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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Kharaa Strategy
radforChrist
EDIT: Please understand this is not a HOW-TO on what you must do on Tanith. This is merely a guideline to extrapolate from should you need to lame up a certain area for defenses. I do not recommend the usage of Laming as a primary tactic, nor would I expect anyone to actually lame the map this heavily unless there are some absurd circumstances and you haven't won yet. Please use PARTS of this guide to apply to whatever unique situations you encounter.

As stated in the Marine strategy, this is a copy of a map strategy I submitted over on The LunixMonster Forums. Feel free to add to this or comment.

In this guide, we will discuss chamber placement for the gorge (builder lifeform).

A tip I always use when placing OC's is to have at least one, preferably two other OC's in direct sight of the one I'm dropping. This helps prevent sniping an OC down from around a corner. I also place OC's along walls, and not in the path of other lifeforms. In my opinion, Walls of Lame (WoL) aren't very good for hallways, corridors, or rooms with low ceilings, b/c it cause problems for largers aliens to get around. Besides, especially in hive locations or key locations marines may seige out or GL, the more spread out your structures are, the longer it willl take to clear them with seige or grenades, however a cluster of chambers will all die together.

For sensories, placing them in vents, or anywhere NOT on the ground are always best. In vents where they are unreachable, marines can not destroy them except by siege or boosting into the vent. In high places, they must be shot down, leaving the marine(s) vulnerable to reload. And I'm showing you all my sneaky SC placements.... grrr....

Also, for both chambers, please bind them to a key, b/c some of the placements shown require dropping them at the height of a jump, and the menu would make that impossible.

Hive Location - Waste Handling
Offense Chamber Placement

Waste is a relatively JP friendly hive because of three vents leading into it, and a ceiling support system that marines can hide up top on. However, a few well placed OC's can keep those pesky PG ninjas out, and help against a JP rush.

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You'll see two OC's placed up top by the node, each on the edge, able to hit anything approaching the hive from the vent behind the node, the walkway from West Access, or from the hallway beside the hive. The two lower OC's are safe from shooting from a distance, but any wandering marine will be met with a surprise.

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In this view, the OC on the left is the same one shown earlier, and the one on the ledge is mainly to protect against a sneaky PG. Again, the OC on the left has a direct Line of Sight (los) to protect that OC, and the OC on the leadge can assist shooting at anything that enters the hive room.

Sensory Chamber Placement

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The best location to place a SC to cover the hive is right beside it, on the ledge. Marines never shoot near there, so an accidental discovery it not an issue. If marines have a node in that hive location, a SC at this point will cover it so you can ambush.

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An SC here will cover a good portion of research labs AND the vent leading to Reactor Room. Placing another SC in the vent beside Research Labs and West Access (not pictured) will cover the remaining area.

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An SC from this location will make combatting a marine siege or Shotty rush from the hallway beside the hive much easier.

Hive Location - Fusion Reactor
Offense Chamber Placement

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This hive requires little protection from inside, due to the need to use OC's in cargo and acidic. However, three OC's in these locations will cover the entire hive room from rambos.

Sensory Chamber Placement

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You'll need a skulk boost, or gestate on that ledge, but that is a great place for an SC, and it will cover a part of Cargo too.

Hive Location - Satellite Communications
Offense Chamber Placement

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There are two places marines like to hide in the Satellite Communications hive location, one is directly under the OC by the node, and the other is beside the box in the corner on the right. With these OC's both locations, and anywhere else, is covered. The OC's on the left side on top can be dropped by jumping.

Sensory Chamber Placement

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This is a great place for an SC because never shoot there, and it covers most of BOTH hallways leading in.

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You will need to gestate on this ledge in order to place an SC here, but it will cover the hive and chamber fully.
radforChrist
Key Positions - Chemical Transport Room
Offense Chamber Placement

This is the room leading to SatComm hive.

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When placing OC's in Chem, place them on the top, but along the edge so they can cover the high and low ground.

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As you can see, from this hallway, there is one OC open to fire, so remember OC's are only early warning systems, never OC a room and leave it unnoticed.

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This is from the lower walkway beside the entrance to SatComm hive. You can see three OC's in firing positions.

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The hallways can be protected from ninja PG's as shown here. Notice that by placing the OC's in the corners allows them to shoot down BOTH sides of the hallway, making them more effective.

Sensory Chamber Placement

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One place to NOT place a SC is in the vent from Acidic to Chem. This will block the skulks movement to help ambush, leaving the only other possibilities easy to hit doorways. You can walk along the pipes from the vent to this location to drop the SC.
radforChrist
Key Positions - Acidic Solution Processing
Offense Chamber Placement

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I didn't boost up to the top,. but you can place OC's in this place quickly, or you can place them higher if you are up there.

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You need to place an OC on the left there to protect the hallway to Fusion.

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By following up the hallway with this OC, there will be no cover for sneaky PG.

Key Positions - Cargo Storage
Offense Chamber Placement

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Of course the best way to start in cargo is to egg on the water tank and drop two OC's on the edge up top. Then place one OC on each side that can cover the doors.

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This is the view from acidic doorway.

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This is the view coming from Reactor Room.

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This is the door from lower acidic, right side of Fusion hive.

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This is the entrance from Fusion hive.
radforChrist
Key Locations - Cargo Storage
Sensory Chamber Placement

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This is a great location if you don't a an SC placed in the hive as the picture shown earlier.

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Of course placing an SC on top of the water tank is one of the best locations. But be careful, if you look too far down it will sink, and on TLM it is considered an exploit.

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This little beauty is actually on the LIGHT, not on the beam. But it will cover the hive and most of the cargo room.

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This is the hallway leading to RR. You can place a SC here to help cover most of the hallway.

Key Locations - Reactor Room
Offense Chamber Placement

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To fully protect Reactor Room (RR) from marines, six OC's can effectively cover the room. Shown here is the entrance from Cargo.

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This view is from MS entrance.

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This view is from West Access entrance.

Sensory Chamber Placement

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There are two good places for a SC here. One is in the water, should you not have a boost, the other is on the beam, which will be harder to find without ping.

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This is a sneaky little place to cover that doorway.
radforChrist
Key Locations - West Access
Sensory Chamber Placement

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This will cover the walkway to Waste, and the node in West Access.

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This will cover the ladder and part of the walkway leading to it.

Key Locations - Near Marine Start
Sensory Chamber Placement

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By getting a boost from a friend, these locations can be perfect for ambushing marines.

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You'll have to egg up here, but this is a priceless location.

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This is the corridor leading to Reactor Room and West Access. An SC here can be useful.


Overall Map

When you are finished, the end result is something like this.

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Shadow
erm no offence meant but what are you trying to learn people ? it's quite logical that you should build a sc and a oc where they cover a large area (sc needs to be out of the way though)
i think that i never saw that in a game someone build 19 sc's and 29 oc's (480 res)
anyway nice guide liked the rine one better, but you took a lot of efford in making those, good job
Sinter
One Gorge tactic that I have found to be incredibly useful on Tanith is some specific Defense Chamber placement:

If the aliens have the marines pushed back to Marine Start (at least on the Chem Trans/Sat Comm side of the map), you can drop a couple very strategic DCs near the Sat Comm-weld point. If you drop the DCs against the West wall, they will be close enough that aliens can heal just outside Marine Start if they stand against the wall (You will actually be healing through 2 walls).

Not only does this provide a VERY convenient healing station for the Kharra, but the Defense Chambers are too far away to be seiged from Marine Start.

It seems many people forget that you can heal through walls.


Also, very well-written guide, radforChrist. I consider myself an experienced gorge, but you have shown me a couple new SC spots :-P.

-Sinter
GrayDuck
QUOTE (Shadow @ Jan 5 2005, 09:30 AM)
erm no offence meant but what are you trying to learn people ? it's quite logical that you should build a sc and a oc where they cover a large area (sc needs to be out of the way though)

What is logical and obvious to you may not be to someone else. Even a 'good' gorge can learn quite a few things from this guide.

Good Job Rad.
TmH
Why does the "If I had a milion resnodes" song pop up in my head when I watch this? tounge.gif
killswitch
Few things:
Placing OCs well isn't super important. It's more important that they're not placed horribly, ie. blocking each other. That doesn't take much talent. No matter where you place an OC it can be shot around a corner. 1 marine with aneough ammo a nd a lot of time will take them all down.

Second, sstrategic SC placement isn't useful, since no one drops sense first. By the time sensory is dropped, a the third hive stage, the game is practically won. Good placement isn't needed. A guide for strategic DC placement would be more beneficial, as I can think of a few great ones at the top of my head (Computer Core vent on Eclipse being one of them)

radforChrist
QUOTE (Shadow @ Jan 5 2005, 12:30 PM)
erm no offence meant but what are you trying to learn people ? it's quite logical that you should build a sc and a oc where they cover a large area (sc needs to be out of the way though)
i think that i never saw that in a game someone build 19 sc's and 29 oc's (480 res)
anyway nice guide liked the rine one better, but you took a lot of efford in making those, good job

QUOTE
Few things:Placing OCs well isn't super important. It's more important that they're not placed horribly, ie. blocking each other. That doesn't take much talent. No matter where you place an OC it can be shot around a corner. 1 marine with aneough ammo a nd a lot of time will take them all down.
Second, sstrategic SC placement isn't useful, since no one drops sense first. By the time sensory is dropped, a the third hive stage, the game is practically won. Good placement isn't needed. A guide for strategic DC placement would be more beneficial, as I can think of a few great ones at the top of my head (Computer Core vent on Eclipse being one of them)

QUOTE
Why does the "If I had a milion resnodes" song pop up in my head when I watch this?



notice the EDIT at the top of the first post, this is not intended to be used in whole. We had a few people ask the best locations to lame, and how to do it cost effectively. If you are only using a small part of this guide in one game (say Reactor Room), the cost impact is not high, and the guide may show you how to cover the most area with the least investment.

As far as the SC chamber goes, on LM we've moved to almost a standard of MC first, with SC being a common second chamber depending on how well we do, and actually we're seeing SC first more and more, with more and more wins (thanks to me begging for SC first). That's why I'm gald to have teammates with a level of teamwork able to pull it off. And no, we're not facing noobs who are absolute crap b/c we win with sensory, there's been quite a few games where we've had out butts handed to us on a platter b/c a commander found out early and took action. The key to SC first is surprise. Never decloak in view of a marine. In fact, on maps where marines may hit certain nodes quickly, place a sensory where you'll be hidden, but the node is not cloaked. If the marines take 2 minutes to realize you have SC, they have already wasted precious time in counteracting it, and the tech they have may be insufficient. Since most ppl view SC as an unviable first chamber, it takes some convincing for the comm to believe it. Of course, you have B6 coming where SC will be more viable, so these locations will definitely come into play.
Shadow
QUOTE (radforChrist @ Jan 5 2005, 10:28 PM)
As far as the SC chamber goes, on LM we've moved to almost a standard of MC first, with SC being a common second chamber depending on how well we do, and actually we're seeing SC first more and more, with more and more wins (thanks to me begging for SC first). That's why I'm gald to have teammates with a level of teamwork able to pull it off. And no, we're not facing noobs who are absolute crap b/c we win with sensory, there's been quite a few games where we've had out butts handed to us on a platter b/c a commander found out early and took action. The key to SC first is surprise. Never decloak in view of a marine. In fact, on maps where marines may hit certain nodes quickly, place a sensory where you'll be hidden, but the node is not cloaked. If the marines take 2 minutes to realize you have SC, they have already wasted precious time in counteracting it, and the tech they have may be insufficient. Since most ppl view SC as an unviable first chamber, it takes some convincing for the comm to believe it. Of course, you have B6 coming where SC will be more viable, so these locations will definitely come into play.

I think that with beta6 and no cost for gestating a upgrade we are gonna see early mc's anc sc's way more
DC_Darkling
user posted image

just above the 3 heal icons (+++) is a ledge you can jump on. Perfect for a sc aswell.
Ravatar
If nothing else I have to commend the poster on his super detailed and organized work.

Nicely done.
Iron_Maiden
nice work.
Cj_the_Dj
that is one rez-rich gorgie
2_of_Eight
QUOTE (Cj the Dj @ Jan 14 2005, 02:14 AM)
that is one rez-rich gorgie

You must realize that everything in this guide shouldn't be done, and the game should never get to this point of lame. Look at the first post, it's an explanation of what this guide is for.
Eggman
I must say I learned some things from your guide... I never thought of putting OCs dangling over the ledges because I always thought they shot from the little ball on the top so it would be useless to place them that way. And I learned some more about placement... thanks!
SmoodCroozn
I'd like to add that if you have either fusion or sat, your main priority is to defend chemical transport. When you have chemical transport, you have cargo res, acidic res, cargo hive res, chemical res and sat res if you have a hive either at fusion or sat hives. That's 5 res and 2 hives right there. What I like to do in a low budget situation is place 2 OCs on the chemical transport elevator edge, and one OC next to the left black square panel. The entrance is basically the best place to put OCs around as they can concentrate fire on that one spot. However, you may need more OCs as marines can just jump over the OC at the bottom.
Armageddon
some parts of this guide are going to be obsolete when they decide to change parts of maps again -.-
tuutti2
In tanith Cargo storage is very importand pivot point. You must hold it. Here is some my suggestions for oc-placement. Notice that you won't have res to place them all. They slightly differ from previous but not much.

user posted image

1. These are not in best position, but sometimes marines are in cargo befor you can build anything. So gorge behind these ocs healing them makes taking cargo hard to marines. But do not think that you can survive mroe than 2 marines without skulks. And if you drop DC behind these ocs, they are harder to destroy and aliens have healing station near frontier. And always gestate up here so marines if marines rush cargo, your egg is relatively safe and not at floor.

2. It is good idea to place some one or two DCs and one MCs somewhere here because they help defending aliens and keep chambers alive (if resources allow).

3. This is my favorite place for oc. It keeps maries out of cargo and gvies only small target.

4. This is good place too and it can shoot marines who are entering cargo storage from acidic solutions room.

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gtccold
I play too much...

QUOTE
Also, for both chambers, please bind them to a key, b/c some of the placements shown require dropping them at the height of a jump, and the menu would make that impossible.


Impossible? Not for me, again I play too much sad-fix.gif
j3st
QUOTE (SmoodCroozn @ Jan 24 2005, 04:03 AM)
I'd like to add that if you have either fusion or sat, your main priority is to defend chemical transport. When you have chemical transport, you have cargo res, acidic res, cargo hive res, chemical res and sat res if you have a hive either at fusion or sat hives. That's 5 res and 2 hives right there. What I like to do in a low budget situation is place 2 OCs on the chemical transport elevator edge, and one OC next to the left black square panel. The entrance is basically the best place to put OCs around as they can concentrate fire on that one spot. However, you may need more OCs as marines can just jump over the OC at the bottom.

? i don't quite understand why...for example if u have sat hive and u take cargo and fus rts...couldn't they just go in and take them down and go through reactor room to cargo instead of through chemical?
SDJason
QUOTE (killswitch @ Jan 5 2005, 09:48 PM)
Few things:
Placing OCs well isn't super important. It's more important that they're not placed horribly, ie. blocking each other. That doesn't take much talent. No matter where you place an OC it can be shot around a corner. 1 marine with aneough ammo a nd a lot of time will take them all down.

Second, sstrategic SC placement isn't useful, since no one drops sense first. By the time sensory is dropped, a the third hive stage, the game is practically won. Good placement isn't needed. A guide for strategic DC placement would be more beneficial, as I can think of a few great ones at the top of my head (Computer Core vent on Eclipse being one of them)

Wrong

Aliens unwilling to use the teamwork required to ABSOLUTELY PWN with any chamber but DC first always drop DC first...

My least favorite is DC first... it does jack **** for skulks

~Jason
Armageddon
when are you going to have enough res to do all these silly oc placements? You'll get yelled at by your teammates for "wasting res" needlessly.
2_of_Eight
Guys, please, try reading the original thread + posts.
Repeatedly, it has been said that this is not how the map should look like at any point in the game. If you want to lame up one room, or two, you can use the suggested chamber placement ideas here. But you don't have to put chambers in all the rooms shown!
SLizer
People Just look those fancy screenies and the whine how they never get the res.... This seems just like a round of ns_ in middle of co_ cycle.....
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