Help - Search - Members - Calendar
Full Version: Mess Hall The Only Solution?
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Frontiersmen Strategy
Lofung
i seldom, hardly see asrifle.gif asrifle.gif win without relocating to mess hall. is it the only way that marines would stand a chance, or we have other solution?
Rapier7
Mess Hall is a crucial point in the map. But I win plenty of times (with 4:3 marines or 1:1 marines), and I never relocate there.
Recoup
Simply controling mess hall is vital from time to time, but you dont need to relocate there you know...
AvengerX
its just a good choke hold on the aliens if you do control it. thast why people take it, I actually don't really like to relocate there some turruts and a fase age work just fine for me
Necrosis
Just play normal NS_nancy. Its probably a lot different to the map you're talking about in your thread title.
Rapier7
Necrosis, why don't you get to know the map before you speak?

Nancy is in the center of the map, quite literally.

If you control Nancy, it's easy to push into any of those hives.
Firewater
Mess Hall isn't the choke point, its that Cargo room above it that is the choke point.

Cargo gives access to 2 hives, and roughly half the nodes on the map.

Mess hall gives you 1 node, a crappy vent to aux gen, and dangerous ladders into cargo.

Cargo is the choke point, NOT mess hall.

m0nk3y
hey waaaait a second! what is A nancy ? where is the nancy room?
TOmekki
QUOTE (Rapier7 @ Aug 21 2004, 04:58 PM)
Necrosis, why don't you get to know the map before you speak?

(messhall) is in the center of the map, quite literally.

If you control (messhall), it's easy to push into any of those hives.

:l
Lito
QUOTE (Firewater @ Aug 21 2004, 08:33 PM)
Mess Hall isn't the choke point, its that Cargo room above it that is the choke point.

Cargo gives access to 2 hives, and roughly half the nodes on the map.

Mess hall gives you 1 node, a crappy vent to aux gen, and dangerous ladders into cargo.

Cargo is the choke point, NOT mess hall.

Aye. Trying to clear that ladder when the aliens are camping it is nigh impossible without high-level upgrades.
bonkeykong1
mess hall is only used to lure an onos in and then cc trap the bastard
Rapier7
Firewater has a point, Cargo above Mess Hall is a very good spot, but I still think Mess Hall is good because:

You still have another way to get into the Kharaa part of the map.

It holds a res node.

You can scan those little buggers just in case they feel like camping it.

In most pubs, if the aliens bother laming up cargo, at worst, you have to siege, at best, you force your way through the other way, from that narrow corridor that leads to Auxiliary communications and Port Engine.

Then there is the point of actually GETTING to Cargo. As you've already said, it's a **** to get into, and at the beginning of the map, aliens usually hold that (and don't tell me you'll be able to get there before the aliens do), so you might as well cut your losses and get to Mess Hall, and then push into Cargo, or take the other way.

Yeah, Cargo is nice, if you can get to it.

Assuming you could pick which place you started in, Cargo wins hands down, but from MS, I'd choose the arguably less strategic, but much safer place to put down a PG.

Normally I would put something in this line as to gloat my victory, but I'll leave that for you guys to flame.

Edit:

Ahahahahah!

Thanks for pointing that out, TOmekki. Yeah, sometimes I can't organize my thoughts properly.
Necrosis
I dunno, I just think you should support official maps like NS_Nancy, not another one with a similar name that seems to have some of the same locations.






Yes, for the dense, I am being sarcastic, I don't see why you need to put childish filter dodging insults into a map's name just because you don't like it. Shame on the alleged smarter of you for not noticing.


Second, mess hall is too big, with lots of places for aliens to hide. Personally I'd push just past it into cargo, or the corridor right outside mess hall. That way you can establish a forward position that doesn't give the aliens much cover.
Sarisel
Cargo is more important to control and easier to defend, although it isn't technically a chokepoint. It just gets you better access into both Port and Sub hives and areas. As for noname/mother hive, it isn't hard to get there even if messhall was lamed up to hell. Tactically speaking, cargo is definitely the place to go - easier to defend, more space, more tactical advantage.

What can be said of messhall for marines? It is good to control as aliens during the early stages of the game. For marines, it just gives more room for movement instead of being forced into noname AUX GENs. Otherwise, relocating there is really not interesting for aliens. As mentioned, camp the ladder and control the vents while enjoying the rest of the map. Between two evenly-skilled teams, aliens will wipe the floor with marines who relocate to messhall.
MrChainsaw
Nancy kinda blows anyway, I've yet to have a fun match on it... though this may be because I play on pubs, and with the marines being pretty much stuck in a dead end (YAY!), and with the three branching paths at the other end of the hallway, no real offensive ever gets accomplished because nobody knows which f***ing way to go to get to their waypoints.
AvengerX
QUOTE (Firewater @ Aug 21 2004, 08:33 PM)
Mess Hall isn't the choke point, its that Cargo room above it that is the choke point.

Cargo gives access to 2 hives, and roughly half the nodes on the map.

Mess hall gives you 1 node, a crappy vent to aux gen, and dangerous ladders into cargo.

Cargo is the choke point, NOT mess hall.

hmmm thast an interesting point

but like said you can hold off mess hall really well , and trap a lot of aliesn in it
Necrosis
You don't "trap" aliens in mess hall, you tie them up for 5 mins while they rip your relocate to small pieces.

1 gorge in mess hall can tie up the entire marine team if he's generous with his OCs. You have to open the door to get into messhall, and whoever does will get pelted by OC and spit.

Second, assuming you take messhall, your only way out is a deathtrap ladder to cargo, or a deathtrap vent towards mother hive. Joy.

Look at it another way - if you have cargo then you can use sieges to clear mess hall, you can EASILY walk down the ladder to go and clear the room. If you have mess hall, you're going to suffer trying to get up the ladder to cargo. The room is huge and with little cover.

Cargo is where the action is - its easy to hold, gives you EASY routes to 2 hives, and cuts off the main route from the west of the map to the east.
Rapier7
It's a good place, assuming you can actually get to there in the first place.
Sky
Hmm, after reading this I think I'm gonna try a relocation to cargo next game I com....with competent marines.....
Gecko_God_Of_Dooom
I tell my reens to rush messhall if they have mother hive(a.k.a. noname) else, I tell half to rush auxgen, and goto port engine. if thier hive is port, take a realy long rout to subhive. and rush phasegates. then just get into a none defended hive, and build a sencond base there.
Licho
Im never relocating to messhall, because it's too riscy, and im still winning most games on nancy. (Usually with early PG in "upper" cargo-port part of map that fixes situation if rines loose messhall).
Lito
No one said cargo was the BEST place to relocate. They just said it was better than messhall. Cargo is lerk heaven, tbh.
FromThisSoil
I often relocate to one of their free hives on this map if their hive is mother, this way we can control the other two hives very easily with the tactical placement of a few phase gates. If you set up a few turrets in cargo (or send a few good marines)...it keeps them at bay long enough for your marines to get a few upgrades and then take on mother.

If the hive isn't mother...I would lock down Cargo, stay at normal marine spawn, take whatever free hive on the left side is, and then go set up in mother with a node and PG just incase someone sneaks through.

I haven't lost a pub match yet doing this.
Lito
Relocating to cargo is extremely risky. For one, you have to run through messhall, where they all usually camp at the beginning of the game, and two is as far as you can go in terms of distance from MS; and for relocations, the shorter the distance the higher the chance of that relocation suceeding.
Parhelion
I tend not to relocate on nancy at all - there's little benefit from going into Mess, and Cargo invariably contains a host of OCs, gorges and skulks (which get there earlier than your marines unless Mother/Noname is the starting hive). I find it easiest to hold a phase in Mess, possibly with a tf and siege, and to secure Mother and push all the way to Port from AuxGen. Any decent group of marines should be able to own anything coming down the corridor (even fades, but if not you'll at least force them to run away after 1-2 swipes) and assuming people don't die unnecessarily, you can take down Port with minimal fuss.

That said, if you lose Mess and AuxGen early (or you get gorges OCing those locations), there's no way out.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.