Why Mineshaft doesn't work for aliens.

Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
Why aliens have a harder time on this map consists of 2 points. Well 2 in 1, deposit. Many times deposit is the key holding factor in most games along with central. If one holds one then many times they hold the other. Marines can shoot thru walls but aliens can’t, well the gorge can but that’s another story.

Deposit can be arced from 2 different places where the aliens have to go a long way around to get to the arcs.


<img src="http://imageshack.us/a/img822/1967/siegea.jpg" border="0" class="linked-image" />

Comments

  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    edited January 2013
    That and it's more 'open' than most other maps.
    More open = less cover for aliens = marines killing you well before you can do anything.

    <b>EDIT:</b> This map also has the least amount of vent cover/transport.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Don't forget the three free res nodes aliens get if they start Cave (and usually even if they don't) then they get their additional nodes and win anyway.
  • BoBiNoUBoBiNoU Join Date: 2007-12-27 Member: 63274Members
    Close spawns CAVE ( A) | REPAIR ( M) has to be removed ( along with other close spawns on other map ).
    Getting an armory up in cavern in the first minutes of the game is GG.


    I still dont understand why they are hives that can be shot withouth exposing yourself a bit ( at least getting inside the hive room ).
    Containment in Refinery and Sub Access in Summit should also be rethought
  • TimariusTimarius Join Date: 2012-11-15 Member: 171220Members
    edited January 2013
    Control central drilling, have access to central spawn, cover the map in skulks, win.

    It almost got aliens a comeback in a game I was comming as marines recently, and it completely decimated us in one. You can sneak forward shifts very close to every single tech point from central drilling.

    EDIT: Note that I didn't say having to control central drilling was a good thing. I just said that it's the crux of winning the map, every single time.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    <img src="http://imageshack.us/a/img18/8657/bildschirmfoto20130128u.png" border="0" class="linked-image" />
  • awwwsnapawwwsnap Join Date: 2012-09-20 Member: 160066Members
    This map is sh it because Marines can ARC hives from central(and close by central). This means if you don't take over central as Aliens, then you lose. Being pigeonholed into one strat is never good, and thats exactly what this map offers.

    Marines can just let Aliens take whatever hives they want, and lock down central. The other hives won't be up much longer after that point unless somehow the aliens got Xenocide and Bilebomb by that point. That's almost impossible though :(
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Members
    Mineshaft is one of the worst maps ever
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    A classic case of artwork over gameplay. With above changes it could be playable.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    How dare they be able to use arcs through walls man, that's some ######ed up ######. Like I've already pointed out, this map favours aliens by default, why exactly do you need deposit hive? Btw, you should be able to stop ANY arc rush so don't complain when it happens, get bile, take them out, don't let them get the res to build them, so many ways.
  • kirawrkirawr Join Date: 2013-01-28 Member: 182577Members
    I believe that this is one of those times when the commanders experience/knowledge comes into play. If both commanders know what they're doing, then both tactics can be stopped.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    edited January 2013
    <!--quoteo(post=2067630:date=Jan 27 2013, 06:32 PM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Jan 27 2013, 06:32 PM) <a href="index.php?act=findpost&pid=2067630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't forget the three free res nodes aliens get if they start Cave (and usually even if they don't) then they get their additional nodes and win anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->

    By "free" you mean the most easily and often harassed nodes in the game. Crusher and Cavern NEVER survive a game, I'm lucky to even really get a positive return on them.

    In pubs, I often see marines starting in Ops go for Deposit and Central, so it's easy enough just to take repair and win the game that way. If they start repair it's usually a much tougher game because it becomes impossible to hold crusher and cavern and deposit becomes absolutely necessary.

    The real problem with this map though isn't the ability to arc deposit, it's the ability to simultaneously arc deposit while holding the double res. Condensing almost all the marines effort to a single point on the map is just too much.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Do you even try to defend them? If you apply pressure to gap and pilot then it should be easy to defend those nodes, they're so far out from marine spawns.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    Ghosthree3 wrote: »
    Do you even try to defend them? If you apply pressure to gap and pilot then it should be easy to defend those nodes, they're so far out from marine spawns.

    Not if the marines have Repair. One of the reasons I like to have repair myself is so that marines can't just walk straight through cart tunnel and kill half my res. If I'm not commanding I usually have to make it my primary duty to personally defend cavern and crusher since no one else ever does.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Actually I think mineshaft is a little bit alien biased. But that could also be the overall balance. According to NS2stats the map is pretty well balanced. Crusher, Cavern and Central are easy to hold with a shift in crusher. 2 Skulks camping cart tunnel is enough to keep that res-towers alive and even help out in central.

    The ARC-position from central to Deposit has to go, yes. Or it needs a ventilation shaft from Deposit to Central so aliens can react to this threat. I think I like that second solution more.
  • Not SureNot Sure Join Date: 2013-01-06 Member: 177758Members
    Don't take deposit without holding central. I'd probably go further and say don't take deposit unless you have central, marines are in repair and marines can't couldn't hit the side of a barn.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited January 2013
    The ARCing from central issues have been reported for some time, it's unknown when/if they will be addressed though.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    edited January 2013
    I'd say Mineshaft is pretty Alien-favored as far as actual geometry is concerned (lots of vertical spaces with cover, lots of hidden and effective vents that a lot of players are not aware of), but the game can turn to hell for Aliens if Marines quickly and successfully take over Repair. Once they do this, they have multiple choices. Keep in mind the Marine team is very well organized in the examples I give, and this is just my two cents.

    If Aliens started in Sorting, Marines can deny Deposit very easily from Central Drilling/The Gap, take over Cave in the meantime if Aliens are not organized at all (this shouldn't happen with decent players, though, since the fact that Marines hold repair is enough to tell they will be going for Cave soon-ish), and keep killing Crusher; that res node died more than 6 times the last time I khamm'd on Mineshaft, and I agree that it's very easy for Marines to harass it repeatedly but that is actually okay in my opinion considering its favorable position in between Cave and Sorting.

    If Aliens started in Cave, well they are in a world of pain. Marines can just shoot the hive from Cavern with little trouble and Aliens will have a very hard time defending, which is something that should never ever happen in Natural Selection. Marines should be in danger when they attack the hive, simply by having to actually be in the room or stand in the doorway to see it. This isn't exactly the case if Marines attack from Cavern, since the LOS from Cavern is huge. If Aliens didn't counter attack and if Marines have Exos at this point they can mow down the hive in seconds from Cavern without taking any risks whatsoever. Bilebomb Gorges can't reach Exos that attack from Cavern, if they do they are extremely exposed anyway. It's possible for Aliens to recover from that though, but it's hard.

    However, like @_Necro_ said, Aliens can easily defend Crusher/Central/Cave with well-placed Shifts. The last time I khamm'd I made sure to put some in there, and we defended these crucial areas with ease. It's also pretty easy to harass Pilot Drill overall. However the Marine team was very good and my players were overconfident, disorganized and kept losing lifeforms, and the Marines eventually killed Cave using the very example I gave above (with one Exo and several JPs), and ARC'd Deposit from The Gap in the meantime.

    Also, taking the southern RT in Central as a Khamm is extremely tough because of the catwalk above it and how the cyst mechanic works, and I'd like to see that fixed in some way in the future.
  • HalfcentaurHalfcentaur Join Date: 2013-01-30 Member: 182612Members
    wow.
    Looking at that map makes me actually realize how few of any ventilation that the aliens have to make use of. NS2 already has way less, but this map is sort of a joke for it.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    Please, don't stop deposit from being siegable. Instead, make shades do what they are supposed to do.
    Add strategy and choice to the game.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Deposit would still be perfectly siegable if/when it gets fixed. Just not from central. That is a blatant map imbalance, you're generally not supposed to be able to arc anything from more than a room/hallway away. Central is several rooms/hallways away.

    Shades countering ARCs is another topic entirely.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    edited January 2013
    rantology wrote: »
    Deposit would still be perfectly siegable if/when it gets fixed. Just not from central. That is a blatant map imbalance, you're generally not supposed to be able to arc anything from more than a room/hallway away. Central is several rooms/hallways away.

    Shades countering ARCs is another topic entirely.

    They are deeply related, in the following way.
    If the marines are sieging from your "typical" siege spot, shades will be helpful, but ultimate you would probably be better off with crag or shift. This is because shades block scans, but not line of sight, which marines can easily get if they are sieging from a location 5 seconds away.

    On the other hand, your atypical long distance siege spots, as can be seen in central, would be almost entirely countered by a shade, as no marines would be able to get line of sight, and if they did, they would be killed and have a very long walk back.

    I just want more situations where structures the alien commander chooses and places actually have a strategic impact on the game. More variance in siege locations plz.

  • SchleppySchleppy Join Date: 2012-08-09 Member: 155181Members
    This map isn't to great period. The 2 cheesy Arc spots are bad, but overall it's just very bleh with highly predictable games. Fixing those Arc spots still won't make me want to play it.
  • hozzhozz Join Date: 2012-11-20 Member: 172660Members
    Mineshaft is fine!

    A big mistake I often see Aliens doing is ignoring Repair and focusing on Deposit, even after 10 minutes of unsuccessful attacks.
    Deposit is VERY hard to attack, only one narrow entrance with additional blockades from geometry and Marine structures.
    Repair, on the other hand, is wide open and easy to attack for Aliens. Additionally, Aliens having Repair poses a constant threat of base rush to Operations for the Marines, so whenever they go out of Deposit with Exos or ARCs (to go for Sorting, which can be very effectively defended with the help of a few Gorges; or for Central) just rush Operations. And Repair is ARC-safe.

    TLDR: Ignore Deposit, get Repair. It's the better Hive.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    PLay on an ON3 server, bad things sometimes happen to Marines playing Cave.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    "Deposit is easily ARC'able from multiple vectors! Welp, I better drop a hive there anyways!"
  • Jones108Jones108 Join Date: 2012-12-10 Member: 174670Members
    edited January 2013
    Naaaaaaaaaaa leave it as it is. Gotta love them alien commanders dropping their hives there and nobody goin to central. :D

    On a more serious. Yes, this map is kinda a joke as aliens, if you are playing against competent marines.
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