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12-27-2006, 03:06 AM #1
3.2 Structure Blocking
In order to continue this discussion, it was to be ported to another thread, so here we are.
Originally Posted by Ferris Bueller
Seconded, I was there for that specific game, where two partially built armories were dropped in the doorway of Ore Extraction. This made it nearly impossible for a fade to blink in and out easily. I think that this sort of tactic is not within the "spirit" of the TG playstyle. I propose that structures should not be dropped unless it is the commanders intention to have them completely built, and not just partially built for blocking/cheap recycling purposes.Last edited by Tempest; 12-27-2006 at 03:08 AM. Reason: Clarity
Rm 14:2 NIV
One man's faith allows him to eat everything, but another man, whose faith is weak, eats only vegetables.
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12-27-2006, 03:22 AM #2
Re: 3.2 Structure Blocking
This isn't a thread about 3.2 vent blocking, right? It's a thread about Ore Extraction. One (arguably deficient) room on one map.
I like the rule the way it is. I'm all for being persuaded, but I'd need to be convinced that the current rule isn't sufficient. Gameplay certainly hasn't convinced me of such.
If a skulk can get in the room, I see no need for administrative intervention.
Originally Posted by The Rules
If Ore Extraction is so dominated by allowing marines (and their walls) entry to the room, don't allow marines entry to the room. If that means you have to shift your alien strategy as more and more marines learn how powerful walls are in that room specifically, so be it.Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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12-27-2006, 04:03 AM #3
Re: 3.2 Structure Blocking
I have noticed several other really bad chokepoints being exploited similarly in my playtime on other servers. Many of us play exclusively at TG, however, when it's 4:00 am and nobody is on, some of us addicts branch out to other servers for a bit of ownage.
Over the next couple days I'll compile my list of bad spots and chokepoints im frequently seeing exploted in this way. However, since most of us disagree with the tactic anyway, I'll ask those of you who would use it to please see this as a negative post and refrain from capitalizing on the information i'll be giving. I know it's not really a logical request, but its about honor and intent, something all of us here have in mass quantities.
|TG-6th|Ferris Bueller
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12-30-2006, 10:52 AM #4
Re: 3.2 Structure Blocking
sorry for trolling, but is there more then 1 Tempest on TG now? I saw Tempest today and he did not reply via text or voice today, not say he did not work as team.

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12-30-2006, 01:52 PM #5
Re: 3.2 Structure Blocking
My in game handle is presently Vegan Onos[Tempest] (since half of nano moved to SD). This imposter Tempest bears a ?, and has yet to respond to me either. He's never stayed around long enough to incur a gb. Heh, I've actually come across a Vegetarian Onos as well on our server as of late. Not all of us are blessed with delightfully obscure names like "Turbinator"
.
Fair enough. I don't make the rules, I just try to live by 'em.
Originally Posted by Wyzcrak
Rm 14:2 NIV
One man's faith allows him to eat everything, but another man, whose faith is weak, eats only vegetables.
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12-30-2006, 10:32 PM #6
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01-01-2007, 04:47 AM #7
Re: 3.2 Structure Blocking
I also see nothing wrong with this. Those two armories cost 30 res, which is not an insignificant amount unless you've allowed the marines to hold too much res. They also most likely were not built for very long so could easily be destroyed by bile bomb(unless you allowed the marines to kill/prevent your second hive) or just a skulk or two. You also must have allowed them a decent amount of setup time for them to get all that together. Basically this strategy seems like something that requires a considerable marine advantage to use effectively. Somebody just came up with a clever way to leverage it. Though you could also say that those armories provide free cover for skulks to approach the shotties.
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01-01-2007, 04:31 PM #8
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Re: 3.2 Structure Blocking
Just to add a little info. As fade you can still pass by that door way with a building placed in the center of it, you need to duck blink over the building.
Ore Extraction is one of the easiest sieges spots in the game for marines.
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