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


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