pehaps it can be put down to poor layout at the most, but i don't see the difference between sieging from here as opposed to sieging holo from cargo in ns_hera, for example.
edit: ok sorry, i misread the post....i didn't know you were able to siege it from marine start, still wouldn't be bug, but it's something that can be seen as a bit unfair <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
yes but how many times do you see marines winning anyways? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
that double res is suppose to be impossible to hold i think, For marines its just about impossible too, gorges and lurks get into them vents and can wreck a marine mini base FAST I really think that the mapper intended to create an area that embodied NS2 res warfar ideals
Yeah, quit ragging on KFS. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Veil and Eclipse are the best maps evar.
<!--QuoteBegin--Trojan2+Aug 23 2003, 11:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trojan2 @ Aug 23 2003, 11:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that double res is suppose to be impossible to hold i think, For marines its just about impossible too, gorges and lurks get into them vents and can wreck a marine mini base FAST I really think that the mapper intended to create an area that embodied NS2 res warfar ideals <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> not if you have a nice team that gets jps and camps up there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--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-->CForrester Posted on Aug 23 2003, 10:08 PM -------------------------------------------------------------------------------- Yeah, quit ragging on KFS. Veil and Eclipse are the best maps evar. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree entirely. When I get bored of ns_ecliplse (which is only after I've played it about ten games ina row), I go to ns_veil, and vice versa.
And to toss in some variety, ns_hera is a prime map for lerking chaos.
<!--QuoteBegin--Helic+Aug 23 2003, 10:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Helic @ Aug 23 2003, 10:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes but how many times do you see marines winning anyways? <!--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--> try playing on the 2.01b servers, marines win quite a bit.
I thought (and still think) it was intended by the mapper. I find it a nice feature. As stated previosuly, it's neigh impossible to hold for both teams.
Aliens have nicely positioned vents they can bile bomb from and marines have the ability to siege it from marine start. This spot is just a nice "F--- You" from the mapper and quite a clever one, too. But I still love this map.
<!--QuoteBegin--Helic+Aug 24 2003, 06:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Helic @ Aug 24 2003, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes but how many times do you see marines winning anyways? <!--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--> Plenty of times, thank you.
I don't like the idea of vital points siegeable from the marinestart. It's the most difficult place to get to to strike back at the siege equipment.
As long as they can't seige a hive, and 5 resources nozzles from base, (early ns_bast) then I'm fine with it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
If the marines want to spend 85 res(you need at least 2 obs with 1 seige) and constant energy scanning to kill 2 15 res structures,let them....
It takes 10 res + 2nd hive to wipe out the entire outpost in nano.Marines need expensive GLs that can be taken down enroute.JPs are even more expensive than GLs.And if the alien team were anywhere near as skilled as the marines,they would be extremely close to onos.
It's two 15-res structures + whatever other structures + <i>the income from two RT's</i> that get sieged. Usually there's a few OC's and upgrade chambers there as well.
I usually let Aliens build there, siege it from base, and move in to cap once GL's are available or almost available. Drop the TF and PG right under the vent (takes ages to bile an RT so the GL will get there in time).
Aliens actually build ocs and dcs in nanogrid?Most of the time i dont see that happening as skulk can effectively stop any marine attempts to get near nano....especially with celerity.
If you have GLs,i will wager that the aliens should be at most,2 mins away from a redempt onos.
Yes, the vast Majority of the time I see Aliens drop OC's in Nano, since they expect Marines to go for it. Standard is 3 or so, and if they have S or D once of those too.
If you can "stop any Marine attempts to get near Nano" as a skulk I don't see why anyone would drop anything. You can surely stop any Marines attempt to get near your hives or any other res nodes too. I usually play with skulks that can't stop any Marine attempts to get near Nano though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I tend to get GL's (ie: upgrade the armory) very early now, since you need it against 2-hive aliens (~6mins).
Comments
pehaps it can be put down to poor layout at the most, but i don't see the difference between sieging from here as opposed to sieging holo from cargo in ns_hera, for example.
edit: ok sorry, i misread the post....i didn't know you were able to siege it from marine start, still wouldn't be bug, but it's something that can be seen as a bit unfair <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I really think that the mapper intended to create an area that embodied NS2 res warfar ideals
I really think that the mapper intended to create an area that embodied NS2 res warfar ideals <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
not if you have a nice team that gets jps and camps up there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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Yeah, quit ragging on KFS. Veil and Eclipse are the best maps evar. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree entirely. When I get bored of ns_ecliplse (which is only after I've played it about ten games ina row), I go to ns_veil, and vice versa.
And to toss in some variety, ns_hera is a prime map for lerking chaos.
try playing on the 2.01b servers, marines win quite a bit.
Plenty of times, thank you.
I don't like the idea of vital points siegeable from the marinestart.
It's the most difficult place to get to to strike back at the siege equipment.
It takes 10 res + 2nd hive to wipe out the entire outpost in nano.Marines need expensive GLs that can be taken down enroute.JPs are even more expensive than GLs.And if the alien team were anywhere near as skilled as the marines,they would be extremely close to onos.
I usually let Aliens build there, siege it from base, and move in to cap once GL's are available or almost available. Drop the TF and PG right under the vent (takes ages to bile an RT so the GL will get there in time).
If you have GLs,i will wager that the aliens should be at most,2 mins away from a redempt onos.
If you can "stop any Marine attempts to get near Nano" as a skulk I don't see why anyone would drop anything. You can surely stop any Marines attempt to get near your hives or any other res nodes too. I usually play with skulks that can't stop any Marine attempts to get near Nano though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I tend to get GL's (ie: upgrade the armory) very early now, since you need it against 2-hive aliens (~6mins).