View Full Version : Slipgate
Madnis
11-18-2007, 04:40 PM
Seen some people lately claiming that this is the most unbalanced map right now. Well, because I hate nerfs, let's talk strategy for this. Maybe if people get some new tricks things will change.
1. The Strogg spawn needs to get camped. Bad. Drive the Titan around back, call down artillery, or set up your tent on the hillside and bust out the smores and sniper rifle. 4-6 GDF should be focused on turning this forward spawn into a charred and blackened hole in the ground.
2. Use heavy vehicles. Open the limbo map. The big funny looking wedges are vehicles. If you remember where the heavies are parked, you can see right away if they are available. Click that spawn point, and go pick up the Titan or Anansi and do some damage. Extra credit if you grab the Bumblebee, bring it to the forward spawn, and get some friends onboard. No points if you get them all blowed up.
"But I don't know how to fly...." Learn. Your team needs a pilot. Always. Sometimes 2. (if you do have a good pilot, let them fly it. Learn on your own time or when you know it's just sitting there forgotten).
3. Come from behind. I know you love CS, but don't get caught up in the happy little urban war that happens like every game. Again, spawn back. Grab a husky, and drive it to the right up the hill where that big billboard is. Take it around the edge of the map until you are looking down over the slipgate. You will go out of bounds a little bit. From here you can snipe a bit, emp the APT that's probably there, and then do some hacking.
4. Keep the hack alive. It will reset after something like 1 min of inactivity. If there's good progress, you may need to suicide-hack. Just touching it will give your team another minute of breathing room. This is the only time I think it is justified to use the Anansi as a fast transport. Let it crash and burn as long as you can touch that panel.
5. There's 3 panels to hack. Find em, and spread out. If 2 covops make it and are hacking 2 separate panels, this makes the Strogg nuts because of how far they have to run. Oh and throw a freaking 3rd eye or smoke bomb for crissake. More radar is always +, the smoke.... hey it's better than nothing.
6. Occupy the buildings around the Slipgate. It's better to camp their spawn, but camping the gate is pretty good too. Bring medics.
7. Learn to snipe the Icarus. Don't ignore them. They are very useful, and they need to die. See #6... if you control the rooftops, you have a major advantage. If they have Icarus pilots, you don't control the rooftops.
8. After you hack the Slipgate, run through and grab the forward spawn ASAP. Yes the MCP is still on the other side. Yes this may actually be an inconvenience for the newbs on your team who don't know how to spawn back. Yes, it has to be done. No doubt. You don't even want to know what can happen if you don't grab the spawn. I won't post it, because I don't want to ever see it happen again.
... ok, let's just say there was a disabled MCP, a cyclops, and much telefragging.
9. The MCP. Pray, and call airstrikes. Oh, and take that little ridge overlooking the outpost, to the right as you approach. If the Strogg control that you'll have nothing but headaches. Oh and kill the tormentor. and the desecrator. and the cyclops.:O :eek:
Play hard, use VoIP (unless you're on Linux :( ), and don't call nerf until you've tried everything else. (I'm not saying this map doesn't have issues, but IMO there is a lot that people aren't doing, that they could do).
Ifurita
11-18-2007, 05:15 PM
Good suggestions. I find that people always forget to spawn back to grab heavy vehicles, instead, they keep running lemming like into the APTs. Spawn back, grab a titan and deal with the turrets.
Use multiple panels to hack from. The other day, I completed a hack because someone else started (the announcement popped up on the screen), I jumped on the second panel, the first covert got killed, but the hack kept going because they didn't know where I was. By the time they got around to me, I had a little more support and was able to complete the hack. A little bit of smoke doesn't hurt either.
3rd eye anywhere near the obj help ID all of the defenders and their turrets.
EMP the turrets near the slipgate so that other people can get in
Narishma
11-18-2007, 05:27 PM
I like to throw the smoke grenade on a panel, then go hacking on another. Most of the times the defenders will waste time on the wrong one. Not much but it could be the second or two you need to complete the hacking.
Lambda_00
11-18-2007, 08:46 PM
Also, utilize the bumblebee for transport 2-3 CovertOps to the slipgate if the Strogg haven't deployed an AVT (or if it's disabled)
Also, if you have enough CovOps and other classes, and you are being useless, grab the bumblebee, and parachute onto a roof to provide covering fire (very useful for FieldOps/CovOps)
-KillerBee-
11-18-2007, 09:06 PM
4. Keep the hack alive. Yes. Many people don't realize there is a progress bar at the top right. And, you can even run into a group of 5 enemies just to hack a little to keep it alive or even do a good deal of hacking.
5. There's 3 panels to hack. And moving around to a new spot while you hack to is good too. It sometimes works to keep running around while hacking and even finish it while avoiding being shot.
6. Occupy the buildings around the Slipgate. It's better to camp their spawn, but camping the gate is pretty good too. Bring medics. People definitely need to move the line up. You aren't helping you team if you just hang back and never go near the slipgate.
Madnis
11-19-2007, 03:16 AM
5. There's 3 panels to hack. And moving around to a new spot while you hack to is good too. It sometimes works to keep running around while hacking and even finish it while avoiding being shot.
If you put down your 3rd eye, and then EMP their radar, it's even better. I ran around the Slipgate for an entire hack today while some poor Strogg tried to figure out wth was happening.
signofzeta
11-19-2007, 05:42 AM
my only gripe about the hacking part is it hacks so goddam slow, so you need at least 3 dudes, one for each panel to hack it.
Also, getting 3 dudes to hack it at the same time is a tough one.
Tytan
11-19-2007, 11:36 AM
Good suggestions. First thing I always do is throw a third eye somewhere out of the way, followed by EMP-ing (lol, if that's a word?) deployables/mines, then throwing down smoke cover if there's time.
Also very useful to have a medic or two backing up the covert ops who are hacking. Makes it a lot easier to keep the hack going.
archemedes
11-19-2007, 03:21 PM
I also rarely go the same direction twice, I try and either go around or come out at a place where I have a shot, doesn't always work, but it stops them from just waiting at a window for you to run by
Quovatis
11-19-2007, 04:04 PM
On the other hand, all the Strogg has to do is bring up the tormentor and cyclops and the GDF has a very hard time. Just park the cyclops at the slipgate entrance. If it takes any fire, you just back up to the Anarctic side and repair in peace.
pageian
11-20-2007, 02:56 PM
Don't forget to throw a nade at the panel before you run up to it. Sure you can run up and hack just long enough to keep the timer going but if you simply throw a nade first and explode the mines you might actually get to finish the hack.
And definitely kill the Icari, they're death to hackers. I mostly play Strogg constructor on that map and spend a lot of time in the Icarus and it's SO easy to drop a stroybomb close enough to the panel to kill hackers, sometimes before they even start to hack.
I don't agree with Madnis on using snipers on this map. Any covop on this map should be hacking, not wasting time sniping. Killing the enemy is the job of the soldier, field op and engineer. Healing teammates is the job of the medic. Hacking the slipgate is the job of the covop. If your medic is running around wild shooting at everything he sees and ignores his duties your team will suffer. Same as if your soldier only uses the machine pistol or the engineer doesn't deploy any turrets. There are times for sniping, this is not one of them. If you can't trust your teammates to help you out then you aren't going to win anyway. To put it another way do you want to see your engineers running around repairing deployables behind the front line when there is a bridge to be built? Doesn't make any sense.
Nighthawk13
11-20-2007, 04:24 PM
- Hack for a second, then go back for cover. Usually strogg defenders will come to the panels, shoot them in the back! Works only well when their radar is down.
- Go undercover and backstab snipers for a round or two, than go for the objective again. Spreads some paranoia.
Still, the hacking part is too hard imho...
brutt01d
11-21-2007, 01:40 AM
OP, camping the spawn you say? What a low shot. Will never do that. It's lame and low. Spoils the game. Don't make W:ET out of this game please. We had already enough of the spawn camping whores.
Other suggestions quite nice though.
Nogen
11-21-2007, 01:55 AM
OP, camping the spawn you say? What a low shot. Will never do that. It's lame and low. Spoils the game. Don't make W:ET out of this game please. We had already enough of the spawn camping whores.
Other suggestions quite nice though.
If an anansi keeps their plasma mortar down then you should be able to survive in the bumblebee almost indefinitely. Get the bee in behind the slipgate and hit them as they try to get to the slipgate from spawn. Shipping 4 guys up onto the hill behind the gate means you can clear out the slipgate even more easily.
1. Anansi to hit spawn and turrets
2. Bee to clear infantry
3. Airstrikes for turrets and mines at gate
The worst thing you can do on slipgate is to use the erosion tactic - throwing yourself like water against the objective (rock) hoping that eventually you wear it away. Attack by the corridor along the mountainside or down the road is a very bad idea. Multidirectional attacks are always going to be more effective.
GanjMahal
11-21-2007, 10:32 AM
OP, camping the spawn you say? What a low shot. Will never do that. It's lame and low. Spoils the game. Don't make W:ET out of this game please. We had already enough of the spawn camping whores.
Other suggestions quite nice though.
Spawnrape is part of the game imo. It happens to us enough on Valley and the last part of Sewer, to name a couple. No reason not to return the favor :D
Gismo
11-21-2007, 12:37 PM
1.) Place Radar
1.1 Place radar close enough to the objective
1.2 Place radar again if it gets destroyed / damaged
2.) Destroy Strogg-Radar (First priority for anansi!)
I can't emphasize this enough, the radar is so important, especially on Slipgate and Valley...
NJ_Dude
11-21-2007, 01:17 PM
My advise for Slipgate is: FOR THE LOVE OF GOD AND ALL THAT IS HOLY...PLEASE...PLEASE KEEP THE HACK ALIVE!!!
Thank you for your cooperation. :D
pageian
11-21-2007, 04:16 PM
My advise for Slipgate is: FOR THE LOVE OF GOD AND ALL THAT IS HOLY...PLEASE...PLEASE KEEP THE HACK ALIVE!!!
Thank you for your cooperation. :D
Yeah, this applies to other maps as well. I can't understand how you can have 6 people on your team that can hack/build/whatever and only one of them seems to ever get to the objective and keep the timer from resetting. It's like the rest of them don't care or don't know.
Axehilt
11-21-2007, 04:34 PM
OP, camping the spawn you say? What a low shot. Will never do that. It's lame and low. Spoils the game. Don't make W:ET out of this game please. We had already enough of the spawn camping whores.
Other suggestions quite nice though.
If you want a shallow shooter devoid of strategy/tactics, why are you playing Quake Wars? Didn't anyone tell you it's a deeper shooter than "rush-die-repeat"?
You have spawn protection, so spawn camping isn't overpowered. But if a team doesn't wisely keep its own spawn safe, it'll get in trouble in a hurry on certain maps if the enemy team capitalizes on that mistake.
(Also, to OP: I chuckled at the "unless you're on Linux" remark regarding VOIP...almost sounded like you didn't want to hear what Linux users have to say!)
Madnis
11-21-2007, 07:08 PM
OP, camping the spawn you say? What a low shot. Will never do that. It's lame and low. Spoils the game. Don't make W:ET out of this game please. We had already enough of the spawn camping whores.
Other suggestions quite nice though.
If it makes you feel better, the Strogg spawn I'm referring to is a forward spawn of theirs. There is a counter, and it's to spawn back and bring up their own heavies. They can also plant turrets at the spawn, or change classes to deal with whatever is camping them. IMO a strategy isn't lame when there is a counter to it. In this case spawn-camping just buys the hackers time as the Strogg adjust their tactics. No big deal.
(Also, to OP: I chuckled at the "unless you're on Linux" remark regarding VOIP...almost sounded like you didn't want to hear what Linux users have to say!)
Haha... Yeah I couldn't stand their anti-MS rhetoric and geeky Unix jokes.
"fsck it! they're spawncamping us again, those greedy monopolist whores... somebody get his IP..." :D
(actually there was no VoIP on Linux when I wrote it)
Madnis
11-21-2007, 07:10 PM
If an anansi keeps their plasma mortar down then you should be able to survive in the bumblebee almost indefinitely. Get the bee in behind the slipgate and hit them as they try to get to the slipgate from spawn. Shipping 4 guys up onto the hill behind the gate means you can clear out the slipgate even more easily.
1. Anansi to hit spawn and turrets
2. Bee to clear infantry
3. Airstrikes for turrets and mines at gate
The worst thing you can do on slipgate is to use the erosion tactic - throwing yourself like water against the objective (rock) hoping that eventually you wear it away. Attack by the corridor along the mountainside or down the road is a very bad idea. Multidirectional attacks are always going to be more effective.
Awesome example of 3 dimensional thinking and teamwork.
Mr_Good
11-22-2007, 02:26 AM
But when on earth are you gonna get anyone to actually do any of this, without clan stacking which seems to be almost criminal anyway?!?
Sure, you get 6 covops in a 12 v 12 game. If you're lucky, you might get 2 radars. also if you're lucky you'll get 2 covops who actually bother to pull out the assault rifle and try get in and hack, rather than grab the sniper rifle and sit on top of a hill near the first gdf spawn.....
Vlad-5-Maxed
11-22-2007, 03:23 AM
Sure, you get 6 covops in a 12 v 12 game. If you're lucky, you might get 2 radars. also if you're lucky you'll get 2 covops who actually bother to pull out the assault rifle and try get in and hack, rather than grab the sniper rifle and sit on top of a hill near the first gdf spawn.....
So true. Last time I played it was exactly like you said. 6 covops. 1 radar. 2 covops actually touching gate sometimes. I didn't know what other 10 people did. I almost never saw them.
And no air support. Withour air support it is really hard to win.
Nogen
11-22-2007, 05:30 AM
So true. Last time I played it was exactly like you said. 6 covops. 1 radar. 2 covops actually touching gate sometimes. I didn't know what other 10 people did. I almost never saw them.
And no air support. Withour air support it is really hard to win.
The fact that you have more than 3 coverts is a real problem to start with. Part of the reason you are finding it so hard is that you have lost most of your class diversity. Why not just have 12 coverts? The reality is you actually only need ONE covert to do the objective. The rest of the team should be made up of support classes to clear the way. Realistically, the covert may die and be gibbed which means you end up holding the objective for nothing so you add one or two extra coverts for redundancy. But for each level of redundancy you add you remove a support class which means you are less likely to have ANY of your objective doing class in a position to do the objective. 3 coverts, engineers or soldiers is the most you should ever need of each class - any more and you resign yourself to the erosion tactic.
Vlad-5-Maxed
11-22-2007, 05:49 AM
The fact that you have more than 3 coverts is a real problem to start with. Part of the reason you are finding it so hard is that you have lost most of your class diversity. Why not just have 12 coverts? The reality is you actually only need ONE covert to do the objective. The rest of the team should be made up of support classes to clear the way. Realistically, the covert may die and be gibbed which means you end up holding the objective for nothing so you add one or two extra coverts for redundancy. But for each level of redundancy you add you remove a support class which means you are less likely to have ANY of your objective doing class in a position to do the objective. 3 coverts, engineers or soldiers is the most you should ever need of each class - any more and you resign yourself to the erosion tactic.
Not really. We had 6 covops. Onlly 2 (me and the same guy) touching generator. It means they other 4 covops never reached or never tring to reach generator. I think they just sniping around. And I would say initial 12 covops rush will more likely achieve success that failure. Or second wave.
I read that once on Vulcano Stroggfs hack generator in 1 min because whole team was covops and use teleport.
Another situation I say on slipgate when team has about 6 or 8 engineers. They constantly repairing MCP one by one. One was repairing while other just wait somewhere around. You almost kill first and second came from building. In result we killed all engineers but MCP passed gate and in 1 min outpost was lost. We defend last point for 12 minutes (at least 8 technicians) and lost when 40 seconds because team grenade killed 6 of us while we making spawn hosts. So class diversity is good but it all depends on situation.
Nogen
11-22-2007, 06:04 AM
Not really. We had 6 covops. Onlly 2 (me and the same guy) touching generator. It means they other 4 covops never reached or never tring to reach generator. I think they just sniping around. And I would say initial 12 covops rush will more likely achieve success that failure. Or second wave.
I read that once on Vulcano Stroggfs hack generator in 1 min because whole team was covops and use teleport.
Another situation I say on slipgate when team has about 6 or 8 engineers. They constantly repairing MCP one by one. One was repairing while other just wait somewhere around. You almost kill first and second came from building. In result we killed all engineers but MCP passed gate and in 1 min outpost was lost. We defend last point for 12 minutes (at least 8 technicians) and lost when 40 seconds because team grenade killed 6 of us while we making spawn hosts. So class diversity is good but it all depends on situation.
I'm sure that on countless times on volcano a single infiltrator has ninja'd the hack. I can guarantee it doesn't happen very often though.
Did you ever play W:ET? Your posts remind me of the fun tactic of 6 engy rush on goldy. Unless the other team is really lousy you are guaranteed to be chopped down really quick.
One violator will take down the whole team of engineers. In the meantime the balanced team has taken the ground around the MCP and there are no oppressors left alive to throw violators. Or perhaps the enemy has vehicles spamming the MCP in which case all the engies will get killed by that. The balanced team won't have any trouble dealing with that.
brutt01d
11-22-2007, 12:48 PM
If an anansi keeps their plasma mortar down then you should be able to survive in the bumblebee almost indefinitely. Get the bee in behind the slipgate and hit them as they try to get to the slipgate from spawn. Shipping 4 guys up onto the hill behind the gate means you can clear out the slipgate even more easily.
1. Anansi to hit spawn and turrets
2. Bee to clear infantry
3. Airstrikes for turrets and mines at gate
The worst thing you can do on slipgate is to use the erosion tactic - throwing yourself like water against the objective (rock) hoping that eventually you wear it away. Attack by the corridor along the mountainside or down the road is a very bad idea. Multidirectional attacks are always going to be more effective.
Nice tactics. Really. But i would nevertheless remove the point with "Anansi to hit spawn" and leave only "Anansi to hit turrets" part.
However don't underestimate the "keep the hack alive" tactics. Combine it with yours.
brutt01d
11-22-2007, 12:58 PM
If you want a shallow shooter devoid of strategy/tactics, why are you playing Quake Wars? Didn't anyone tell you it's a deeper shooter than "rush-die-repeat"?
You have spawn protection, so spawn camping isn't overpowered. But if a team doesn't wisely keep its own spawn safe, it'll get in trouble in a hurry on certain maps if the enemy team capitalizes on that mistake.
(Also, to OP: I chuckled at the "unless you're on Linux" remark regarding VOIP...almost sounded like you didn't want to hear what Linux users have to say!)
It's clear you had never played W:ET. You simply don't know what can happen if this tactics gets common. You wanna know what? Look broader. The game will simply die out. Here's why: what do you think wiull happen if every time somebody plays, he gets spawncamped and killed by heavy weapons just after the spawn protection time wears out? The person gets frustrated, i tell you. If this happens just about every time (and i fear it will one day, as the people get better and learn the nasty tactics), one day it will be a time for this person to change games. Don't kill the community by doing this, seriously! It may be not that noticeable cause it's a slow process, but it DECREASES the number of players, be sure.
Cause there is no real spawncamp protection, just like there was no in W:ET. There's no difference. it's even worse since most of deployable places are usually inside bases. So if you want to suppress deployables - do it, but please, don't spawncamp people!
Vlad-5-Maxed
11-22-2007, 10:23 PM
I
Did you ever play W:ET? Your posts remind me of the fun tactic of 6 engy rush on goldy. Unless the other team is really lousy you are guaranteed to be chopped down really quick.
Yep. I played it a lot.
One violator will take down the whole team of engineers. We did it but there is a lot of buildings so they hided in the buildings and we killed only one I think. They key point they just wait until first die but not more that around 15 seconds. And then second jump in. To the moment last engy died they already have new engy arrived from re-spawn. I tried to cut off their waves with 2 soldiers with hyperblasters but it was too late. They had enough to move MPC thru the slipgate.
The point is that very often enemy prepared to fight balanced team and they are not ready to deal with team which has a lot of specific class.
born2fr4g
11-22-2007, 11:44 PM
this map is strange. really ;0
brutt01d
11-23-2007, 12:57 AM
this map is strange. really ;0
Yup. No matter how much I play, no matter the tactics of GDF - I have still never seen GDF win on this map... Very nice.
So why discussing possible improvements to the map if a better solution would be just giving GDF 10 more minutes till timelimit??
3Destruction
11-23-2007, 01:27 AM
Why? use some logic.
Sometimes you see strogg going into the slipgate. Why? They can get loads of vehicles there! They go in, 1 minute later, they've got a desecrator/hog or even a tormentor.
Not good if you're hacking and they come out with flying stuff.
Nogen
11-23-2007, 02:36 AM
Yup. No matter how much I play, no matter the tactics of GDF - I have still never seen GDF win on this map... Very nice.
So why discussing possible improvements to the map if a better solution would be just giving GDF 10 more minutes till timelimit??
I think I see GDF win about 30-40% of the time on slipgate. It only takes a couple of people on GDF who can use vehicles to get the upper hand.
Vlad-5-Maxed
11-23-2007, 03:11 AM
I think I see GDF win about 30-40% of the time on slipgate. It only takes a couple of people on GDF who can use vehicles to get the upper hand.
Yep. Totally agree. If GDF has 2 good pilots they almost certanly will win. As well if MCP has enough health (or second engineer on board) after crossing gate it very often reach outpost without stopping.
GanjMahal
11-24-2007, 07:01 AM
Yep. Totally agree. If GDF has 2 good pilots they almost certanly will win...
I tend to agree, but from what I've seen this happens far more rarely than 30-40% of the time.
beer_engineer
11-24-2007, 10:12 PM
If I had any suggestions for this one it's make the rounds longer... this map seems really big and long for just 20 minutes. All it takes for an easy Strogg victory is to bog GDF down for 2-3 minutes at any of the choke points.
I've seen it lost far more than won, probably 10-15% GDF wins. I've even seen the GDF hack the gate, get the mcp thru, take the base, and mount a good offense against the (thing?) you're supposed to blow up, only to run out of time. Though I have to say, most of the times it's won the Strogg don't even seem to know where the (thing) is, and half the team is still wandering around outside.