**Clear Spawn Area**
measles
Join Date: 2007-02-26 Member: 60122Members, Constellation
<div class="IPBDescription">And quit obfuscating!</div>In the AUS servers of Natural Selection and Natural Selection 2 there is a dillemma that has evolved in the execution of Command Chair responsibilities.
A large percentage of expierienced players in AUSNS have adopted a regulation that requires a <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Armory <!--colorc--></span><!--/colorc-->to be built within some 5 meteres from <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Infantry Portal<!--colorc--></span><!--/colorc-->. Failure to adhere to these polocies result in mic spamming and mtiny until an 'appointed' commander can be placed.
This 'Tradition' ruins the games evololutive capacity and results in mundane and monotoninous matches.
I don't know if people are that *Happy Panda* in other parts of the world, but could we start a community campaign to bring down these 'NAZI CLAN CLOWNS'?
Then we can play some real NS2 down-under!!
A large percentage of expierienced players in AUSNS have adopted a regulation that requires a <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Armory <!--colorc--></span><!--/colorc-->to be built within some 5 meteres from <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Infantry Portal<!--colorc--></span><!--/colorc-->. Failure to adhere to these polocies result in mic spamming and mtiny until an 'appointed' commander can be placed.
This 'Tradition' ruins the games evololutive capacity and results in mundane and monotoninous matches.
I don't know if people are that *Happy Panda* in other parts of the world, but could we start a community campaign to bring down these 'NAZI CLAN CLOWNS'?
Then we can play some real NS2 down-under!!
Comments
<!--coloro:#808080--><span style="color:#808080"><!--/coloro-->stealth<!--colorc--></span><!--/colorc-->
I cannot imagine why..
I've tried, but cant work out what this means...
I very vaguely gather you're saying that people demand a second tech point in every game when often it's not necessary or the desired strat? I agree some people think this is the only way to go and need to be educated on more agile methods.
That said, this is the very wrong place for the discussion. Perhaps if you want to engage the Australian community you should post something (slightly more coherent) on the AusNS2.org forums.
I very vaguely gather you're saying that people demand a second tech point in every game when often it's not necessary or the desired strat? I agree some people think this is the only way to go and need to be educated on more agile methods.
<!--coloro:#696969--><span style="color:#696969"><!--/coloro-->That said, this is the very wrong place for the discussion. Perhaps if you want to engage the Australian community you should post something (slightly more coherent) on the AusNS2.org forums.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
Incorrect.
I am so tired of people DAMANDING obstruction in this game. Half hour games turn into hour long games because beople refuse adapt strategy. I accidently wrote CC instead of Armory and used the term SP for IP )because it's the same thing).
The Armory should be built far enough away from an Infantry Portal that soldiers RETURNING to the armory are in LOS of Infantry Portals. Not so close that a skulk can hop from the IP to the Marine and kill him.
It will be a fun campaign. My wife is excited and has offered to do T-Shirts!
I think measles is trying to say that armories and infantry portals shouldn't be placed so close to each other, as most commanders do.
Because it allows skulks to switch between targets healing at the armory and marines spawning from the IP too easily.
I think he's trying to say that armories should be located halfway between the entrance/exit to a room and the IP.
In this way, the armory can resupply marines coming back to base quicker.
And skulks will have a harder time killing marines if the structures are placed further apart.
Basically, don't clutter your base with buildings.
Well measles? Did I interpret what you said correctly?
If so, I have a commander strategy that might help.
Hypothetical Game: 12v12
Game Starts
Send 6 marines (squad 1) in one direction and 6 marines (squad 2) in the opposite direction to capture extractors.
Squad 1 and 2 will capture extractors until they come in contact with the first alien.
Build an armory a captured extractor closest to the Alien Hive and defend. (Lets just say that this is Squad 1)
Build an observatory at a strategic location in the room, so that marines will be able to see incoming attacks.
Begin researching phase tech immediately
The Squad furthest away from Alien Hive (Squad 2) will continue to capture extractors until they have reached a tech point.
Defend the tech point until phase gates are available.
Build Phase Gate at the tech point. (Squad 2)
Build Phase Gate at the room with Squad 1
Research Mines
Build an Arms Lab
Begin researching Armor 1
Harrass Alien Harvesters
Reinforce the tech point with Squad 2 (Armory, Observatory)
Begin capturing more extractors and tech points.
Hypothetical Game Example on NS Summit: 12v12
Marines Spawn Sub Access
Send 6 marines to Computer Lab (Squad 1)
Send 6 marines to Ventilation (Squad 2)
Build Extractors at Ventilation and Computer Labs
Squad 2 comes in contact with aliens
Build an Armory in Ventilation
Build and Observatory in Ventilation
Have Squad 1 defend Ventilation, do not attack the Alien Hive at Data Core
Build an Extractor in Flight Control
Begin Researching Phase Tech
Build an Extractor in Crossroads
Have Squad 1 Build a Phase Gate in Crossroads
Build an Armory in Crossroads
Build a Phase Gate in Flight Control
Build an Arms Lab
Begin researching Armor 1
Now that marines control 3 Tech points, Defend the three tech points and Ventilation
Reinforce the Tech points with an Armory an Observatory for each Tech Point
Build a Second Infantry Portal at Sub Access
Order smaller squads (Groups of 2 marines) to Harrass the Harvesters at Crevice, Atrium and Reactor Core
Begin Researching Mines
Begin Researching Weapons 1
Begin Researching Armor 2
Begin Researching Welders
Begin Researching Shotguns
Begin Researching Weapons 2
Begin Researching the Advanced Armory
Build a Second Command Chair at Crossroads
Build a Prototype Lab
Begin Researching Jetpacks
Build a Third Infantry Portal at Crossroads
Begin Researching Weapons 3
Begin Researching Armor 3
Attempt to Contain the Aliens until they no longer have any harvesters and then attack the Hive.