Mineshaft's Repair Room.
grazr
Join Date: 2012-10-12 Member: 162195Members
<div class="IPBDescription">What's up with Repair Room starting location.</div>As a starting location this has to be the worst location ever invisioned for an official map. Miles away from any resource nodes, let alone a second command station. I havn't seen a single marine start at this location that ever got anyway near a stalemate, let alone a win. It's far too easy to lock this location down with skulks and it takes an unprecidented amount of public team play just to get phase gates into Operations.
Surely i'm not the only one who sees this?
Aliens starting at Sorting is basically GG for marines as aliens can safely back track to cave whilst fighting for Deposit. Cave isn't even too much of an issue either as Alien commander can spread his territory to Sorting without assistance whilst skulks lock down the marine base.
Surely i'm not the only one who sees this?
Aliens starting at Sorting is basically GG for marines as aliens can safely back track to cave whilst fighting for Deposit. Cave isn't even too much of an issue either as Alien commander can spread his territory to Sorting without assistance whilst skulks lock down the marine base.
Comments
I mean I've won games using it, its so far away that both sides tend to ignore it unless they are dying for a tech point. However starting there is a nightmare.
Still better than Docking.
I think they tried to balance it with plenty of hiding places, but it's like relying on the Spy's disguise in TF2; that's a very unreliable form of protection when compared with rock-solid cover.
NS2 is fps, but also strategy game. Don't forget that. If you spawn at drill repair as a marine, then just research phase gate as soon as possible and go across the map and take opposite site of map. Then you'll lock alien hives to 2 or even 1. If you lose becasue you spawn at drill, and just go direct to operation and put CC and forward base(actually backward base) there, while you could have taken 75% of map with just one phase gate, it's your fault or commander's fault, not Sgtbarlow's(mapper's) fault.
And bad for skulks? It's kinda ridiculous. It's just only bad for bad skulks who just go straight forward to the shooting marines, instead of climbing wall, jumping out of there. It's true that there might be a bit big large corridors, but aliens can actually at the sametime get 4~5 safe harvesters (Cave, Cavern, Ore, North Cave, Crushing). And it's also their fault if they got threatened too much on harvesters.
Lot's of pros and cons for both teams, that means that mineshaft is already the best map, not bad map at all. Of course it's a bit bad with performances, and for 6v6 competitive match, as it's designed at least for 10v10 or so, but that has nothing to do with being bad or good map.
Almost all NS1 maps were way darker, deal with it.
On a side point, I get so annoyed with all the newbie commanders these days that drop the second command chair instantly gaaaahhh.
Part of the problem lies in the fact that the alien com doesn't require any team assistance in order to get resource towers up so whilst skulks harass the marine roll out the alien commander isn't delayed in his spread of resource gathering whilst the marines are locked into their base. As i said, it's not impossible, but it's far too difficult to be called "balanced". Aliens can far to easily snipe off IP's whilst marines setup extractors a third of the way across the map whilst the alien com barely needs to drop 6 cysts before he can drop his second hive with complimentary resource node.
Either marines are defending the base or defending the first extractor drop and skulks have the passive mobility advantage and the advantage of never having to play defencively in order to set up an ecomony. It's a bad map design exentuated by alien pros and marine cons; teching straight to phase is still a significant resource and time commitment.
And you can siege Deposit from Central Drilling. It's a weak start, but have you been on Docking as Aliens and started on the far right hive (Maintenance?) God, that hive is a royal pain to start from, worse by far.
Several of the maps have some balance issues with random hive/CC locations.
If aliens start in cave, it can depend on who gets to deposit first. Many times the teams will stop at sorting or operations, when they could have taken deposit and put pressure on the other side. If either side rushes deposit, however, it opens them up to getting rushed at home and losing in under a minute. As mentioned above, marines can egg camp very easily from cavern.
I've played alien comm, and the map is so spread out, it can be difficult to defend in the early going. I usually do a 3 rt (4 total) then 2nd hive build, and a couple days ago (with a cave start) I went north tunnels --> crushing --> sorting and actually left cavern alone to wait for 2nd hive in sorting. Probably not the best idea, but I tried it out. In the meantime, I'm trying to direct my team to keep marines out of operations, and two marines snuck out and took down both crushing and north tunnel rts before anybody could get back to defend them. Operations is really far away from crushing/north tunnels; I should have left a lookout at crushing or hopped out of the chair and defended it myself since the wait for 2nd hive is a full minute. Either way, marines going up through crushing can be dangerous.
It's fine as-is, especially when you turn on your flashlight that is basically a giant searchlight integrated into your marine's armor.
There is a reason why 4 minute Onos is possible on Mineshaft :P
Either way, you'll see the most end-game units on this map the fastest. Both teams can get stupid res income.
It's fine as-is, especially when you turn on your flashlight that is basically a giant searchlight integrated into your marine's armor.<!--QuoteEnd--></div><!--QuoteEEnd-->
This thread isn't about mineshaft being dark. It's about Repair Room being miles away from any resource nodes compared to other starting locations.
I remember i commented same thing: Then research phase gate as soon as possible and put one on the other side of the map. Then you will control 75% of the map. It's never bad, unless your marines failed to take deposit or something.