Relocation To A Hive

pulsedsnpulsedsn Join Date: 2002-12-18 Member: 11095Members
edited January 2003 in Frontiersmen Strategy
<div class="IPBDescription">why is it not done more?</div> This is probably the smartest thing a commander can do. This will prevent aliens from getting bile bombs and onoses and spore clouds, which are the end of any marine. If you do lose, you will lose facing much less odds.

Just start with 1 or 2 IPS, an armory, and an observatory, and scan nearby unoccupied hives. After the initial rush, order all your men to go to one hive. Order 1 man to stay at base and do defense until all your men reach the hive destination (of course grabbing 1 or 2 RTS along the way). While your men are going, dont forget to upgrade motion tracking. Now, once your men reach the destination, just rebuild your CC and recycle your entire old base. As long as your men can hold the hive for that critical minute your chances of winning will increase exponentially. You will have 3 RTS (if the hive has a RT, which it almost certainly does), enough resources to get underway.

Of course on several maps (ns_hera mostly) it is difficult to relocate. But even if the base is cramped i would prefer that to having to deal with losing the hive because some fools wont phase through because they keep getting ammo. This way your mariens will spawn and immediatly deal with any threats anyway. No phase gate nonsense.

One note i must make is that if your base in the beginning is under attack and your marines are away and your defense marine dies, log out and kill the attackers, sometimes they will be munching on the IP and not expect you.

Another important thing is to take the hive farthest from the enemy. It is very difficult for the marines to hold the hive closest to the enemy hive long enough for the whole base to go up.

So now the question is - why is it not done more often? Of course this will be much more expensive to do in 1.04, but it is still quite attainable.
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Comments

  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Because it wastes time, and time is your friend and your worst enemy.
  • pulsedsnpulsedsn Join Date: 2002-12-18 Member: 11095Members
    maybe, but taking time to make an investment will help for the future.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    edited January 2003
    Not really, taking one or two hives is common practise, wether you lose that hive wth your CC in it, or at another location you have lost the game. It is also better to take the hive nearest the alien hive first because you defend that and the aliens usually have to go 'the longway round' to get to their 2nd hive, giving yourself even more time to either siege their start hive, or grab the 2nd.

    I.e. on tanith Ecilpse nothing caged, go for fusion ccore viaduct and ventilation respectively.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Why go to all the effort of relocating tho, cant you just keep your base and recycle the arms lab, if thats what you want?
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    The reason you don't see it too often is the fact that it's quite expensive early game for marines to do it. The marines need to tech up to remain a viable force.
    The 30 res for a comm chair and the soon to be changed cost of the IPs really make it very hard to employ.
    Plus, if you're team can't make it to a hive, your strategy just got aced.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I just got out of a game on the STD server, and that failed miserably in the 2 games I saw it done.

    It can put the aliens at a disadvantage, but it allows them to concentrate their attacks later on. Rather than splitting forces up between the main base and the secured Hive, they just have to worry about one.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    it is a bad idea early game, because you need those precious resources to get upgrades for your soldiers. Base moving is only really efficent when the marine team already occupies 2 hives, in which case they can recycle the old stuff and relocate to another base.

    Keep in mind, hives are for Aliens, not marines, they will always favor aliens hence another reason not to ditch the main base.

    It is a good strat in theory, but most clans games do not even get onos or need bile bomb, 2 hive fades are powerful enough, to murder.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    edited January 2003
    So u r saying once u have recycled arms lab u keep your upgrades but u lose the gren launcher.
    If so thats not to bad, until u need a gren launcher. I would prob keep a couple of marines there until it has turrets. And no obs at start means cant do a PG rush.
  • Dead_DragonDead_Dragon Join Date: 2002-12-17 Member: 10972Members
    edited January 2003
    It would be just a wee bit hard to pull off a PG rush without an Obs.

    As for the tactic in question; relocating your base to a hive in the early game is too expensive; late game is pointless if you are winning, too costly if you are drawing even and fairly vital if you are losing badly.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    edited January 2003
    Seen this tried a couple of times and it usually fails. Although it seems a tatically sound thing to do it usually fails, to lose the 100+ res (at least) is too much at the start.

    Anyway no need to relocate just view the old base as a secured res point. For this stratergy to work I think you'll need both rp's to make up for the lost res.

    EDIT:
    Also it means distress beacon doesn't work so well. Distress beacon is SO underused.
  • SmithboySmithboy Join Date: 2002-12-17 Member: 10964Members
    edited January 2003
    In very small games I like to not build a single thing and move right to a hive. There's no loss there because the res you get from the rt still comes and you havn't spent any money. Eventually the enemy takes you out in your cc at base and you have to spawn in the new base, but if you were successful, you get to spend every defence on your base to defend a hive as well. It can be good on some maps that have decent terrain in the hives. The only times they were wrong were if the aliens killed my marines instead of the other way around, or the hive is buggered and won't let you upgrade anything in it.
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    Either you don't build any thing and ask all your marines to rush to an empty hive to build a CC and IPs there OR you build IPs in spawn and then fast capture 2 hives.

    Building 2 IPs, armoury, observatory and then relocate? That is a waste of time and resources.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    I think more bases is better for marines. Kharaa are fast but not phase fast so marines can compensaste alot quicker so providing you can fight 1 for 1 then you should hold any location.

    The other reasons mentioned and this one is why i don't relocate. Although it may be useful in small games.
  • Deckard1Deckard1 Join Date: 2003-01-10 Member: 12127Members
    I've been in a game where the commander did a strategy similar to this and we actually did win, though it took us some time. I forget what map it was(the hives are like powersilo, viaduct, and cargo I think) but instead of building all that crap like you said our comm just built like one inf portal and I don't even think he made an ob to be honest Granted, if the hive we choose was occupied we would have had to relocate but because he spent so little at base we could relocate much faster and have a hella lot more resources to build crap there.
  • Jett-OMEGAJett-OMEGA Join Date: 2002-11-07 Member: 7534Members
    Thats my biggest strat currently. Just group everyone up and rush a random hive. If you run into opposition you better kill them than double back to the opposite hive. Dont build anything till your in a hive. drop a CC , SP, Armory. Than save for a tfac and turrets. Greatest thing I like about this is you dont waste time building any phase gates or observatory early in game. IMHO a group of guys should be able to hold a hive easy against level 1 skulk with no carapace. Plus like what was stated above you cut the advancement of aliens down by 1/3. Sure you can still lose but you wont die that humiliating death of onos,sporeclouds,xenocide. If the fades are strong enough to take over your main stronghold than the game should end. There are always the exception like a hive is to hard to build in and even more difficult to defend (ie. Vent hive on ns_hera)
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    I like relocating base when I comm and it usually works pretty good on the pubs, but lately I haven't been going for a hive rather a strategic location on a map.

    2 res nodes, or somewhere centrally located.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    Plus you're giving up an already secure RT point, which is just foolish in my opinion. I only relocate when keeping the main base is no longer viable. Phase gates work well enough.
  • pulsedsnpulsedsn Join Date: 2002-12-18 Member: 11095Members
    edited January 2003
    interesting. i still say you need an observatory though for the scanning, and does it not require an armory? The problem without building anything at all is that sometimes you run into their main, and that could be a problem.

    the main reason why i do this now is because it is difficult to defend two bases, especially with crappy marines that keep getting ammo and ignore the command "PHASE YOU FOOLS!!". It is basically a response to the marines on the servers that i play ;p. I agree that having less bases does reduce the attention, but usually the aliens will want to group attack on one single base anyways, so why not have less bases so the marines can concentrate on their defense more as well?

    I dont know, every game i've done this it worked perfectly, but then the aliens were only averagely good. Only on the last game i really had some resistance, and lost the initial base, but instead we moved to the other hive and relocated there. We were very quick about sieging so they only had a few fades when we began sieging. I dont know... it seems there are alot more defeat stories than success stories.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    The Hive Gambit:
    ------------------------
    First off, this gambit does not work at all if you build anything at the starting base. With the exception of a single Infantry Portal (IP), to provide the illusion that you are keeping the main base, and to spawn marines that die during your relocation.

    Single out one marine to stay behind then, grab all your collected marines that are still inside the base, and send them to a hive to build up. If as they rush that hive, they discover it to be the alien startinghive, and encounter the enemy skulks one of two things will happen.

    1) Your marines will win and kill the skulks, and proceed to their spawn hive, and shortly win the game. (32%)
    2) Your marines will die (68%).

    (11 out of 34 successfull relocation gambits were won in the intial rush) (1.03 patch)

    However, before this even finishes, and as soon as you notice them fighting, you should plunk down a cc at the farthest hive from their spawn one, which you can figure out based on what direction the skulks are coming from.

    Next, get out of your chair, grab that spare marine, and run to that hive and build it yourself. If while your running your marines win, excellent, if not dont worry, it usually takes the aliens a bit to figure out your not actually in the chair, and by then youve got your new cc up with a pair of spawn portals. (tangent: I always build 1 infantry portal for every 4 marines)

    Quick note on res:
    Do not stop on the way to the second hive and secure resource, if you secure two hives, the game is prety much yours anyhow, and the faster you get into that second hive the higher your chances of successfully taking it. (The five games we lost, while trying to secure a second hive I felt went slower, and because of that the aliens were able to take in their surrounding dangers more accutely)

    Outcome:
    At this point, the aliens will probably figure out you move your base to a hive, and will try their hardest to attack it, and/or secure the second hive from your reach. I suggest skipping base defence alltogether, get a quick phase up, and send all your marines to the next hive with a quick phase system. (to distract their main focus) -- their spawn time is 8 seconds, which is faster, but still not fast enough to stand up to your 2-3 IPs.

    As soon as you have 2nd hive it's game over unless they get really lucky. (see below)

    Signifigant data:
    32 successful games with the relocation gambit
    9 unsuccessfull games with the relocation gambit
    - 3 after we relocated and took 2 hives
    - 5 after we relocated
    - 1 as we were relocating

    Notes:
    Best used on ns_nothing to the cargo hive.
    Try to avoid relocating on ns_nothing: powersilo.
    Does not work well on ns_eclipse if they have the core.
    Do not relocate to sewer, on ns_caged unless their main hive is _not_ ventilation.
    Never relocate to a hive w/o a resource. ex: ns_caged: cargo.
    Try to avoid relocating to central hives: Computer Core, Viaduct etc.

    I'd avoid using this strategy on ns_hera altogether because of the current issue with being able to seige two hives from one location. (just relocate to that location: processing)
  • RyanRyan Join Date: 2003-01-07 Member: 11969Members
    Actually, in many ways its useful- you go from holding an area at first that isnt at all important (main base) one that if the marnies werent there would be nearly ignored anyway, to an area of great importance that stop aliens from getting overly powerful. However, it dows have serious drawbacks:

    The hives are in many cases harder to defend (hives on bast). Wehras the main marine base has two primary entrances, the hive has 3, and these are sufficiently harder to defend due to size in refinery and gweneral latyout of the hive in feedwater. Engine room is too restricting, with only 1 real way in/out. It can go eiter way, and you are basicly givign the alens a free res node. Sometimes it works, sometimes it dsnet. From waht ive seen, its main effect is to **** the aliens off horribly. From eaht ive seen the succes/fail rate fro both sides isnt that that different then noraml- but thats just me.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    in bast I would take atmospheric processing rather than a hive, 2 res nodes and very short walking distance to feedwater.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    yeah, like bast's double res, or even holo (if you want to play fair against the aliens in hera) are viable relocation, but again I think resource does not matter much at all, generally the objective I put in my mind is to controll two hives, which then disables fades altogether.

    Without fades the aliens can almost entirly not break a base. With fades they can easily hit and run a base to death, as per odvious.

    That said, the longer you wait to get two hives, the harder it is, and locating your base anywhere other than a hive will just slow it down. You can always expand there after you have the two hives.

    But thats just my call, you may find different as I have not actually experimented with locating mainbase in the double-res rooms.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I just got out of another game in which the marine team relocated their base. It was ns_eclipse, and they relocated to the Eclipse Command Hive after about 15 minutes of getting ambushed on their way our starting Hive in Maintenence.

    Bad idea, because once the Computer Core Hive was up, we were able to attack them with Fades from 4 different angles, as opposed to the 2 they would have had if they had stayed in their base.
  • DemonSaxDemonSax Join Date: 2002-12-21 Member: 11310Members
    The base relocation plan can work, but I think it's generally accepted that it takes more time and resources than just going for a typical phase rush.

    Much like base relocation, in the phase rush you don't spend time and resources turret farming your main base. After the armory you drop an observatory and phase gate and then send a team out to secure a hive. The advantage over the base relocation plan is that you get to keep your main base. This saves you the cost of a command chair and allows you to keep your initial resource tower. The drawback is the same as the delayed base relocation plan: If the aliens successfully attack your base while your marines are enroute to the new hive you're forced to recycle and relocate anyways.

    The advantage to base relocation over the phase rush is that you will more likely succeed in taking your first hive since you're putting your entire team on the job and you get there faster. I don't consider this much of an advantage since taking the first hive is usually easy, it's the second one that's the trick.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Base relocation makes sense, I see so many games where the Commander has taken a hive, and then just because skulks are attacking the main base, they decide its a good idea to start wasting resources on building turrets to defend the marine base.

    If you think about it the marine base is not really worth defending. <b>If you already control a hive, you are already spreading your team thinly to defend 2 locations</b> (the marine start and the hive). It works out cheaper to get rid of the marine base, and put the defences into the hive.

    I play Kharaa alot, and one of the strategies is often to attack the marine base so that <b>the marines will be too busy defending their main base to keep an eye on any hives they might have secured</b>. The Commander will scream, 'Get back to Base now, our base is under attack!!!'. Then all the marines are back at their Start defending their useless base, while the aliens reclaim any hives that the marines have taken.

    Relocation definitely is the way to win the game, the Marine Start is more of a hindrance than anything.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--QuoteBegin--DemonSax+Jan 11 2003, 04:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DemonSax @ Jan 11 2003, 04:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->takes more time and resources.

    The advantage over the base relocation plan is that you get to keep your main base.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It takes 30 more resources, yes, but I'd spend much much more than 30 setting up a turret factory, phase, and min 3 turrets. So there is immediate savings, on top of that.. micromanagement of ones less base.

    Why would you want to keep your main base, all it has at the start is a res and a cc. = basically worthless. the only reason it is your main base is because you create it. So why not create it.. somewhere else.. at the measly cost of 30 resources.

    And every so often, the aliens forget about your main, and leave the resource intact.. meaning bonus res, plus a hive.

    And the whole point is to controll the hives.
  • pulsedsnpulsedsn Join Date: 2002-12-18 Member: 11095Members
    yes now people understand! =D
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Why relocate on hera? Weld general cargo bay door and your starting location is a double res node fs.

    BlueGhost
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    The only problem is, it costs to much, and phase + TF is better
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    One strong reason to not relocate:

    <b>Distress beacon summons your marines at the original base location.</b>

    It's a long haul back to the hive...
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