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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Frontiersmen Strategy
That_Annoying_Kid
IPB Image
If you take a long hard look at the screeny you can get the gist of it.

However some specifics:

Put the TF one length away from the tram, and all seiges should reach nicely assuming they are on the wall closes to the hive.

Watch for lerks, the vents were reworked to allow a alien friendly system that isn't along they painfully long tram tunnel, so be sure to watch for flanks.

If they aliens start with tram you can relocate to lower junct and seige at the very begining, just make sure to have 1 marine capping other nodes, and run the tech tree as lerks will pester soon enough.
DC_Darkling
LOL.. i think we managed this in 1.04 a few times but I did not know it was possible in 3.x.

This is gona be great. Once again proves that odd strategies might work
Rapier7
You're kidding right? This is old, very old.

Well, at least some noob comms might have benefited from this.

Edit:

Relocations blow.
That_Annoying_Kid
it's not that it's old it's that no one does it rapier...
scaryface
its a good seige spot for a 1 hive game, but its easy as hell for one gorge to bile bomb all the seige cannons from the vents above for 2 hive and up. and i don't know what you're talking about; this is used all the time on bast.
MrBen
That was the definitive reloation before I added the vent between feedwater and tram tunnel.

As for relocations in general, it depends on your adversary. I'd never do it in a scrim, I'd happily do it for the crack in a public match though.
tjosan
Hmm, well I'd say that up until ben changed the stuff with the vents in tram, that location was a given win against feedwater hive aliens on bast. It's incredibly old. I remember it being the first thing we figured out and practiced in my 1.01-1.04 clan on bast... sort of the siege in the old engine vent, when the MS siege was considered illegal. Mmm, tripwire mines, small tunnel and no wallwalk. Mmmm.
the_x5
QUOTE(That_Annoying_Kid @ Jun 22 2007, 01:06 AM) [snapback]1635180[/snapback]
it's not that it's old it's that no one does it rapier...


Just ignore him. Thank you for posting an image of this TAK.

QUOTE(tjosan @ Jun 22 2007, 06:21 PM) [snapback]1635290[/snapback]
Hmm, well I'd say that up until ben changed the stuff with the vents in tram, that location was a given win against feedwater hive aliens on bast. It's incredibly old. I remember it being the first thing we figured out and practiced in my 1.01-1.04 clan on bast... sort of the siege in the old engine vent, when the MS siege was considered illegal. Mmm, tripwire mines, small tunnel and no wallwalk. Mmmm.


Do you remember building a base in airlock? You could siege a hive and RT cap one RT, be in the center of map thereby having a vital chokepoint always under control... I guess that's why they "fixed" it. sad-fix.gif
1-800-CAL-SKILL
Best BAST strategy:

Get two people in the double doors at main aft, do this a couple of times to make sure that nearly everyone leaves. Rejoin and kill marine start because 1-2 pubbers who can't aim are no match for skulkbite.
Church
I remember in 1.04, you could seige from *inside* the furnace outside of Feedwater. You just gotta drop the phase gate correctly so most of it went inside...have the marines build it, and *bam*, you got yourself an invincible seige spot that aliens can only reach by using one of your phase gates.
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