Map "smart" Spots
DEMIURGO
Join Date: 2003-06-21 Member: 17565Members
<div class="IPBDescription">Abuse?</div> I apologize if this has been discussed before, if it's the case please link me the topic.
Do you think that is lame to use some tecnically difficult to reach spots to build defchambers or sieges? For example... the hole in the roof of Feedwater Hive... if i build 4 DefChambers there and a couple of offence uppon them there is no way except for sieges to put them down... and of course, they heal... and fast.
Using such a location can make the Feedwater extremely ugly to defend\take for rines... same applies in the darkspot near CC in Eclipse... climb up in the dark (behind the glass) over the little green platform and you can stay hidden. Build Def/Off and half of CC will be alien playground.
So what do you think, using such spots is to be considered lame? (by the way, this is not a rine whining sterile polemic, i almost play only <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> )
Do you think that is lame to use some tecnically difficult to reach spots to build defchambers or sieges? For example... the hole in the roof of Feedwater Hive... if i build 4 DefChambers there and a couple of offence uppon them there is no way except for sieges to put them down... and of course, they heal... and fast.
Using such a location can make the Feedwater extremely ugly to defend\take for rines... same applies in the darkspot near CC in Eclipse... climb up in the dark (behind the glass) over the little green platform and you can stay hidden. Build Def/Off and half of CC will be alien playground.
So what do you think, using such spots is to be considered lame? (by the way, this is not a rine whining sterile polemic, i almost play only <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> )
Comments
I like to use that little room in feedwater, especially if marines has set up a turret farm in there.
One skulk rush and the turrets are down, cuz those skulks get constant healing.
I haven't ever seen a siege in that little room, but I think that it would be a pretty good spot. Once I tryed it in LAN game just to make sure is it possible. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (and yes it is possible)
Other good spot to build DC's are in that vent which is behind CC hive. Very effective and good strategy, when marines has a base in there. But you must build them fast, before marines gets siege or jetpacks.
So they are not lame, because they can be destroyed and it will cost a lot to the other team.
On the same map, near the feedwater hive, on the way from atmosphere
processing, there is a furnace.
Marines love to build TF inside that furnace; how the commander is able to
deploy that TF inthere is a mystery to me. Apparenty, if you deploy it near
the outer wall, a marine can build it thru the wall, which gives you a TF which
is nearly impossible to take out by aliens.
Since building outside the intended map shouldn't be possible, I would consider
that an exploit.
Aelius.
Go to Main Aft and by the big elevator there is a tiny vent, build in there and block it with turrets. Takes the Kharaa quite a bit of effort to take it down.
Maybe it's different in v2.0.
I was threatened to be banned from a server for this, I see it about as fair as the double seige from processing.
Unfortunately mapmakers almost NEVER fix stuff like that.