Stop With The False Economies

stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
<div class="IPBDescription">or am i missing something...</div> So many comms send their marines to double-res when they know that aliens are there and are also trying to take it. They waste several precious minutes and MANY dead marines trying to take it while 4-6 res nodes sit completely unused all over the map.

Damnit, let the aliens have double, and take everything else. Since its easy to clean out later with sieges, just leave it alone. Perhaps this problem is only present on pubs, but I'm getting sick of it.

Here's what I want to know: First, are there some maps where this is a necessary strategy? I doubt it but I guess its possible. Second, since comms have more complete knowledge about the action on the map a better strategy would be to choose the main res nodes that can be taken and held. From that basis, the assault on hives can be staged. Whats wrong with that? Someone tell me why comms ALWAYS do this?

-stooopid
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Comments

  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Not all comms always do this.

    I personally only cap double res if I've got a marine near it and the opportunity is there. Relocations to double res' often fail due to the aliens valuing them so much, so I generally steer clear of them for the first couple of minutes and then try to take anything that is in there down.

    This is one of the few situations where I believe that cure is better than prevention.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    If aliens get dbl then they get dbl, i won't be particular happy about it but i won't let it detract from the rest of: <i>the plan</i> ™. I'll just come back to it later when the res is going and i've got a nice foothold in the map or maybe send a few marines there every now and then just to keep the aliens on their toes. Sometimes these few marines just clean the place out beacuse the aliens are else where which is just a nice bonus <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    But yeah, don't get caught up too much in it. Always time for dbl res later, work on getting other res and pressuring the alien hive.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Nearly every double on every map is wide open for counter attacks.

    Stay away from double itself, but keep in the vicinity. If you can hold a nearby choke point then you can send out a small patrol to periodically clear out dbl. If the Kharaa get dug in its no worries, since they can't exactly spawn outside of their hives. Besides, the mighty siege will flatten all in range.


    I personally think the strange addiction some players have for dbl nodes is the main reason why people lose games.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    The only map where you need to be in control of double res, is on mineshaft, imo.
    avoid it like the plague on the others ... and then get rid of the plague later <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NeedVaselineNeedVaseline Join Date: 2003-09-13 Member: 20833Awaiting Authorization
    At last people who hate dbl res.
    As you said, its difficult to take dbl res at start, since 1 <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> > 1 LA <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> no upgrades.
    Relocating there is... stupid too... on some maps like caged, veil and others, there is always a ventilation... oh yeah... "that" hell ventilation. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> come, spore and easy frag.
    I know, Armory gives Medpack but what about the armor that we love so much to stay alive after 2 bites (1 with focus).
    Oh well... my 2 cents!
    I dont post too much so be proud that I posted here!
    Greets.
    Vas.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As you said, its difficult to take dbl res at start, since 1 <!--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-->  1 LA  no upgrades.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->



    Just want to point this out, but that's simply not true. 9 bullets happen far faster than 2 bites can usually connect.



    Still, getting addicted to the double node like crack is often the downfall of many a team.
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    edited March 2004
    <!--QuoteBegin-Necrosis+Mar 23 2004, 09:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Mar 23 2004, 09:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I personally think the strange addiction some players have for dbl nodes is the main reason why people lose games. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That is EXACTLY what I am saying... Agreement. See, my overall thesis on NS play is as follows:

    Early game actions are really important for the marine team. Once the enemy has formed higher lifeforms (>4 minutes) the marines are easily beaten. Alien lovers will tell you that higher lifeforms aren't powerful until they have >1 hive up, but that is nonsense -- if hive1 fades/lerks can pre-occupy the marine spawn, then they can very quickly get a second (and indeed a third) hive up quickly. Facts people, its best to face them.

    Its sad to see the resulting ownage. Because marines can tell its over long before it ends...

    On the other hand, if you can scrounge together resources enough for a jp/hmg rush early, before they can take down your resources, it can be over VERY quickly with a nice hive rush through a vent somewhere. When the team is coordinated, this can work beautifully.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    If I ever command on Caged I always go for double. Yes, it's incredibly risky but if you can pull it off then you just got two res nodes and the most central point on the map. I must have commed <b>at least</b> 15 games using this strat and I've only lost three times.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    dres is only worth the RTs placed in it. I do not even bother to defense it ever.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-D.C. Darkling+Mar 24 2004, 06:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Mar 24 2004, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dres is only worth the RTs placed in it. I do not even bother to defense it ever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    On veil you should elec and drop a pg, and you've got a very central position (very close to cargo and pretty close to both pipe and sub.)
  • Sentinel1Sentinel1 Join Date: 2002-11-06 Member: 7356Members
    I am on a parallel with Steve... 2 res nodes up quickly, maybe a TF down... and there's a nice refference point (w/ armory & general refuge).
    Having two res nodes opposed to just one, and a point which marines can spawn from is valuable. I don't com' often at all, but I see double-res' as a useful area.
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    <!--QuoteBegin-[Sentinel]+Mar 24 2004, 01:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sentinel] @ Mar 24 2004, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I am on a parallel with Steve... 2 res nodes up quickly, maybe a TF down... and there's a nice refference point (w/ armory & general refuge).
    Having two res nodes opposed to just one, and a point which marines can spawn from is valuable. I don't com' often at all, but I see double-res' as a useful area. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Useful, yes. Worth 2 minutes of constant death to your team? No.

    I agree that it is a useful operating position, but I've seen so many rounds lost this way it just really frustrates me...
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Its a great place to rush though before building much of anything - if you can get in before the aliens (which will often only have 1-2 guys checking that spot), you're very likely to hold it. If that doesn't work, yeah try something else.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    if i need to place one turret to defend it it surpassed its sue to me. We got 8 other rts you know.

    And yes, there are exeptions where dres are just chokepoints. But generally I do not take effort to get it.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    Instead of electrifying the rts at double res it now becomes economic to place a tf and pg b/c there are 2 rts. For aliens it becomes a better ideal to place o chambers with d chambers. Its just a good spot to have and is more worth defending.

    <b>If you dont get it easily it is a waste to keep trying to take it, which is the mistake commanders make.</b>

    For mine shaft it is very important. Its between 2 hives and is easier to defend with tf b/c its more flat and open compared to other double rts.
  • RedWingateRedWingate Join Date: 2004-03-15 Member: 27349Members, Constellation
    Hmmm i guess most comms just see the RTs at double but there is more, check the maps for the location of double and you will see that it's a nice place to attack almost every hive (but at least 2) which makes it quite valueable.

    I totaly agree that trying to take dres for about 5 minutes right on start won't take you anywhere. Example: Hera , you will probably do a better job when getting 1-2 marines attacking dres while the others take main-conridor, hera entrance, main, ventilation, processing ...
    The Aliens will most likely try to defend dres against your 2 marines (which shouldnt die right away) while you get MORE then 2 RTs up and running.

    Now while getting some upgrades you can [lock a hive/lock two hives/siege double/try attack double with upgraded marines/rush the main-hive/...]

    If you get control at double be happy build a PG and MAYBE a TF with 2-3 turrets to stop some skulk rushes and slow down fades a few seconds.

    Just my .02
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Bear in mind a dbl res node in the MIDDLE OF THE MAP is just far too easy to surround, isolate, and generally harass. Your only line of retreat is........ back to the lamed up dbl res! This is a losing position, especially since dbl res nodes are wide open for ANY attack.



    Second, res nodes between hives can end up as expensive kill zones since your men are effectively pincered by the two hives. You're not dominating anything, and although it *may* be a nice spot, its hindered by the fact that leaving base to assault one hive will leave your base wide open to an assault from the OTHER hive. Second, if you clear out the hive on one side then you've to fight an uphill battle through your old base and then further on through to the other hive....... by this time the aliens are rebuilding the previous hive because it's taken you 10-20 minutes to fight across.



    Make no mistake, dbl nodes are nice res providers, but they're far too easily exploited by Kharaa. They can drop two RTs and run off chuckling, safe in the knowledge that IF they lose the area, its only 2 RTs which are dirt cheap considering Kharaa save res independently. As a marine player, you drop those chambers, guard them with some men, try to form a minibase, and end up piling in a hell of a lot of res for little to no gain.


    IMHO you want to DENY dbl res, nothing more. If you manage to get both hives on either side, or you're expanding THROUGH the middle of the map, then by all means cap the nodes and MOVE ON. Marine victories are dictated through aggression and pressure, not through long drawn out turret crawls through a Kharaa killzone.
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    Great feedback and I've enjoyed the insights too.

    I guess I've just never seen a fight for double that turned out to be to the long-term benefit of the marines. If it isn't guarded then, by all means, get setup. I see your point about it being a good forward operating position.

    Perhaps my consternation comes from the fact that I like a <i>blitzkrieg</i> strategy against the hives -- as soon as you can equip 5-6 grunts with JP/HMG, you rush. Note the benefits of this over a basic shotty rush... Good insights though, people. Thanks!
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-NGE+Mar 24 2004, 09:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Mar 24 2004, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As you said, its difficult to take dbl res at start, since 1 <!--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-->? 1 LA? no upgrades.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->



    Just want to point this out, but that's simply not true. 9 bullets happen far faster than 2 bites can usually connect.



    Still, getting addicted to the double node like crack is often the downfall of many a team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wrong, if you know aliens are going to double node then you should too because killing alien nodes cripples them hard
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you want to DENY dbl res, nothing more <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    ^ best phrase in this thread, yet.
  • Sentinel1Sentinel1 Join Date: 2002-11-06 Member: 7356Members
    Realistically I am reading that the upmost concern is in losing grunts, res and time in general. I have seen high-skill comms take double res and have 3 grunts (best available) hold it while they research, and those grunts actually moved on to do serious damage to a hive while their other team mates attacked another hive. Even if they lose double eventually, having moved onto assault that hive from dres caused confusion and allowed them to secure an uninhabited hive.


    Essentially skilled marines can fight off loads of skulks and maybe 40% of the time, having survived, succeed in doing damage to a hive area .
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    <!--QuoteBegin-Buggy+Mar 25 2004, 10:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Mar 25 2004, 10:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you want to DENY dbl res, nothing more <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    ^ best phrase in this thread, yet. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree.
    If we can't have it so can't they.

    One thing is sure. I prefer to make 2 small chokepoints OUTSIDE dres instead of a huge one in it.

    just build chokepoints and laught.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    I agree with most of the points, and I myself will let them have it, grab as many other nodes, then come back and seige it out, wasting all the res they put into dcs and ocs =P but...

    In mineshaft it is essential to hold Double... The map is made in such a way that aliens have much easier movement than marines, so the rts will keep falling, which means that the marines have to put early pressure on the aliens. Taking double forces the aliens to try to get the marines out, because from double, it's an easy move to seige tram or drill.

    as a side note, I've never seen marines win if they don't have mineshaft double by about 10 mins.


    I also don't know about most of you, but fortifying double means you get a nice phase-base in a key location, as double is almost always in some central location on teh map. (i.e. marines can phase there and run to any other location in a short time)

    Small chokepoints are easy for a fade to get past/kill. 1 one big defends itself much better than 2 smaller ones. Iounno... fades are scared of 8 or so turrents, but 4? bah.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Yes, in ns_mineshaft, it is absolutely necessary to have double. I would go so far as to relocate to there (it's a hotspot, but if you can do it, you're within a short distance to two hives and two other RTs).

    I know some people say relocating is ultimately an exercise in futility, but this is the one map where I think it is absolutely necessary to relocate.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    You usually need to attack the double node because if you don't the aliens will get it practically free, and if you don't force them to defend it then they will be free to roam around which means the plan of taking the other nodes just got alot harder. But I agree that commanders need to be careful not to get too attached to a particular location or plan. It is oh so easy to send the game into a spiraling mass of futility when a plan doesn't come together as you wanted.

    This is kind of a misleading discussion though because it varies so much by map and often specifically which hive aliens start. Comparing nano-grid to say, reactor room, is kind of silly. I think it is much more important to analyze the location of a particular spot on the map, the fact that there is an extra node in a strategically important room is just gravy.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited March 2004
    One map i've never won on without a relocate to double is ns_caged. It's such an important point of the map giving you easy access to two hives, vent and generator as well as the 2 res nodes there. The marine base on caged is horrible with quite a mission to get anywhere, particulary to somewhere like ventilation. I don't recall, in recent weeks seeing marines win on caged without a dbl relocate. Before this time i don't remember.

    On other maps like tanith or veil though dbl is of little concern to me and whilst it's nice to hold it, it isn't as important as other locations on the maps cargo or chem transport.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Double on caged is a deathtrap against aggressive aliens, imo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    Veil's double is so freakin easy for the marines to lock down.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    <!--QuoteBegin-Mr.Ben+Mar 26 2004, 08:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Mar 26 2004, 08:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One map i've never won on without a relocate to double is ns_caged. It's such an important point of the map giving you easy access to two hives, vent and generator as well as the 2 res nodes there. The marine base on caged is horrible with quite a mission to get anywhere, particulary to somewhere like ventilation. I don't recall, in recent weeks seeing marines win on caged without a dbl relocate. Before this time i don't remember.

    On other maps like tanith or veil though dbl is of little concern to me and whilst it's nice to hold it, it isn't as important as other locations on the maps cargo or chem transport. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ugh, relocating to double in caged against just ONE competent alien will send your rines to their deaths. As previously stated, it is a death trap.
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    <!--QuoteBegin-Sizer+Mar 26 2004, 04:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sizer @ Mar 26 2004, 04:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Veil's double is so freakin easy for the marines to lock down. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    because of the sieging opportunities right? yeah... that can win. I still think taking down a hive is a priority over that siege. It seems impossible to deny fades entirely on a map that large though. So, its best to take out a hive and then siege double. I like that approach the best.
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