Siege
From Tribes2Wiki
Siege is a game type in Tribes 2 based primarily around indoor play. One team defends a control switch within its base while another team tries to capture it. Once the switch is touched (thus instantly capturing the base) or the time limit expires, the teams switch places and start again. The destruction of generators is often required in order to achieve this goal.
Strategies in this game differed heavily from CTF. On the offensive side of the coin, you usually used vehicles to set up a coordinated attack with heavies. Even in Classic mod, the Havoc had its uses. On the defensive side of the coin, satchel charges, cloak pack/shocklance, and medium/shield pack/grenade were often used in indoor combat. Even players that just spawned could be effective by using the blaster to take out shielded enemies. Pretty much every piece of equipment in the game could be put to good use in Siege.
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[edit] Rules of Siege
[edit] Winning the Game
Blow up generators. Attack the switch. Those basics don't usually change.
One thing to note is that most objectives have a waypoint. These waypoints do not denote who owns them, but rather, they denoted whether they were in the condition your team wants. If you see a green waypoint on a disabled generator, you WANT it to be disabled. If you see a red waypoint on a disabled generator, you WANT to repair it (if possible).
[edit] TWL Ladder Rules
Siege was played in a best-of-5 format, rather than a best-of-3 format. The first two maps were always random picks. Maps 3 and 5 was decided by the defending team, and map 4 was decided by the challenging team. The challenging team chose whether they wanted to attack or defend first on maps 1, 3, and 5, while the defending team made the same choice for maps 2 and 4. Team Damage was always on, and the Time Limit for a round was 20 minutes (this had to be set before the match because of "timer irregularities" in the game type).
For the original TWL Siege Ladder, the mod of choice was Base, and the game was played with 16 player teams; this was later changed to 12 players. After a while, the Classic mod was eventually used, and this was eventually reduced to 8 player teams. In the post-Vengeance Classic Siege League, there were only 5 player teams allowed.
TWL Siege rules were mostly the same as regular Tribes 2 rules. The only difference was that repairing a supposedly unrepairable generator is not allowed.
Note that using indoor landspike turrets on Solace was ruled to be legal.
[edit] Public Server Rules
the pond, one of the most famous Siege servers, instituted a few special rules to keep the game moving properly in a pub server. These rules include:
- No spamming with weapons. You had to know that someone was there before you were allowed to shoot.
- Defensive players are not allowed to go to the attacker's base under 10v10. This rule had a few exceptions from map to map.
- No repairing Forcefield Generators that are way out of the way under 10v10. This rule applied to maps like Ultima Thule.
[edit] Siege Maps
[edit] Dynamix Siege Maps
[edit] Alcatraz
- See main article: Alcatraz
A map where the defense resides on an island surrounded by water. The map had less emphasis on generator destruction and more emphasis on getting to the switch, as it was not protected by forcefields. At the front door, a generator powered forcefields that protected the switch at the back door. At the back door, one could easily get through to the switch if the defense didn't get in the way. There were also generators that powered equipment and turrets, but it was not necessary to take them down for the switch to be attacked. A notable tactic used on this map was throwing a Satchel Charge on the switch and detonating it if someone manages to get too close to it. This map was not always on the competition map list because of how much of the map is based on getting lucky spawns on defense.
[edit] Bridge Too Far
- See main article: Bridge Too Far
Made as part of the Dynamix Final Map Pack, this is obviously the worst map Dynamix made for Siege. It has only a couple generators to take down, but they're both inside right next to the switch, which is completely unprotected. There are a lot of turrets, and the offense had to repair a generator just to get equipment, while the defense could easily spam the generator with discs. All this on a map with all kinds of lava. This map was never used in Siege competition.
[edit] Caldera
- See main article: Caldera
A map where the defense resides on a floating base over a lake of lava. The building housed two generators, one of which powered all the equipment in the base. Both generators had to be destroyed to attack the switch. Caldera was widely hated on public Siege servers because it required a lot of coordination by a team to win the map and because the defense could easily sabotage the offense's operations. However, the map had a notable presence in competitive siege until two top Siege teams both failed to capture against each other, when Caldera was finally removed from the ladder.
[edit] Gauntlet
- See main article: Gauntlet
A map where the defense has control over a few buildings. Two boot-shaped buildings house generators that power the entire defensive installation, while the main base housed the switch. The front door of the main base was protected by a forcefield, while the back door was not protected at all. This map has sparked a lot of controversy on the TWL 16v16 Siege because of how easy it was to protect the back door via grenade/mortar spam, but this became less of a problem as team sizes got smaller in competition. Just like Alcatraz, Satchel Charges are almost always thrown at the switch as a last line of defense.
[edit] Icebound
- See main article: Icebound
A map where the defense controls an installation around some mountains. There were two generators in close proximity to each other in one building, and these had to be taken out to attack the switch in the other building. Two major routes to the generators included the front door and a tower on top of the building. The tower allowed for quicker access, but it was often heavily guarded with multiple Satchel Charges.
[edit] Isle of Man
- See main article: Isle of Man
Made as part of the Dynamix Final Map Pack, this was a map where the defense protected an island from attack by the offense. Ideally, you would take down the solar panels to attack the Base Generator to attack the switch. In practice, however, it was possible to make a shot through some slit in a tower to take out the Base Generator without ever touching the Solar Panels (which were seriously not that hard to take out in any case). This map never made an appearance in competition, mostly due to complete reliance on vehicles and the fact that it was overly small for competitive games.
[edit] Masada
- See main article: Masada
A map where the defense defends a plateau that houses two buildings. Because the defense only had one inventory station, the defense had to work quickly to counter a quick attack by the offense. This map was never played on the TWL Siege ladder because of its overemphasis on vehicles and the ease with which the defense could sabotage the offense's operations.
[edit] Respite
- See main article: Respite
A map where the defense has three buildings. Two buildings powered forcefields that protected the switch in the last building. Taking out the generator in either building would take out all the equipment attached to that building. Attacking the switch was difficult because of the narrow hallway required to get to it. Not only did players like to body-block the switch in heavy armor, but they often deployed other equipment in the hallway to make it harder to get around them.
[edit] Trident
- See main article: Trident
Made as part of the Dynamix Final Map Pack, this was a map where the offense fights their way up a hill, fighting through the Courtyard, Midfield, and Switch Base. Each area housed a generator that was set up in such a way that repairs were impossible, but in such a way that a defender could stand above the generators to body-block the offense and keep them from getting a clear shot at the generator. This map was notable for having an awesome sky, introducing the idea of the "Forward Bunker" for the offense, and a heavy emphasis on outdoor play. This level never reached competition due to the ability of spam-points to completely ruin the map.
[edit] Ultima Thule
- See main article: Ultima Thule
A map where the defense is based primarily inside a massive base. The base housed 3 generators that the offense had to take out in order to attack the switch. Ultima Thule was widely considered the end-all of indoor Siege gameplay.
[edit] Notable User-made Maps
While there are far too many Siege maps played throughout the years to list all of them here, there are a few maps worth noting for having a presence in competitive siege.
[edit] 4th Grade Dropout
- See main article: 4th Grade Dropout
Made by FunkyDo. This map is noted for taking the Desert Wind formula to the extreme with a total of 7 generators, and showing a clear misunderstanding of the Greek alphabet. Many Siege players have taken to writing down the generator order required to capture through the "Red Forcefield" path. This map was used on the 5v5 Siege Ladder, mostly as a joke.
[edit] Desert Wind
- See main article: Desert Wind
Made by alingis. This map provided a "pub" mentality by having a high number of generators to attack in close proximity to each other, and the skiing from the offense base on bridges that angled downward. Most attackers just moved from generator to generator blowing them up. These generators used the Greek alphabet lettering system, and allowed for multiple paths to the switch. The "Blue Forcefield" path was notable for causing defenders to put off repairs or even TK their own generators to catch attackers that were trying to use them. Desert Wind was one of the first custom maps to be used on the TWL Siege Ladder, and was eventually removed from the TWL Siege Ladder by alingis, the very same person who made it.
[edit] Frozen Shadows
- See main article: Frozen Shadows
Made by Red Shifter. The defense defended two buildings and a switch area. Both buildings had a Base Generator and a Forcefield (FF) Generator. The Base Generator powered the entire building, while the FF Generators powered the forcefields around the switch. Both bases had forcefields set up in such a way that you could attack the FF Generator from outside if the Base Generator was down, but you could access the FF Generator from inside without ever touching the Base Generator.
[edit] Patience
- See main article: Patience
Made by powdahound. The defense defended two bases that housed generators and a switch that was at the bottom of a lake of lava. The Forcefield Generator protected the Lava Generator, which had to be taken down in order for the lava to drain from the lake and make the switch accessible. Both generators could be attacked from outside with spam-points, but the shot was very difficult to pull off on the Lava Generator. While the switch was set up in such a way that it was supposed to be impossible to drop from high enough up and touch it, expert players eventually found out that they could dive into the lava with a Medium/Shield loadout and move to the switch if the lava level was just right. This level was notable for being longer than most other Siege maps without being hopeless, and bringing Siege into the outdoors.
[edit] Siege of Ymir Base
- See main article: Siege of Ymir Base
Made by Durikkan, with a few changes made by a tiny fishie. The defense controls a base and a far-away tower. At the main base, there was a Primary Forcefield Generator, which controlled the forcefields around the Main Generator area, which housed two generators to blow up to attack the switch. There was only one way to access to the Primary FF Generator unless someone made the trip to the Forward Forcefield Solar Panel (which was located BEHIND the main base for some reason) and blew it up.
[edit] Silent Storm
- See main article: Silent Storm
Made by MikL99. The defense defended three bases. Attacking the Forcefield Generator opened up the Control Generator, which in turn opened up the switch that was outside the main base. This map was noted for its outdoor gameplay and how much the gameplay improved when played under the Classic mod.
[edit] Solace
- See main article: Solace
Made by powdahound. The defense controlled a large building housed four different generators and countless Inventory Stations. The Forcefield Generator had to be taken out to attack the South and Center Generators, while the North Generator was completely unprotected. The North, Center, and South Generators all had to be down at once to attack the switch. A notable glitch in the map is the ability to deploy Landspike Turrets near the North Generator room.
[edit] Uphill Battle
- See main article: Uphill Battle
Made by ???Unknown??? (this is his actual name). The defense defended a bunch of bases, which all hosted generators, which had to be taken out in order. None of the generators can be repaired (with the exception of the generators at the final base). Once a generator is taken down, the defense falls back to the next base while the offense can now spawn at the base they just took. This map is noted for hosting the trademark crazy spamfest that ???Unknown??? maps were known for, while still being a viable map for competitive play.
[edit] Vulcans Hammer
- See main article: Vulcans Hammer
Made by Golarth The Bold. The defense had three major bases, with one hovering over lava and two holding generators that need to be taken out to attack the main base. This map was memorable for the ridiculous placement of the switch: in an inverted tower under the main base tower, hundreds of meters from good footing. Getting to this switch in any way that didn't involve going through the inverted tower at the main base was always difficult, and a strategically placed ELF Turret further complicated things if you messed up.
[edit] External Links
the pond - This is where Siege lived.
