commanders: I will not tell you how to set up a forward base, build orders you should use, or methods of controlling your troops. You need to know how to do this. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Note to marines: I will not tell you which dark corners you need to be careful of, or to constantly remind you to check every ceiling you see. You need to be careful of all of them. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<b>Marine Start – Main Hold</b>
Commanders: The base layout you should employ is extremely unorthodox. It will probably lead to some puzzlement from your troops, but the aliens will be very surprised when they come to attack it. The main entrance to the Main Hold is extremely wide, allowing Lerks and Fades the ability to attack almost the entire room from the outside corridor.
I recommend placing all of your key structures in the “tunnels” leading to the ladder and the Resource Tower. These areas cannot be hit with indirect fire. Your Infantry Portals should be near the ladder leading to the Command Console. Your Turret Factory should actually be on the catwalk leading to the CC. This gets the Factory itself elevated, while still allowing a large radius to place turrets throughout the tunnel and nearby the CC. Any Arms Labs, Observatories, or Prototype Labs should be placed in the other tunnel, so CC tunnel doesn’t become too congested. Those buildings which you want to prevent traffic, such as Armories and Phase Gates, should be put in the corners that are closest to the entrance. Indirect fire from the corridor cannot hit these corner areas either. Also, place a few mines up by the entrance to the vent - a quick skulk can run by your defenses, up into the vent (even if it's welded in the sewer), and wait to evolve into a Lerk or Fade.
Marines: If you get rushed, you will be hit hard, and you will be hit fast. If the aliens are starting in the Generator or Sewer Hives, they can reach your position in no time. You will not be able to get turrets up and running before you are rushed. The Ventiliation System Hive will allow you enough time to get some turrets up, but only if you work fast and the aliens don’t utilize the vent shortcut. In the later game, when Fades are a threat, stay tight along the wall closest to the entrance. Acid rockets are a major concern when being attacked, and if you stay along these walls, it will be extremely difficult for you to get hit. You should combat the Fades by using their tactic against them – when they strafe in to attack, strafe out with a shotgun. This is quite simple to do with the Motion Tracking upgrade.
When leaving the base, watch the rafters directly above the entrance. Skulks can easily hide on these and parasite you as you leave the base. The passages through the rest of the Main Hold are fairly well-lit, so you shouldn’t have too much trouble spotting an uncloaked alien.
The “Double Doors,” (1 on the map) is a prime location for a standoff. Watch for Offensive Chambers on the opposite sides of the doors. If you are getting hit hard in there, don’t hesitate to retreat and close those doors to serve as a shield. Get your shotgunners crouched on the front line – when the door starts to open, let them have it.
<b>Stability Monitoring</b>
Commanders: There is one resource node in this area. If the aliens are starting in the Generator Hive Location, this node will be occupied. When your troops are entering this area, it is necessary to give them a scanner sweep ahead of time – they will most likely be ambushed. The chances of an attack are even greater if the aliens start in the Generator.
Marines: The entrance to Stability Monitoring (2 on the map) is a prime location for an ambush. You should enter this area with as many people as possible, covering all directions. Your Commander should give you a scanner sweep ahead of time. A decimating ambush can occur with as few as 3 aliens. You must watch for Lerks or Skulks on the roof of the building to your left. If they attempt to distract you, watch for Skulks that may drop down from the broken ceiling and attack from behind. If you defeat this, watch for Skulks or Lerks waiting in the vent to your right. Usually, they will attack when you’re moving down the ladder. Have a teammate fire an LMG burst into the vent to look for cloaked aliens before anyone attempts to descend the ladder.
<b>Hive Location – Generator</b>
Commanders: Set up a siege base in the alcove by the Hive (3 on the map). This Hive is particularly easy to defend, as both entrances are relatively close to each other.
Marines: When building a siege base in the Hive (3 on the map), have someone place a few mines at the base of the ladders. Any Skulk jumping down will land on one. Just be sure to stay outside of the blast radius. When approaching the Hive itself, watch the floor. The entire area underneath it is open, but doesn’t look like it, so there can be lots of nasty things waiting for you there. Secure this area as you would any Hive.
<b>Freight Elevator Access</b>
Commanders: Personally, I would stay the hell out of here and use the other routes to get to the Ventilation System and Sewer Hives. Unfortunately, Freight Elevator Access is a pretty important, high-traffic area. First of all, there are two resource nodes. Two resource nodes should just scream “hold this location” to you. One of seems to only be available once you weld down a gate. While you can definitely do this, it is preferable to have a marine with a jetpack approach the node by getting into the vent. This will allow the gate to remain intact, giving it some additional protection. I would recommend making this a forward base, complete with Armory, Phase Gate and Observatory. I’d throw an Observatory down because there are three ways to get into this area, and you’re going to want to know what’s coming and from where as early as you can. The reason that this area is so difficult to hold is not only because of it’s size and chokepoints, but because it’s filled with all sorts of obstructions that will get in your way.
You may want to set up a siege base at points 4 or 5 in case the aliens secure this area before you do. Again, I highly recommend staying out of this area until you’ve gotten your troops equipped with some heavier weapons.
Marines: If your Commander orders you in here, you’re going to really need to stay alert. There are a ton of ways to get in there, so you’ve gotta keep one eye on all the entrances. A turret farm won’t cover all the areas, so you should build a Phase Gate up before anything else to get some reinforcements en route. There are many firing obstacles in this area, and lots of walls, so if you find a relatively unobstructed view of more than one chokepoint, set up camp. You’re not going to be able to get good shots off anywhere else.
<b>Shipping Tunnel</b>
Commanders: There is one resource node in this area. Order a marine to weld up the vent behind it, but don’t bother defending it. The line of sight in this area is extremely far – Fades will be able to take out any defenses without trouble, while staying out of range of the turrets.
Set up a siege base in the confined area behind the large “trailer” (point 6 on the map). If you can wedge everything in there, it’ll be hard for Onos’ to get to, and have good coverage of the Hive.
Marines: Watch for ranged attacks here. Fades will be able to see you coming from a mile away. Break out the pistols or LMGs, or run in close – your heavy weapons don’t have the range you need to take on advanced aliens in this location.
<b>Hive Location – Ventiliation System</b>
Commanders: Despite the size, this Hive is very easy to defend – it’s located behind a wall of sorts, so the Hive itself actually has two chokepoints in addition to the actual Ventilation System. You may want to consider putting up a Phase Gate at point 7. If you don’t weld this, the aliens will have to use the vent system and take the long drop out in Pumping Station 02 to get around. Just be sure to cover the Phase Gate with a turret farm.
Marines: Due to the location of the Hive itself within this area, you can jetpack to the top of it and attack it with either a knife or a welder. It is extremely difficult for Skulks to get up here, so you should be relatively safe from melee attacks. Fades, Lerks, and to a lesser extent Gorges will still be a threat.
<b>Pumping Station 02</b>
Commanders: Setting up a siege base in here will allow you to take out the Sewer Hive, and give you a resource node. It may be a good idea to have a marine or two defend the node itself, because it’s right near a vent, while getting the rest to the outer walls of the room. The middle platform is a difficult area to fight in. Drop an armory here in order to get your troops some mines. When used in the vent system, you’ve eliminated one route of entry.
If the aliens control the Sewer Hive, setting up a siege base in this area serves another purpose – they don’t expect it. The majority of alien players will assume that you’re siegeing them from the Sewer Vestibule Sublevel, since its closer to your base, and will rush off there first to try and stop you. If your troops are parasited, this isn’t as effective.
Marines: If you can help it, stay off the middle platform. The firing obstacles will take more bullets than whatever you’re aiming for. Set up some mines in the vent system that connects this room with the Hive (point 8 on the map). Until you hear some explosions, this route will essentially be cut off, allowing you to concentrate on the other chokepoint. Be sure to keep an eye on the vent, especially if you haven’t taken out the Ventilation System Hive yet.
<b>Hive Location – Sewer</b>
Commander: This Hive is closest to your base, and securing it as your first Hive seems logical. By heavily laying mines at point 8, and welding the vent at point 9, trying to take back this Hive as the aliens is extremely time-consuming. However, if they get Fades and make it past your mines (which isn’t too terribly difficult with acid rockets), you will mostly lose control of the area. Because of the high pipes and vents, your turrets will not be able to attack. Placing the extra turrets will cost about 75 more resource points, which you really can’t afford in the beginning. If you do lose this Hive, set up a siege base at point 10. Once you reach the late-game, if you’ve got the Freight Elevator Access secured, you shouldn’t have much trouble reclaiming this Hive if you lost it earlier. Don’t try and secure this Hive right away – wait until you can set up a siege base and have the other Hives taken care of.
Marines: You can approach this Hive in a similar fashion to the Ventiliation System Hive. Skulks, however, may be able to jump from the wall to the top of the Hive, so have someone covering you at all times. This Hive is extremely difficult to hold due to the location of the sewer pipes. Watch for Fades, as they have the advantage of higher elevation.
<b>Sewer Vestibule Sublevel</b>
Commander: IMPORTANT!!!! When you’re in this area, IMMEDAITELY order a marine to weld up the vent leading to your base. If anything gets in there, it will spell disaster for the remainder of the game, unless you decide to abandon your base. You can set up an effective siege base at point 10, but keep in mind that it is where most aliens assume you’re attacking from. There is also a resource node here. If the aliens start in the Sewer Hive location, this node will be occupied.
Marines: IMPORTANT!!!! If you have a welder, seal up the vent here before you carry on with your waypoints. Your Commander will thank you for disobeying him if he knows the map. This is the ONLY time you should not follow orders. Trust me.
If the aliens have the Sewer Hive, get ready for some fierce firefights at point 11. There is a very large pipe obstructing your view of the rest of the room, and Fades are more than willing to take advantage of the fact that they can hurt you with acid rockets and you can’t get them. I would either suggest a full-out charge under the pipe, catching the Fade off-guard and allowing you to attack him (but even with this, he’s still on the higher ground and has an advantage), or trying to bounce a few grenades up there to get him to retreat before you charge under the pipe.
I may be adding an addendum to this article at a later date, so feel free to contact me with any ideas you have, or any uncommon experiences you’ve had on ns_caged
Thanks to Narfwak, Tenaku, relic25, Josh S., Crazed Monk on a Mission, Ardesco, and XenOz for your suggestions and help!
- Sun Tzu, The Art of War
To a lot of people, ns_caged is the bane of their NS gaming. Not many people like this map due to its circuitous routes and lack of resource areas. I never felt comfortable playing on the map as either race, and wasn’t about to lead some poor marine team to their death by taking up the Commander role. After taking my time and walking through the map, I’ve become pretty accustomed to its key points and overall layout.
The format for this guide is relatively straight forward; it goes through each area of importance individually, and assesses it from both a Commander’s and a marine’s viewpoint. If you’re an alien player, you may want to try avoiding the areas that this article mentions – people may be a bit more cautious around your usual hunting areas now. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
First off, the map itself. This is a strategic overhead view of ns_caged I created that includes resource nodes, Hive locations, and weldable areas. This version of the map also includes numbers, which will be used numerous times throughout the rest of this article.
<img src='http://planetns.com/strats/images/ns_caged_tactical.jpg' border='0' alt='user posted image'>
Note to Commanders: I will not tell you how to set up a forward base, build orders you should use, or methods of controlling your troops. You need to know how to do this. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Note to marines: I will not tell you which dark corners you need to be careful of, or to constantly remind you to check every ceiling you see. You need to be careful of all of them. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<b>Marine Start – Main Hold</b>
Commanders: The base layout you should employ is extremely unorthodox. It will probably lead to some puzzlement from your troops, but the aliens will be very surprised when they come to attack it. The main entrance to the Main Hold is extremely wide, allowing Lerks and Fades the ability to attack almost the entire room from the outside corridor.
I recommend placing all of your key structures in the “tunnels” leading to the ladder and the Resource Tower. These areas cannot be hit with indirect fire. Your Infantry Portals should be near the ladder leading to the Command Console. Your Turret Factory should actually be on the catwalk leading to the CC. This gets the Factory itself elevated, while still allowing a large radius to place turrets throughout the tunnel and nearby the CC. Any Arms Labs, Observatories, or Prototype Labs should be placed in the other tunnel, so CC tunnel doesn’t become too congested. Those buildings which you want to prevent traffic, such as Armories and Phase Gates, should be put in the corners that are closest to the entrance. Indirect fire from the corridor cannot hit these corner areas either. Also, place a few mines up by the entrance to the vent - a quick skulk can run by your defenses, up into the vent (even if it's welded in the sewer), and wait to evolve into a Lerk or Fade.
Marines: If you get rushed, you will be hit hard, and you will be hit fast. If the aliens are starting in the Generator or Sewer Hives, they can reach your position in no time. You will not be able to get turrets up and running before you are rushed. The Ventiliation System Hive will allow you enough time to get some turrets up, but only if you work fast and the aliens don’t utilize the vent shortcut. In the later game, when Fades are a threat, stay tight along the wall closest to the entrance. Acid rockets are a major concern when being attacked, and if you stay along these walls, it will be extremely difficult for you to get hit. You should combat the Fades by using their tactic against them – when they strafe in to attack, strafe out with a shotgun. This is quite simple to do with the Motion Tracking upgrade.
When leaving the base, watch the rafters directly above the entrance. Skulks can easily hide on these and parasite you as you leave the base. The passages through the rest of the Main Hold are fairly well-lit, so you shouldn’t have too much trouble spotting an uncloaked alien.
The “Double Doors,” (1 on the map) is a prime location for a standoff. Watch for Offensive Chambers on the opposite sides of the doors. If you are getting hit hard in there, don’t hesitate to retreat and close those doors to serve as a shield. Get your shotgunners crouched on the front line – when the door starts to open, let them have it.
<b>Stability Monitoring</b>
Commanders: There is one resource node in this area. If the aliens are starting in the Generator Hive Location, this node will be occupied. When your troops are entering this area, it is necessary to give them a scanner sweep ahead of time – they will most likely be ambushed. The chances of an attack are even greater if the aliens start in the Generator.
Marines: The entrance to Stability Monitoring (2 on the map) is a prime location for an ambush. You should enter this area with as many people as possible, covering all directions. Your Commander should give you a scanner sweep ahead of time. A decimating ambush can occur with as few as 3 aliens. You must watch for Lerks or Skulks on the roof of the building to your left. If they attempt to distract you, watch for Skulks that may drop down from the broken ceiling and attack from behind. If you defeat this, watch for Skulks or Lerks waiting in the vent to your right. Usually, they will attack when you’re moving down the ladder. Have a teammate fire an LMG burst into the vent to look for cloaked aliens before anyone attempts to descend the ladder.
<b>Hive Location – Generator</b>
Commanders: Set up a siege base in the alcove by the Hive (3 on the map). This Hive is particularly easy to defend, as both entrances are relatively close to each other.
Marines: When building a siege base in the Hive (3 on the map), have someone place a few mines at the base of the ladders. Any Skulk jumping down will land on one. Just be sure to stay outside of the blast radius. When approaching the Hive itself, watch the floor. The entire area underneath it is open, but doesn’t look like it, so there can be lots of nasty things waiting for you there. Secure this area as you would any Hive.
<b>Freight Elevator Access</b>
Commanders: Personally, I would stay the hell out of here and use the other routes to get to the Ventilation System and Sewer Hives. Unfortunately, Freight Elevator Access is a pretty important, high-traffic area. First of all, there are two resource nodes. Two resource nodes should just scream “hold this location” to you. One of seems to only be available once you weld down a gate. While you can definitely do this, it is preferable to have a marine with a jetpack approach the node by getting into the vent. This will allow the gate to remain intact, giving it some additional protection. I would recommend making this a forward base, complete with Armory, Phase Gate and Observatory. I’d throw an Observatory down because there are three ways to get into this area, and you’re going to want to know what’s coming and from where as early as you can. The reason that this area is so difficult to hold is not only because of it’s size and chokepoints, but because it’s filled with all sorts of obstructions that will get in your way.
You may want to set up a siege base at points 4 or 5 in case the aliens secure this area before you do. Again, I highly recommend staying out of this area until you’ve gotten your troops equipped with some heavier weapons.
Marines: If your Commander orders you in here, you’re going to really need to stay alert. There are a ton of ways to get in there, so you’ve gotta keep one eye on all the entrances. A turret farm won’t cover all the areas, so you should build a Phase Gate up before anything else to get some reinforcements en route. There are many firing obstacles in this area, and lots of walls, so if you find a relatively unobstructed view of more than one chokepoint, set up camp. You’re not going to be able to get good shots off anywhere else.
<b>Shipping Tunnel</b>
Commanders: There is one resource node in this area. Order a marine to weld up the vent behind it, but don’t bother defending it. The line of sight in this area is extremely far – Fades will be able to take out any defenses without trouble, while staying out of range of the turrets.
Set up a siege base in the confined area behind the large “trailer” (point 6 on the map). If you can wedge everything in there, it’ll be hard for Onos’ to get to, and have good coverage of the Hive.
Marines: Watch for ranged attacks here. Fades will be able to see you coming from a mile away. Break out the pistols or LMGs, or run in close – your heavy weapons don’t have the range you need to take on advanced aliens in this location.
<b>Hive Location – Ventiliation System</b>
Commanders: Despite the size, this Hive is very easy to defend – it’s located behind a wall of sorts, so the Hive itself actually has two chokepoints in addition to the actual Ventilation System. You may want to consider putting up a Phase Gate at point 7. If you don’t weld this, the aliens will have to use the vent system and take the long drop out in Pumping Station 02 to get around. Just be sure to cover the Phase Gate with a turret farm.
Marines: Due to the location of the Hive itself within this area, you can jetpack to the top of it and attack it with either a knife or a welder. It is extremely difficult for Skulks to get up here, so you should be relatively safe from melee attacks. Fades, Lerks, and to a lesser extent Gorges will still be a threat.
<b>Pumping Station 02</b>
Commanders: Setting up a siege base in here will allow you to take out the Sewer Hive, and give you a resource node. It may be a good idea to have a marine or two defend the node itself, because it’s right near a vent, while getting the rest to the outer walls of the room. The middle platform is a difficult area to fight in. Drop an armory here in order to get your troops some mines. When used in the vent system, you’ve eliminated one route of entry.
If the aliens control the Sewer Hive, setting up a siege base in this area serves another purpose – they don’t expect it. The majority of alien players will assume that you’re siegeing them from the Sewer Vestibule Sublevel, since its closer to your base, and will rush off there first to try and stop you. If your troops are parasited, this isn’t as effective.
Marines: If you can help it, stay off the middle platform. The firing obstacles will take more bullets than whatever you’re aiming for. Set up some mines in the vent system that connects this room with the Hive (point 8 on the map). Until you hear some explosions, this route will essentially be cut off, allowing you to concentrate on the other chokepoint. Be sure to keep an eye on the vent, especially if you haven’t taken out the Ventilation System Hive yet.
<b>Hive Location – Sewer</b>
Commander: This Hive is closest to your base, and securing it as your first Hive seems logical. By heavily laying mines at point 8, and welding the vent at point 9, trying to take back this Hive as the aliens is extremely time-consuming. However, if they get Fades and make it past your mines (which isn’t too terribly difficult with acid rockets), you will mostly lose control of the area. Because of the high pipes and vents, your turrets will not be able to attack. Placing the extra turrets will cost about 75 more resource points, which you really can’t afford in the beginning. If you do lose this Hive, set up a siege base at point 10. Once you reach the late-game, if you’ve got the Freight Elevator Access secured, you shouldn’t have much trouble reclaiming this Hive if you lost it earlier. Don’t try and secure this Hive right away – wait until you can set up a siege base and have the other Hives taken care of.
Marines: You can approach this Hive in a similar fashion to the Ventiliation System Hive. Skulks, however, may be able to jump from the wall to the top of the Hive, so have someone covering you at all times. This Hive is extremely difficult to hold due to the location of the sewer pipes. Watch for Fades, as they have the advantage of higher elevation.
<b>Sewer Vestibule Sublevel</b>
Commander: IMPORTANT!!!! When you’re in this area, IMMEDAITELY order a marine to weld up the vent leading to your base. If anything gets in there, it will spell disaster for the remainder of the game, unless you decide to abandon your base. You can set up an effective siege base at point 10, but keep in mind that it is where most aliens assume you’re attacking from. There is also a resource node here. If the aliens start in the Sewer Hive location, this node will be occupied.
Marines: IMPORTANT!!!! If you have a welder, seal up the vent here before you carry on with your waypoints. Your Commander will thank you for disobeying him if he knows the map. This is the ONLY time you should not follow orders. Trust me.
If the aliens have the Sewer Hive, get ready for some fierce firefights at point 11. There is a very large pipe obstructing your view of the rest of the room, and Fades are more than willing to take advantage of the fact that they can hurt you with acid rockets and you can’t get them. I would either suggest a full-out charge under the pipe, catching the Fade off-guard and allowing you to attack him (but even with this, he’s still on the higher ground and has an advantage), or trying to bounce a few grenades up there to get him to retreat before you charge under the pipe.
I may be adding an addendum to this article at a later date, so feel free to contact me with any ideas you have, or any uncommon experiences you’ve had on ns_caged
Thanks to Narfwak, Tenaku, relic25, Josh S., Crazed Monk on a Mission, Ardesco, and XenOz for your suggestions and help!
Comments
For freight, if possible, access the resource node through the vents (you do have to use a jetpack though) It will be even less noticed with the grate still inplace (and onos and fades wont get in) The vent is directly at point 5.
Also for sewer vestibule vent, if you really did forgot to weld it earlier and are in a bind late game. You can jetpack and weld it from the inside. (not many people know this) I haven't tested this but, perhaps it is possible to squeez a siege in there, just to stop aliens from getting that node.
nice work btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
also a few MINES in the pipe are annoying to Skulks.
Weld the vent, and send someone with a jetpack and shotgun to clean it out or it will be a huge drain on your resources throughout the game.
There's another map (can't remember the name) with a weldable vent which opens right in the middle of your base (it has a green breakable window over it at the start). Same rules apply, secure it or you're in for a lot of trouble.
ns_nothing
Space Station Nothing
Good idea - I never thought about going in through the vent, I always just planned on welding the opening, even though I realized it made it vulnerable.
<!--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-->Also for sewer vestibule vent, if you really did forgot to weld it earlier and are in a bind late game. You can jetpack and weld it from the inside. (not many people know this) I haven't tested this but, perhaps it is possible to squeez a siege in there, just to stop aliens from getting that node.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, the problem is that once an alien gets in there (especially a Fade), it is almost impossible to shoot it from the base - you'd have to walk all the way around with a jetpack and get him from behind, or risk flying up right in front of him. You're still better off just welding it up ASAP. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
As for getting a siege in there, it may be possible, but I've never tried it. Of course, if you're setting up a siege around point 10 on the map, it may have the range to cover both the Hive and the node.
<!--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-->nice work btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thank you. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Anyways about Fades in the vents, the best weapon against them is Pistols. Pistols do more damage during the same time frame (with reasonable clicking speed) then LMGs do. Fades will run and heal if you use your LMG, however a fast pistol clip could catch a Fade off guard and you'll get him before he runs.
Unfortunately, I never even thought to do that until after I had gotten all the locations written out. I'll definately remember to rotate it if I do any more. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yes I though the map was different from the comm one also, but now I know I'm not seeing things again. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
- Fixed the map to match the view of the mini-map from the Command Console.
- Added information on approaching Freight Elevator Access (Commander info) resource node via jetpack.
- Added method of attacking to Ventilation System/Sewer Hive Locations (Marine info) by jetpack and welder.
- Added information regarding how to hold the Sewer Hive Location (Commander info).
- Edited the thanks at the end.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Enjoy! If there's anything you'd like to contribute, send it in!
And I'm working on the guide-to-end-all-guides for ns_bast.
if you rushed subsewer as marines when they start off in sewer, you will often see a gorg hopping around waiting to build a res poitn at subsewer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
otherwise, a really good guide, detailing many things i never see in pubs, but um.. sound like itll work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
btw if u build outside the middle of spanw, can a fade splash any of your buildings from inside the vent anyway?
Right now this is all that I've written, map-wise. If you've got a recommendation for another one (other than ns_bast, since Narfwak is working on it), let me know and I'll see what I can do.
<!--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--> SOMEONE PLEASE PIN THIS!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah, let's hope! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--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 played a game tonight where I got a Marine to follow me to the Pumping Station. There, he jumped on a post on the node platform, and inched forward as much as he could and crouched. I was then able to get on his back and just barely jump into the vent connecting the Pumping Station to the Ventilation Hive. From there I layed a few mines, dropped into the Ventilation Hive (which was currently building), and built a phase gate. The hive was ours within a minute.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Good idea, but not everyone can buddy-jump successfully. Plus, if it's up that high, you shouldn't have been able to get into it without a jetpack in the firstplace. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Laying mines in there is a good idea though - just spread them out so that they don't all go off at once.
<!--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-->you might want to check this but from memory, the original res location for aliens starting in sewer is the pumping station not the subsewer...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'll have to look into this... but you're probably right, I think I've seen Gorges waiting to build there too.
<!--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-->btw if u build outside the middle of spanw, can a fade splash any of your buildings from inside the vent anyway?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
OK, I think you mean that if you build structures in the middle of the base, can Fades really hit them? If that's what you meant - you bet they can. The splash damage from acid rockets is insane, and the vent overlooks a huge area. Even a Lerk shooting spikes can take some structures out if they're placed wrong.
If that's not what you meant, please clarify. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
well its immortalized on planetns.com right now, take a gander...
That vent in your starting base is death. There is room to stack three def chambers back there, while leaving more than enough room for three or 4 aliens to lurk, popping up to parasite/spike/acid rocket the hell out of your base. I've done a fade up there, and watched this tactic end many a game without ever getting the 3rd hive.
Just because you welded the vent opening in sewer vestible and set a jetpacker up to clean out any linger infestation, don't assume it is safe. Skulks can and will run into your base, past the wall of turrets, up the wall into the vent, then back out of range of grenades. Been there, done that, chuckled from the shadows. Oh, and its even easier with celerity or leap (or both). If you see a skulk fly into your base, faster than a speeding bullet and into the vent....
So, mine the wall under the vent, too. And keep it mined.
I was in a game two or three days ago (not commanding), and a Skulk got in there, evolved to a Gorge, put Defensive Chambers in there, and then evolved into a Lerk. The Lerk was gone (thanks to my shotgun and jetpack) in about 10 seconds, but the grenades I kept lobbing in there weren't hurting the structures at all. The weird thing is that one of the D Chambers kept showing up on my MOTION TRACKING as a blue circle. I have no idea why - I thought there was another alien in there for like 5 minutes!
Surprisingly, I have the highest win/loss ratio as commander on ns_caged. My worst map to date: ns_hera. I can never win that damn map =P
Some advice:
Always get someone with a welder doing something. It can be:
Welding the sewer vents
weld open the resource node at freight access
weld open the hallway connecting sewers hive and vent
In caged, phasegates are of key important to survival. Marines simply cannot traverse the map with the kind of ease the aliens have.
Also, another thing to note about caged: Usually, when you control the room directly adjacent to the hive, you control the hive itself (Pipe room and stability monitoring are two examples). While some may argue that both rooms have a lot more vulnerabilities than the actual hive room itself, both rooms serve as the default node location for its respective hive. So, by taking the room, you're at least protecting a resource node at the same time.
Another thing: If you do manage to get the problem of fades in the vent that's in your main base, inform your grenadiers to put a lot of angles into their shots. The reason: the small plateau in the vent is so small that most nades chucked in fly right past a fade's head. The best thing to do is to have someone cover the grenadier with some heavy weapons fire so the fade doesn't poke his head out, and have the grenadier run right up and chuck the nades at an almost 90 degree angle. result = dead fades. Weld that vent up whenever possible.
Another thing to note about caged is that the vent hive is quite possibly one of the most circuitous hives to get to. Which is why you need to order a marine to weld open the hallway leading to that hive. A good tactic to employ once in a while is to start building in the shipping tunnels, and hold a small forward base there. While the aliens engage your busy marines, have another guy sneak in through the unwelded hallway, and stick by the big pipes leading down the ramp. You can hide a turrent factory pretty well inbetween the spaces of the big pipes, as this is a frequently overlooked spot. Setup some turrets, a phasegate, and *boom*. instant forward base to attack the hive.
For those lonewolf rambos: Every single hive in caged can be welded from above to afford you some protection against alien offense chambers. Granted, it's a risky, big no-no strategy, but sometimes, desperate times call for desperate tactics. As a marine, I welded two of the 3 alien hives to death to afford the marines victory. Sometimes, aliens on pubs really will be so disorganized as to allow a hive to be fully welded (Note: if you value your life as a marine, and you're playing against sneaky aliens, don't try this unless your team is all but screwed).
As aliens on caged, there's a really easy way to get a node that might not be accessed by the marines early on. Rush towards the vent access that leads to the node in freight access that is barred from normal entry via a weldable door. go through, and morph into a gorge. build the resource node. Unfortunately, alien resource nodes are pretty big, so if an astute marine that passes by notices the top of the resource node, he may be smart enough to haul back to base, pick up a welder weld open the door, and kill the node and claim it for marines.
Caged also has a chokepoint that isn't directly connected to vital nodes. Examples of this include the hallway that connects sewer vest. node and freight access. A gorge can just run through from freight access, throw down some towers, and disconnect the marines from main base to sewers, thus requiring phasegates to be put up asap, or combined arms to take said towers down.
Always screw with the doors, whatever team you're on. This hinders the efforts of mass-player gatherings to go thru said double doors with ease, especially if you're forced onto the defensive.
On the vent hive, it's a smart idea to get a jetpacking marine to fly up to the green crates hanging in the room just outside the hive and build a turret factory there, and seige it up. This buys you a couple of seconds of initial surprise (especially if this is done covertly) from a skulk, but be aware: A turret placed that high up cannot cover anything below it very well due to the extreme angle difference. Likewise, turrets on the ground can't be expected to cover the tf if its placed on the green box. Sometimes though, the extra few seconds it takes for the skulks to crawl up that wall, up the ceiling to attack the tf may be all you need for your turrets to open fire and kill the bugger.
Tell your marines to ALWAYS avoid vents in general unless they have a jetpack. It just leads to a stuck marine who's forced to suicide.
In stability monitoring, if you want to place a tf /other structures inside the small side room, you have to scroll over to the left so that you're able to see the floor of that building from an angle. Place desired tf within. If you're really good, you can almost get a turret all the way inside that little room.
If you're seiging Generator hive: Always go from stability monitoring, NEVER the aux gen side. Reasons:
Aux gen takes longer to get to from main without crossing generator hive.
The Aux gen hallway is extremely vulnerable to lerks. A lerk firing from across the hallway is usually out of range from turrets on the other side of the hallway.
Motion tracking is especially useful on caged, where marines can't always see that skulk coming thru the vent...
Jetpacks are really useful on this map as well, given the number of vents access points.
Know where all the vents are on the map, and where they go to. It helps a lot when you need to get somewhere quickly.
When building a defense for the sewers hive, it's usually best to place offense chambers ontop of the grating, and defense below. That way, the marines have no direct access (besides some extremely well-placed nades) to kill the def chambers without going near and around the offense chambers (note: when firing nades from the ladder leading out of sewer hives, most nades cannot directly hit well-placed defense chambers).
When constructing a marine main, the two most protected spots in the base from direct enemy acid rockets are the walls directly next to the main base entrance.
Always try and mine vents in caged. It cuts enemy mobility by a lot.
There are a couple of ways I've seen people push for two hives on caged:
Sewers -> unweld vent -> vent hive
gen hive -> aux gen -> shipping tunnel -> vent hive
vent hive -> unweld vent -> pipe room -> sewers
vent hive -> aux gen -> gen hive (Note: This is one of the toughest ways to go about seiging a hive, given the lerk's firing range)
Gen hive -> sewers (defense can be facilitated a lot by holding the side rooms to each hive, although pipe room always seems harder to hold than stability monitoring, given both its proximity to another hive, and the multiple vent entrances to it.
that is all...for now.
Edit: Props to flatline for noting that I called it ns_bast the entire time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
You got all the locations right though. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Thanks for the compliment. I tried to include some marine info in there too for people like you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
As for a thread for overhead maps being pinned - check out the general discussion board. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> It's up there. Another thread by Tenaku is floating around in there somewhere, and has a lot more. You'll have to search for that one though.
Thanks for the compliment. I tried to include some marine info in there too for people like you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
As for a thread for overhead maps being pinned - check out the general discussion board. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> It's up there. Another thread by Tenaku is floating around in there somewhere, and has a lot more. You'll have to search for that one though.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I just happen to check the Frontiersman's Strategy Section before the General Discussions <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> So I saw that post just after I posted that reply =) Well, thanks anyway! Looking forward to your next guide =)
I've only won there with a jetpack rush. =\
I've only won there with a jetpack rush. =\<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ooh... I like that map. I've won there a few times as both teams. I'll consider it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
thanks!