Reactor Room In Tanith

c0brac0bra Join Date: 2002-11-07 Member: 7546Members
<div class="IPBDescription">possible to defend?</div> I've played the map a lot, but I've just now played it in succession with two different comms who both went for Reactor Room first thing, most likely because of its proximity to the marine start and its two resource nodes. Both times we were unable to defend because of its 5 different entrances. We were caught there and stagnated because we would not move beyond that point.

Now I ask you, is it possible to defend correctly? We eventually lost our phase to fades and skulks in the vents (marines wouldn't listen to me saying to shoot in there no matter what). The different doors are so far apart, can you build turrets near enough to them to keep the aliens out? Is it possible?

Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Mines. Tanith is the most minable map ever. The broken walkway to Waste handling you can mine; the ladder you can mine (mining ladders works well) the vent you can mine (to great use considering the red tint makes it hard to spot the laser) and the doorways... well, they have a lot of turns in them, it's easy to mine those too.
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    Weld the damn vent, phase, and put lots of mines and turrets in good spots. Also this place also warrants a couple of Marines on permanent guard duty as your first line of defense.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    motion tracking

    the room is so wide you can pick off skulks easy if you know which entrnace they're coming in
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Use the other double res node on tanith, its much much more important.

    BlueGhost
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    theres another double res node on tanith ??
  • El_DiablosEl_Diablos Join Date: 2002-11-03 Member: 5666Members
  • UrzaUrza Join Date: 2002-12-24 Member: 11514Members
    There is. The one near satcom and the one on your way from satcom to fusion.
  • Dead_DragonDead_Dragon Join Date: 2002-12-17 Member: 10972Members
    Not really a double res node though. Not in the same way AtmosProc or ReacRoom is a double res node.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Cargo bay storage
    and fusion hive.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    You dont defend double res nodes, you put enough pressure on the enemy hive so you dont have to defend them.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I don't think it was a trick question <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    Defending it against skulks isn't a big problem if you stay on the low portion near the boxes, you do need a couple of marines here though. Against fades, well... there's really no 'defense' against fades, you have to rush 'em and kill 'em <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    edited February 2003
    My verdict (as if you gave a damn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) is don't bother. I'd rather just get fusion and it's 'double' res node.

    The time taken and res invested to seriously defend reactor room isn't worth it. The attraction of a double res node is that it gave you 2 (doh!) res nodes which require the same defences as a single whilst denying that same advantage to your foes. Reactor room is the one map where, IMO, that isn't the case.

    Due to the placement of the res nodes and the nearby reactor cylinders, water and other cover, you need at a guestimate at least 8 - 10 turrets to cover it all properly. This will cover the nodes and the TF. Then you need a PG. Then you need marines (note: multiple) there permenently as its easy to lerk spike it. Then add the fact the aliens know its such an obivious place to take, there gonna be all over you every attempt you try and its a lot of res down the drain if they catch you half set up.

    If however, taking reactor room is an absolutely necessery part of your plan....

    Weld the vent which leads to the water. Please!!

    Hand out shotties. Any fighting wil be close range. Additionally, whlst setting up i'd have a lot of marines there. Plant mines whilst you set up. Arrange distraction(s) if at all possible.

    Put turrets at the top of the ladders (the ones which lead to waste). In fact, i'd just turret farm the place to hell and back gaven the option

    Keep at a marine there semi-permenant at the least.

    <!--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-->Defending it against skulks isn't a big problem if you stay on the low portion near the boxes, you do need a couple of marines here though<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hmm. If you say so. Seeing as skulks can come through 2 entrances directly into this area and through the others jump in the water and then out into your face, I don't think saying this is anyway near true. I'm not saying having marine near the boxes is bad per se, just I think your gaving a false impression this solves everything.

    However, the cardinal rule is this. Do not get hung up on reactor room. Do not think its essential to win Tanith. Do stop trying after you get team ambushed for the second time. I generally take that as a bad sign <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I think there must be something hypnotically compelling about reactor room when seen in commander mode <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Edit: Just noticed the smilies are fixed. Nice one Comprox <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DWGuyDWGuy Join Date: 2003-01-26 Member: 12754Members
    <!--QuoteBegin--BlueGhost+Feb 10 2003, 05:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Feb 10 2003, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cargo bay storage
    and fusion hive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Those aren't double nodes. Those are just nodes that are close to each other. A double node area would be reactor room, atmospheric processing, and holoroom.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--rebo+Feb 10 2003, 06:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rebo @ Feb 10 2003, 06:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You dont defend double res nodes, you put enough pressure on the enemy hive so you dont have to defend them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    YES SOMEONE FINALLY UNDERSTANDS THAT "MORE TURRENTS COMMANDER"=BAD!!!!

    upgrade your marines and contain the aliens.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin---_Phoenix_-+Feb 10 2003, 12:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Feb 10 2003, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My verdict (as if you gave a damn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) is don't bother. I'd rather just get fusion and it's 'double' res node.

    The time taken and res invested to seriously defend reactor room isn't worth it. The attraction of a double res node is that it gave you 2 (doh!) res nodes which require the same defences as a single whilst denying that same advantage to your foes. Reactor room is the one map where, IMO, that isn't the case.

    Due to the placement of the res nodes and the nearby reactor cylinders, water and other cover, you need at a guestimate at least 8 - 10 turrets to cover it all properly. This will cover the nodes and the TF. Then you need a PG. Then you need marines (note: multiple) there permenently as its easy to lerk spike it. Then add the fact the aliens know its such an obivious place to take, there gonna be all over you every attempt you try and its a lot of res down the drain if they catch you half set up.

    If however, taking reactor room is an absolutely necessery part of your plan....

    Weld the vent which leads to the water. Please!!

    Hand out shotties. Any fighting wil be close range. Additionally, whlst setting up i'd have a lot of marines there. Plant mines whilst you set up. Arrange distraction(s) if at all possible.

    Put turrets at the top of the ladders (the ones which lead to waste). In fact, i'd just turret farm the place to hell and back gaven the option

    Keep at a marine there semi-permenant at the least.

    <!--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-->Defending it against skulks isn't a big problem if you stay on the low portion near the boxes, you do need a couple of marines here though<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hmm. If you say so. Seeing as skulks can come through 2 entrances directly into this area and through the others jump in the water and then out into your face, I don't think saying this is anyway near true. I'm not saying having marine near the boxes is bad per se, just I think your gaving a false impression this solves everything.

    However, the cardinal rule is this. Do not get hung up on reactor room. Do not think its essential to win Tanith. Do stop trying after you get team ambushed for the second time. I generally take that as a bad sign <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I think there must be something hypnotically compelling about reactor room when seen in commander mode <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Edit: Just noticed the smilies are fixed. Nice one Comprox <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Upgrade your marines with arms lab upgrades and keep pressuring the hive. Not defending Resource nodes with loads of turret farms will allow you to get the protolab and tech either JP or HA. Dont waste money on trying to get phases or motion tracking. MT is overrated because if skulks get Level 3 carapace, and the marine has no armor upgrade, all he can see is his death comming. Mt is not bad later after you have a protolab but in the early game it can kill you.
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    Firewater this is not an insult in any way, but I've seen the demos of sYn's scrim with NG and it mostly comprises of Marine rushes, but a lot of the pub servers I play on, the Marines are not that accurate and often are wiped out in groups of 3-5 by 1 or 2 Skulks. Holding the RN's are important in a game that is going to be long and drawn out. A compromise between 4-5 Turrets and sending all your Marines out on a rush is a Phase and a couple of Marines on defense. Marines are more versatile than Turrets and are cheap, although it weakens your main offensive force. Although you think it would be hard to find Marines who will stay and defend RR, I actually enjoy doing it as your guaranteed to see a lot of Skulk action, while doing a lot to help the team.

    Just my thoughts. . .
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    another weakness of reactor no one has mentioned is there are 2+ places to put alien defense structures INSIDE the reactor room that are easily overlooked by humans, making an alien attack more prodcutive & easy.
    with cargo bay/fusion that is far harder to do, making it far easier to defend the 2 res. plus you control a hive for a bonus.

    reactor room, like triad on eclipse, is a morass that will swallow all the RES you invest in it.
    let the aliens have it and try to defend it from YOUR attacks! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    LIke I said Firewater, I don't bother with reactor room. I don't comm that often, but when I do the only constant thing I don't change from map to map is to try and get level 3 weapons/armour ASAP. Reactor takes too much time and res to secure properly.

    MT is a luxury. Great if you can afford it, but at the end of the day if res is tight its equal to level 1 armour/weapons or a single level 2. Upgrades win every time.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    /me encourages Fiewater and Phoenix to keep believing that MT is useless.

    Yes, don't experiment! Make it easy for the other team!
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--|ds|meatshield+Feb 12 2003, 07:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Feb 12 2003, 07:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> /me encourages Fiewater and Phoenix to keep believing that MT is useless.

    Yes, don't experiment! Make it easy for the other team! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ok, lets try it out.

    Meat, get your clan together and scrim us. we'll use the Arms lab strat, and you guys can go for MT first.

    And we will see who wins <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    oh btw, in 1.03 we used to get an obs before every rush, so we do experiment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> silly people that assume things are just funny <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • RenmauzoRenmauzo Join Date: 2002-12-27 Member: 11571Members
    edited February 2003
    Motion Tracking is absolutely critical against mass skulk rush.. You will be really screwed without its help.. Some CC did a poor job mainly because they purely rely on buidling turrets to defend hives. However, an unupgraded turrets is extremely vulnerable to caraspaced skulks. Moreover, keep track where the red dots are using Motion Tracking allows marines to defend the soon-to-be-rushed hive before the skulks reach the proximity.. Typically you want to secure 1 hive and try to get res nodes and get HMG/JP then HMG/HA if u are in pub games.. It is absolutely critical for marines to understand comm's strategy instead of blindingly rushing and try to secure a second hive when they are losing tons of critial res nodes. It's A LOT harder in 1.04 to secure second hive imo. In fact, most of the times I won't even build pg in the second hive, I would probably build outside and get a siege up.. It works really well in Eclipse because you can secure Maintainence as first hive, tell your marine to secure southloop, then it's just few more meters away before they are outside CC and I can build tf/pg/siege there. Also by secure maintainence and then Southloop, you can pretty much guarnatee your horseshoe is going to be safe (cuz once the alien realize your strategy, they'll be too busy try to destroy you at southloop than worrying about horseshoe.)

    The arm's lab strat works ONLY if you know your team is full of l33t marines. In that case you can probably rush straight to their hive and end the round in 10 mins.. That probably only works in clan match though.. In pub games it's usually not applicable
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    edited February 2003
    First of all, my post was posted in a slightly jokingly fashion. I do not assume anything about your clan, firewater, except that you guys are damned good.

    Second, we'd be honored to be able to scrim you guys. Come to our channel #Clan|DS| on gamesnet and we can set it up sometime.

    Who knows, maybe you're right. getting MT then arms lab might not be as fast as just getting arms lab. But, I just won on the CoFR server using that strat with a bunch people most of whom I've never played with. We got MT AND level 1 armor/weapons. I think with a bunch of organized people who know each other and practice together it can work really well. We'll keep experimenting. Again, we'd love to scrim sYn. Drop by some time.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    was anyone good on the opposing team? Its difficult to examine whether a strat works in a pub simply because it works, because the skill levels on either team is random.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--FireWater+Feb 13 2003, 11:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Feb 13 2003, 11:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> was anyone good on the opposing team? Its difficult to examine whether a strat works in a pub simply because it works, because the skill levels on either team is random. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    firewater.. how old r u? jus wonderin...
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