Ns_tantih Public Game Strategy

DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
well i been thinking about it sometime and haven`t actually tested it fully yet but all theory sounds okish.
but really does only work if aliens have not started in waste handling, plsu u gotta be quick so they dont infect it untill you get their. ok it goes a little like this.

jus have an ip at base and send out a big group to reactor room (double res) and relocate base their.
build the common stuff down near the res points and then the tf right against the wall the side of the crates y`know. this will hopefully make you be able to build turrets up from the ladder bit, spam a few their thus cutting off the aliens ability of getting down the ladder into a vent and the other entrance into waste.

now, after getting stuff at least a bit organised and defended at reactor, send a few marines out to west corridor acess (the res point in between waste and reactor) after capping that, proceed to waste and make a good strong hold their with tf, phase, take its res point.

this will hope to secure 4 safe res points, thus giving you plenty of res to tech weaps and armour, upgrade to jp. after a few mins you may have all this, hopefully before 2 hives and fades. at this point i would ave suggested, 2 mabye even 1 jp with hmg possibly mines, to jump into that vent at waste and zoom across in the direction of fusion then setting a tf and seige their, i think that place can get fusion from their.
mines in the vents will be deadly to any 1 hive alien (heheheh can`t jump over this one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.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--> )
or you could burst into cargo and take that area.

well? how does it sound? anyone managed to pull this one off ?

Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    I've seen it done, but rarely have I seen it pulled off. The problem is that there's no easy route to satcom from reactor (except for that vent which gets welded shut most of the time) so that's almost like a free hive for them. Cargo storage (outside fusion) is also a moderately long walk and a lot of fighting goes on in that T corridor.

    And you can't siege fusion hive from the vent. Which makes me mad, because you used to be able to, before they kept the range nerfs when they added the sighting thing.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Usually, It's best to relocate to an area very close to a hive or inside the hive itself. Now, usually when you relocate to a random area, in regards to that its not near a hive, you want it to be positioned so that your marines have to pass by a hive to get somewhere else, this simulates guarding the hive, since there is so much activity. I have to say, after 2 games of relocating to the the double door area in Caged, Right out side the spawn itself, we actually won, they were pretty fun too. We didn't have to worry about securing Gen, because marines had to pass through Gen to get to Vent.

    I don't know, but thats just my theory on relocation.

    Please note though, this works as does relocating to holo room or atmospheric. However, it takes a fair amount of cooperation among marines to pull it off, since you are put back in the amount of time you have due to the relocation process.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    lol i find if they start in fusion they die <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, send all to cargo except 2, 1 at base, 1 caps res up to waste. (start 1 ip, obs, pg) *bam* pg at cargo, when the rts are built rt upg instantly. It makes me lose faith in pubs you can do it when they know youre gonna do it and on pubs they still seem to fail to prevent it even though it is a weak vulnerable strat <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Why waste all that money on TFs and PG to secure 4 res nozzles? Just get 3 or 4 res nozzles and have your marines guard them! It's that simple! Throw some mines in now and then, and you've got yourself a steady res flow without wasting money on turrets or phase gates or observatory!
  • DihardDihard Join Date: 2002-12-02 Member: 10365Members, Constellation
    I usually build up to an obs and PG at the main base then send most of my team to either waste or satcom to take ahold of that. I then move to cargo hold then secure that/finish them off there with the siege.
  • KoruptionKoruption Join Date: 2003-02-27 Member: 14091Members
    All of these strategies work really well, but you are forgetting a few things. To start off, smart skulks will sit in cargo waiting for you to rush it, especially if you have sat comm or waste. There are 3 important areas on the map to control: Reactor Room, Cargo, and Chem. Good gorges will cap a few res nodes and build their starting d chambers in these rooms (Usually cargo and chem) and a few o chambers.

    I use a marine start on these maps, and I have only lost once because half the marines were real noobs. I start out by relocating to reactor room immediately. I don't waste res on the first IP in main. If your marines have any skill at all, they will tear any skulks that run into RR because they are in a group of 5+. Many comms tryo to put the cc by the res nodes. This is not a good idea because you want your marines to have the high ground when defending this area (especially when there are fades). I build cc, 1 ip, armory, 2 res nodes, then 1 more ip. It is good to start the res flow as soon as possible. Then I drop a few mines and a welder for the vents. Usually a few dumb skulks pour into marine start, and I recycle the res node their. They waste precious time on the cc in their while i expand.

    This strat works even better when the aliens are in waste. The only bad thing is that you cant take the res node behind RR. If they do have waste. I get an obs and a phase gate to cargo. Do not go into fusion for two reasons. First, it will be harder to get to because that will be the hive the aliens want. Second, you can get to sat comm faster if your phase is in cargo. I drop a few turrets, and a armory for some mines. I do not get siege yet because they wont have the hive up yet. Usually at this point they are just getting lvl 1 carapace, and I already own reactor room, cargo and fusion. The res comes in pretty fast so I start doing upgrades as I lock down cargo. I then send one marine back to marine start to rebuild the res node, and about 4-5 marines to sat comm. Most likely the aliens will be very low of res because they only have 2 (the ones in waste). I lockdown sat comm and finish upgrades. Then I ask the marines how they would like to finish the aliens.

    If the aliens start in Fusion its a little more tricky but you have more res at your disposal earlier. I relocate to RR, the res behind RR, and waste. Most of the time I am able to get upgrades before the aliens get carapace. This helps to get cargo even though the aliens have fusion. If I cant get cargo I send marines to sat comm. If this works (rarely) i lock it down. If not I have JP and HMG fast because of all the res nodes. I then tell the marines to keep pressuring cargo and sat comm. Important note. I plan to still take cargo, but if you pressure it more than sat comm before you get HMG and JP, they will build it up more then sat comm, and it will be even harder to get in. After JP and HMG I just take cargo. I dont even have to siege because a few rambos go in and take out hive. I have 2 hives now, and we win again.

    If they start in satt comm, relocate to RR, take waste, and take cargo again. This might even be easier then them starting in waste. I like it when they start in waste though just because you can sit 2 marines in the hallway between RR and cargo and they can pick off skulks and gorges as they try to get by.

    I have only lost with this start once. The reason being is that half the marines wouldnt follow orders, and half were noobs (not the same half). I locked waste down and had tons of res and upgrades. Even with JP and HMG and nades, they couldnt take cargo. When the fades came they sat in corners trying to kill them instead of rushing. Man whenever I get a jp/hmg, i can usually take down 3 fades before i die.

    I hope this answers your question. Relocating to Reactor Room is a very good idea. It rocks. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I avoid RR like the plague when comming on Tanith. Too many entrances for aliens attack from and too much cover for them to hide behind.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Note : Never relocate to Sat comm.
    It's too much of a death trap.
    Waste Handling is always best due to it's layout.
    Oh and fusion is hard to defend cuz cargo room is usually a killing zone <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    i see.
    thanks for your comments.

    i do see tanith as a very alien dominated map unless comm is better then n00b and has a set strategy.

    their does seem to be many res points, usually near or in a hive, so kharaa will get em. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • XenogearzXenogearz Join Date: 2003-03-04 Member: 14323Members
    RELOCATE TO REACTOR ROOM set up the sweet 2 res node, charge to Cargo Bay, set up pg, tf there. Then secure Waste or Sat if it's not their hive.. gg to them. This strategy even works if their first hive is Fusion Reactor.. but make sure you have tons of marine charging into there at once.. You can also try to secure the empty Waste or Sat first then gather up to charge into Cargo Bay. Or if you have the res, build pg at those 2 place at once (generally speaking you will have the res to peform this, after all you have 2 res node).. Generally speaking, if the alien's main hive is Sat comm, this strategy pretty much always works.. If the alien's hive is Waste Handling, it could be a little bit harder to hold Reactor room. If the alien's main hive is Fusion Reactor, then make sure your marines CHARGE together to secure Cargo Bay.
  • sushibugsushibug Join Date: 2003-01-26 Member: 12788Members
    i didnt read the whole thread so i might of missed something. actually i only read the first and second post but anyway...

    it was a 11v11 server and the aliens spawned at waste. the commander decided to relocate to RR but didnt tell 9 of the marines at base. he got ejected and i jumped in and found what was up. welp, i had two options: 1) secure RR, then go for fusion, then go for sat com. 2) put mass pressure on waste handling, upgrade to hmgs, and pray.

    i did #2. only 2 marines survived at the end of the rush. even with my cheapass medpak spamming.btw it was zero upgrades and no motion tracking. aliens didnt complain but i had my own marines calling me a lamer.
  • qweazdakqweazdak Join Date: 2002-11-01 Member: 2761Members
    Yeah I only read the first two posts but that strategy works good. The double resource tower provides good income. Relocating to waste handling would be best though and having the reactor room as a sub base.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    well thats what you gotta decide as comm.

    what would be most important to have as base. the double res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> or single res but make sure they don`t get onos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    anyone condidered, not actually relocating fully to a new place but just making a cc their and putting down an ip?
    hmmmmmmmmmmmmn, mabye not <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Tanith is all about who controls cargo. The fact is for the aliens that if they start in waste or sat they're not going to be able to sneak past the marines (unless they're dumb) and set up a hive across the map, and they won't be able to defend it when it's discovered, too. And of course if they start in fusion and the marines can run into cargo, they have problems.

    From a marine stand point, cargo is so easy to defend, too. It's a huge room, the only cover is on the far side from the hive. One entrance is down a longish hallway and completely open, the other two have slow-opening and noisy doors. 3 marines with their backs to the wall can defend it against most skulk rushes. On a 6v6 game, that leaves the comm two marines to defend and cap res with, which should be plenty.
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