Overly Chatty Penguins

The Ready Room => General => Topic started by: rad4Christ on March 16, 2004, 08:41:51 AM

Title: Commander Guide
Post by: rad4Christ on March 16, 2004, 08:41:51 AM
I have placed a tentative commander's guide for NS_Ayumi online. I don't have an NS page, but I hosted it on the server I host our youth group site on. Anyways, check it out, try it, and tell me your opinions....

http://www.fcgdarlington.net/ns/ns_ayumi/index.htm (http://www.fcgdarlington.net/ns/ns_ayumi/index.htm)
Title: Commander Guide
Post by: Niteowl on March 16, 2004, 09:21:00 AM
beauty of a guide there rad :D although, it might be easier just to do a +showmap, to see exactly where your siege locations are. nice work regardless.

i tend to not play ayumi, fear of the unknown and such. this is the sort of mentality that keeps me a newbie to ayumi, metal, agora, and soemthing.. is there a fourth.. can't think of it atm.
Title: Commander Guide
Post by: rad4Christ on March 16, 2004, 09:28:16 AM
Done. It's updated with a map showing the locations...
Title: Commander Guide
Post by: Dark on March 16, 2004, 10:11:17 AM
wow even though i don't com and all that is a really great guide to that map.  good job on it rad B)
Title: Commander Guide
Post by: SaltzBad on March 16, 2004, 10:18:41 AM
I still prefer the same cost in turrets over elec (although you make a good case in Cold Turn - physical barriers make the Elec TF there more useful for the 'rines, and make turrets less useful). Simply because a) they're recyclable, hence costing 50% less (ie the 30 res I spend on turrets I can get 15 back of) and B) they attack Skulks/Lerks regardless of position. And that just helps marines in the field so much more.

That, and sieging is for people insecure about the size of their erectile tissue :p Great outline of the most popular spots though.

@Niteowl:
I highly recommend ayumi, its an awesome map. You're missing out badly by avoiding it :)

Edit :
And AE35 is a bit easier to siege/attack from the Eastern Entrance side - nice little shooting range into the hive and all aliens spawning there.
Title: Commander Guide
Post by: BobTheJanitor on March 16, 2004, 10:21:33 AM
Interesting idea on placing everthing around the base RT. I see a lot of problems with that RT being on the other side of a wall. I don't know the number of times I've seen skulks chew it down or been a skulk and chomped it partway, then ambushed marines as they come out of the two nice tiny doors from MS to stop me. Maybe the map could use a bit of a redesign, but I do like the idea of just putting everything out there. I sure wouldn't go near it if the whole base was right there.
Title: Commander Guide
Post by: SaltzBad on March 16, 2004, 10:26:46 AM
I've seen r4d or someone else do it, and it works quite well. The problem is, you're trading the RT for the IPs you place - and a Skulk will just BHop in your face in the time it takes you to jump out of the chair and save the IP. Still quite ingenious :o

And well, in that example Armory/Ptlab don't overlap. But that shouldn't matter with a Lunixmonster team (ONG COMM DROP ME GUNZ!!! I CANT READ TEH TEAMBUILD MZGS!!!!111).
Title: Commander Guide
Post by: Sancho on March 16, 2004, 02:06:14 PM
Nice!  I Never thought of building on the other side of that wall, I'll give it a try.
Title: Commander Guide
Post by: rad4Christ on March 17, 2004, 07:56:45 AM
Well, I've thought of two ways to deal with the IP (short of another CC, but that's a major waste of res). One, do as in the picture, the IP's should have clear view of the hallways, and if a marine is at the RT, and the IP is under attack he can shoot it without getting too close. The other is to build a TF along the wall facing the CC, and drop IP's against it. But that's a waste of res in my opinion.

I'm not a fan of elec in base at all personally, but from playing on LM, I've learned your marines can be less than responsive, so it's good to have. I'll create another strat in the way I'd prefer...
Title: Commander Guide
Post by: Malevolent on March 17, 2004, 02:12:01 PM
Very nice there rad. Once I start playing NS in a bit I'll try it (if my connection permits :huh:).
Title: Commander Guide
Post by: -Lancer- on March 22, 2004, 12:45:29 PM
Great strategy man, can't wait to try it out B)
Title: Commander Guide
Post by: Majin on March 23, 2004, 09:35:11 AM
I need to get over my fear of Comming.
I am not a great comm, I could use some work.
I have had a few really bad games.  The last game I Commed was filled with noobs who kept asking me what to do and where to go. ARRG!

These Guides make things alot better for nubs like me who have a fear of being the comm!