Channel S5: Station 1 Analysis - Channel S5

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Station 1 Analysis A guide for New and Old players alike

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User is offline   Flurospar 

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This guide was created as a brainchild between Wizpig, myself, and few other players who wish to create a comprehensive analysis of each and every stage to provide players, both New and Old, with a foundation guide so that they can approach the game with a better understanding of each level and overall, become better players. So without further Ado, Enjoy.


http://i51.tinypic.com/2qjlksy.pngSTATION 1 ANALYSIS TABLE OF CONTENTS:--------------------- 1. OVERVIEW2. VISUAL REFERENCE3. PRO'S/CON'S OF THE LEVEL4. WEAPON ANALYSIS5. SKILL ANALYSIS6. JUMPS (UNDER CONSTRUCTION)7. TEAM PLAY (UNDER CONSTRUCTION)8. CREDITS-------------------- 1. OVERVIEW Station 1 is one of the more linear maps in S4 League, back before Station 2 was released, it was one of the most played maps in-game, rivaling Old School in terms of frequency. Ever since those days, this map has seen a sharp decline in popularity, almost 85% of the time being passed over for Station 2. But this does not mean that this map is not as exciting and as enjoyable as Station 2. In fact, Station 1 runs at a much faster pace than Station 2 and provides all the right elements of play here in S4 League. -------------------- 2. VISUAL REFERENCE Here is an overview map of Station 1 http://i53.tinypic.com/300wfw1.png
As you can see from this overview picture, the map is completly symmetrical, putting all players on an even ground as far as mobility and distance to the fumbi. Now for a look at the stage from a player prespective.http://i56.tinypic.com/f1xhsj.jpg As you can see, this stage is rather notorious for its tight corners and narrow hallways, which makes it perfect for ambushes and for traps. http://i51.tinypic.com/f4imv5.jpg The center area of the stage here is where most of the action takes place, and is the spot for alot of ball drops and pickups. Do take note that the pillars here are indeed breakable. http://i56.tinypic.com/2qs1h78.jpg As you make your way towards the beta goalpost, you can see that the route gets alitte dangerous since you cannot see around the corners, which once again, provides the perfect setup for traps and coordinated assaults. But that doesn't mean you should shy away from being offensive. This map can break teams who don't have the experience with quick pickups. http://i53.tinypic.com/35ndhj5.jpg--------------------3. PRO'S AND CON'S PRO'S

* Basic, intuitive wall jumps with some double jumps, Good for learning how to wall jump

* Blends both solo and cooperative elements

* Fast, close quarters combat

* Swords Only friendly

CON'S

* Encourages melee spamming

* Sentry Gun and Senty Nell abuse

* Defense oriented

* Linear

--------------------4. WEAPON ANALYSIS With our weapon analysis, we took polls of random Station 1 matches and talked with players about the weapons that they use in this map, and compared functionality and overall effectiveness in this map. We know that some people may disagree with what is written here, and that's ok. If you can pull it off, then more power to you. :D Handgun

HG is the quickest weapon in EUS4 and in a map as small as S1, speed is king. In exchange for the extra speed, HG offers little in terms of offense. The criticals are significantly more powerful than the normal shots, but in close quarters, a revolver or a pair of submachine guns will take you further. Experienced players will be able to afford the reduced firepower, but beginners should be wary of taking HG to S1.

SCORE: B

Revolver

Revolver brings extraordinary potential to the table in S1. OHKOs are easy to achieve in close quarters and the knockback helps skew jumpers and push away melee users. The small clip, slow reload, and low fire rate counterbalance the damage output, making this weapon suited for intermediate to advanced players.

SCORE: B+

Submachine Guns

SMGs are a favorite among beginners and pros alike. It’s a great lead and cleans up low hp opponents as well. They’re quick enough to kill approaching melee users and strong enough to last through a firefight. A large clip, fast fire rate, quick reload speed, strong damage, and simple spread make SMGs the perfect jack of all trades.

SCORE: A+

Semi Rifle


Semi Rifle is the SMGs sister gun. It’s weaker but has a tighter spread, rewarding accurate gunners. In S1, damage is very important and the SR finds itself outclassed by the SMGs. The close quarters of S1 often leave much to be desired from the SR’s tighter spread. It’s a decent weapon, but nothing to write home about.

SCORE: A-

Burst Shotgun

Burst Shotgun is a tricky weapon to master. It doesn’t have the fire rate to completely justify it as a lead, but doesn’t have the raw damage of the revolver. It’s a hybrid that falls short of the best of both worlds. In S1, the BSG is best used to finish off low HP opponents and push jumpers off course. BSG is a weapon best left to advanced players.

SCORE: C+

Smash Rifle

Smash Rifle is a great utilitarian weapon. High fire rate, high ammo capacity, and a tight spread make it a great choice for S1. The melee function can easily be used in place of an actual melee weapon (especially for those who might have lost it to HG!) with practice. The random spread can be a turn off for some players, but is easily overlooked in consideration of the overall accuracy.

SCORE: A

Gauss Rifle

The red headed step child of the gun family, Gauss is outclassed in almost every way by almost every other gun. Gauss has a slow fire rate, slow walking speed, low ammo capacity, and an unwieldy full-auto spread. In S1, gauss users will find themselves eaten alive by nimble melee users and sharpshooting SMGs. The damage output is good, but having to fire in small bursts in S1 is unforgivable.

SCORE: D

Heavy Machine Gun

The HMG is a powerhouse in S1. The 20 bullet pattern is ignorable in tight quarter. The biggest clip of any gun and a fast fire rate are counterbalanced only by its slow speed. Many HMG users equip the Wings skill to protect themselves from melee users and to stay out of sight from gunners. Coupled with a sentry, skillful HMGs are able to control the middle as well as protect the base.

SCORE: A

Sentry Gun

Sentry guns are the brick and mortar of a strong defense in S1. No defender is complete without one, and no team is complete without a defender. Now that sentries knockback in addition to autoaiming, they are the bane of rushers. Sentry knockback almost always makes jumpers fall short, and that’s if they didn’t die in the air. Even if you’re not a full on defender, consider taking a sentry to S1 if rushing doesn’t appeal to you.

SCORE: A

Senty Nell

The Senty Nell is the Sentry Gun’s hotter twin… and the Sentry Gun was already pretty hot. Normally a niche weapon, the nell more than found its home at S1—it runs the place. High damage and a large AoE stun, nells are sure to stop rushers dead in their tracks, literally. Nells are the ultimate defensive weapon in S1.

SCORE: A+

Cannonade

Cannonade is a very defensive weapon and in S1, almost mandates the Wings skill lest the user be mauled incessantly by melee. Utilized with the HMG and sentry gun, the cannonade does have a niche in S1, but is still pretty dysfunctional. The damage isn’t wonderful and the fire rate is pretty slow. The only redeeming quality it has is the AoE knockback, which is good for thwarting walljumps.

SCORE: D+

Railgun

As cannonade’s sister, the railgun does not perform as well here. Railgun users are usually pure defenders, which is a death sentence for a team in S1. And with it being a very close quarters map, railgun just isn't a viable option for people who are just learning the ropes of the game. However, if you're a more experienced player and you have somewhat of a decent understanding of the stage and your weapon, it can be used to great effect. In short, Don't railgun here unless you're an advanced player.

SCORE: D+

Mind Shock

Mind Shock is an all-around poor weapon. The damage is absolutely pitiful, the health restoration gimmick is pitiful, and the recharge rate is pitiful. In S1, it’s even more pitiful. Compounded by the increased effectiveness of short range, high power weapons, MS is lost and confused in S1.

SCORE: F

Mind Energy

If Mind Shock is the smelly, pizza-faced creeper that stalked you during junior high and high school, then Mind Energy is the friend next door who invited you to all the cool parties. A niche weapon, ME finds itself a lot of use in S1. The blue beam coming from you screams for every bullet and sword in a ten mile radius to rain down upon with the wrath of a thousand velociraptors, but if the person you’re healing is dependable and a good shot, then you’re in business. In S1, you’ll hear plenty of Q7.

SCORE: C

Plasma Sword

Like all melee in S1, Plasma Sword is very useful. Stuns and dashes define the PS and both features find purpose in S1. Stuns are critical to stopping a rusher and giving your team time to regroup at the ball. Dashes are great for giving the surge of speed required to get into the goal. Good damage and solid functionality make the PS a solid choice in S1.

SCORE: A

Storm Bat

The Storm Bat is the niche melee weapon. The swing is great around corners and the jump attack stops players like the plasma stun, but the bat is outclassed by the other melee weapons. Storm Wind has too long of a cool down to justify using it to clean up low HP opponents, and the jump attack is very unforgiving if it doesn’t connect.

SCORE: B-

Counter Sword

If the Senty Nell runs S1, know that the place was created by the hands of the Counter Sword. CS absolutely destroys everything in S1. Every type of imaginable spam that CS can produce, you can find it in S1 to the fullest extent. It’s powerful, quick, and is second only to sentries in terms of stopping goals. CS is paramount in terms of offense and defense in S1.

SCORE: A+






This post has been edited by Flurospar: 13 October 2010 - 05:37 AM


#2
User is offline   Flurospar 

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5. SKILL ANALYSIS
With our skill analysis, we took polls of random Station 1 matches and talked with players about the skills that they use in this map, and compared functionality and overall effectiveness in this map. We know that some people may disagree with what is written here, and that's ok. If you can pull it off, then more power to you. :D

Anchor

Anchor is a somewhat overlooked skill on Station 1 due to its linear nature, but that doesn't stop it from being a completly viable option. Being Able to elevate yourself over obstacles such as Senty Nells and Blocks can proove to be quite useful in the right situation. Downside of anchor is that you're rather easy to shoot down and you'll be hard pressed to find the right opportunities to use it.

Score: C+

Fly

Fly is another one of those overlooked skills in Station 1 but if you pair it with an HMG and a Sentry Gun, you'll have a rather effective center gaurd that can keep the opposing team at bay while you regroup and ready yourselves for another push. Fly also keeps you out of melee range so its rather useful in avoiding the flurry of CounterSword Uppercuts that you'll come across. Downsides are almost the same as anchor, you'll be shot down quite abit.

Score: C+

Bind

Bind is a great skill to have in Staion 1, as it stops ball carriers and pretty much anyone that is considered a threat to your team, dead in their tracks. Downside is that its very aim dependant.

Score: B-

Block

Block is the skill of choice for defenders here, since you can route the opponents to go the path that you want them to go, which can effectively set them up for an ambush. Block also can protect the goalpost by stopping ballrunners so that your team can finish them off. On the downside, Block can easily be circumvented by Anchoring over it and an Invader can easily disrupt your defense once they know that you're the one using block.

Score: C

Shield

Shield can assist with the overall offensive push of your team by shielding its user, and effectivly anyone who stands behind them. Combined with an HMG, and it proves to be a rather potent combination to clean out any rushers and backers and keep the Central Area of the map under your control. Do be wary that melee users can completly trash players who are too dependant on shield. And on another point, once shield is activated, when you're shot at, it reduces your SP even faster so it has a very short duration.

Score: C+

Hp Mastery

Not many people can appreciate an extra 30HP added to their health, but if you're a ball carrier/backup here in Station 1, its an absolute blessing. Being one of the most used skills here, its a favorite of anyone who's trying to run the ball and score some touchdowns, allowing them to push that final bit into the goal before dying.

Score: A+

Sp Mastery Sp Mastery is the twin to HP mastery here in Station 1, being one of the 2 most used skills. The extra 40SP added can help when you're in the middle of a wall jump and you need that extra side dash to get it in the goal. Combined with a Handgun and its extra speed means you'll be zipping around the map while not having to worry too much about your SP gauge.

Score: A+

Detect
Being able to see your opponent's location before you cross that corner is useful? Enter Detect. While being somewhat useful here in station 1, its for the most part overlooked by all the other skills because of its rather short range. Essentially, if you're in range to detect an installation weapon or person, they've probably seen or started to fire/slash at you.

Score: C-

Metallic

Metallic seems like a good idea on paper, you get hit and you self heal, right? Unfortunatly its not so useful here in Station 1, since you can and will be set up on by your enemies. Especially if they use a Senty nell and lay it right next to you, you'd have to make the deciscion to either take the hits or quickly un-metallic and get away, with the latter always ending in your death. Overall, not a very viable skill to have here.

Score: D

Invisible

As much as you would like to be stealthy and sneaky in Station 1, most of the time, you wont be able to pull it off unless your enemies are legally blind. Invisible can be used to sneak yourself over to the enemy goal area to launch a surprise attack, but do know that you're not invisible to Sentry Guns, which 99% of the time, will give your position away. Also being stunned by a senty nell also knocks you out of invisiblity and leaves you open to be slaughtered since you wont have enough sp to dodge away.

Score: C-

--------------------

6. JUMPS

(UNDER CONSTRUCTION)

--------------------

7. TEAM PLAY

(UNDER CONSTRUCTION)
--------------------


This post has been edited by Flurospar: 13 October 2010 - 05:44 PM


#3
User is offline   Flurospar 

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8. Credits

WizPig - For coming up with the idea and the main direction of the guide

Prosti - For helping with feedback and guide setup

DatCreeper - For helping with Revisions

Flurospar - Most of the grunt work :P

Captain Fumbi, DjKillaz, xPr0v0cativ3x, Power of Tyrans, Joelt Taskia, Godzillasaurus, Sefewet, MuttinChops, and WELLDONECOMRADE for putting up with my psycho ass while we were recording a few random matches for the teamplay section.

God knows how many players, I've stopped and surveyed along the way. I'm not a creeper i swear *innocent eyes*

This post has been edited by Flurospar: 13 October 2010 - 04:47 AM


#4
User is offline   Reiki 

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Would love to see it completed. Oh! And don't forget to throw in the Shibusen Boost! That was a crazy maneuver!

#5
User is offline   Hamlet Piglet 

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Something fumbi brought to my attention... Sentries don't shoot someone using shield, but does suffer as well?
Second if a second person is behind the shield will it still work?

#6
User is offline   Flurospar 

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View PostWizPig, on 13 October 2010 - 05:02 AM, said:

Something fumbi brought to my attention... Sentries don't shoot someone using shield, but does suffer as well?
Second if a second person is behind the shield will it still work?



From what i can understand it does protect them but it doesn't hurt to doublecheck
Going to go test this. BRB.

EDIT: The Shield DOES protect your teammates if they stand behind you from a Sentry gun. It also protects them if they accidentally set it off and it begins to fire on them, if you dart in front of them with the shield on, it stops the bullets.

This post has been edited by Flurospar: 13 October 2010 - 05:34 AM


#7
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You are definitely underrating railgun on this map. If you know how to use it it can be a very devastating weapon. We used to run a railgun in 3v3 and 4v4 clanwars back in the day and it left their ball carrier at 10 hp or whatever right when he picked the ball.
It's definitely not a godly weapon on this map but failing it is really too much.

#8
User is offline   Flurospar 

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View Post-NoctiS, on 13 October 2010 - 05:19 AM, said:

You are definitely underrating railgun on this map. If you know how to use it it can be a very devastating weapon. We used to run a railgun in 3v3 and 4v4 clanwars back in the day and it left their ball carrier at 10 hp or whatever right when he picked the ball.
It's definitely not a godly weapon on this map but failing it is really too much.




I do understand that in the right hands, railgun can be a formidable weapon. But do remember that this guide for the most part is aimed at newbies on helping develop themselves, and for them to be sniping in a very close quarters stage, and having to worry about being melee'd to death, which is a high probability, seems counterproductive in teaching them how to snipe. However i will look at it and make a change to it where i would only recommend it for more experienced players.



#9
User is offline   Hamlet Piglet 

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Sorry there was a typo, i meant to say if nell suffers from the shield.

#10
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View PostWizPig, on 13 October 2010 - 05:39 AM, said:

Sorry there was a typo, i meant to say if nell suffers from the shield.

It does.
Spoiler

Considering how close I am to the nell and the fact that I haven't taken any damage, that should serve as proof.

#11
User is offline   Flurospar 

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View PostClock., on 13 October 2010 - 05:44 AM, said:

View PostWizPig, on 13 October 2010 - 05:39 AM, said:

Sorry there was a typo, i meant to say if nell suffers from the shield.

It does.
Spoiler

Considering how close I am to the nell and the fact that I haven't taken any damage, that should serve as proof.



I can second This. The shield does protect against the nell blast. and it also protects any teammates that sit behind the shield too.



#12
User is offline   pinktea~ 

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I wouldn't put block to a B+ since this guide is aimed at newbies, it'll be problematic if they think block is such a great skill and start camping with a sent/nell while walling the goalpost incorrectly/around the map in places that would block their own team from defending/killing/scoring which just pisses people off whether you're on the waller's team or not :( I would rather have a newbie with a shield + hmg or something camping in the middle than trying to make the perfect wall and just standing in base all the time

#13
User is offline   Flurospar 

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View PostPinkTea, on 13 October 2010 - 05:50 AM, said:

I wouldn't put block to a B+ since this guide is aimed at newbies, it'll be problematic if they think block is such a great skill and start camping with a sent/nell while walling the goalpost incorrectly/around the map in places that would block their own team from defending/killing/scoring which just pisses people off whether you're on the waller's team or not :( I would rather have a newbie with a shield + hmg or something camping in the middle than trying to make the perfect wall and just standing in base all the time


Very valid point. Last thing i need to see is a team of 6 Block users @.@ Noted and Adjusted. Thanks pinktea :D

This post has been edited by Flurospar: 13 October 2010 - 05:56 AM


#14
User is offline   Inspire* 

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i dont think that cannonade is that bad D:

it easy to push ppl and mess up their whole plan.

but if this guide is for newbies yeah set it to D
i dun want them to push their enemies to the goal.

#15
User is offline   Rudette 

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I really like the grading system of the weapons, adds a fresh touch and beginners can easily see and work out the best set from it.
I would like to see this guide completed and have a thorough read of it ^-^

#16
User is offline   Skyy 

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although i disagree with some of the points, i like the way you've set it out. guess i'll just have to see how the finished guide turns out before i make my final decision of it.

#17
User is offline   Chauy 

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Anchor actually gets shot down pretty quick in this map (since I have a perm. anchor it's like the only skill I ever use)
Most of the time if you're at the opponent's base it'll be more viable to just use jumps.

As far as I know there's only one good anchor jump in St.1 and it's a little tricky to pull off
Starting with full SP at fumbi spawn you have to anchor the very top left edge of the center wall in front of you.
Doing that enables you to DI in midair a little bit further to the left and then you'll have barely enough SP to do a second anchor to the goalpost wall.

Obviously it's only a viable jump if everyone's just died and are currently respawning but it's nice for a quick albeit rare score every once in a while.

If I don't FPS lag like mad I think I can record an example video later.

/edit

View PostReiki, on 13 October 2010 - 04:48 AM, said:

Shibusen Boost!

That's the greatest thing I've ever seen omfg

/edit2
Example of the anchor jump

Click Me for HD!

I didn't have the fumbi in the video but you can see the excess SP I had at the end of the jump which is the SP that will be drained when you try the jump with fumbi.
If you use CS you can air-attack straight into the goal post after the second anchor
You can do this jump even if you don't have clothes

This post has been edited by Chauy: 13 October 2010 - 07:10 PM


#18
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personally i disagree with several points as well, but i do think this is a well thought-out guide that is refreshing to see.

#19
User is offline   Flurospar 

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If you have any points that you disagree with, by all means do let me know. I'm not the type of person who thinks that everything i put out is 100% correct. If you have any sort of feedback PM me and we can take it into consideration.

This post has been edited by Flurospar: 13 October 2010 - 07:18 PM


#20
User is offline   Andy 

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Useful guide for newbies and I just discovered new things into this topic.
Thanks.

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