Relocation...a Failed Strategy.

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Comments

  • SpeedySpeedy Join Date: 2002-11-06 Member: 7313Members, Constellation
    I believe relocating may be decent strategy on some maps on public servers. However, if you have a decent group of marines that you can convince to half-way follow orders, relocation is probably not an optimal strategy because:

    1) it's risky
    -a good skulk rush can take your whole team down and your base down in one shot

    2) relocation slows you down
    -Instead of building IPs, an armory, and an upgrade building (obs or arms lab), your team is walking to your new base.

    3) you give up a resource nozzle
    -Resources are Marine's friends. Without resources, you're as good as dead.

    4) you give up potentially a good base location
    -ns_bast has the best possible location for a base, any map, any room, assuming you weld the vent. The revolving door and the lift are incredible.

    5) with phase gates and MT, it gives no advantage
    -Using the mini-map, a commander is able to detect alien movement and quantity all over the map. Thus, a commander is able to predict alien attacks and cut them off by directing his/her team to a location. Phases required.

    That said, relocation does have its advantages. How about an augemented hive rush where the marines relocate to outside the alien hive, plop down 3 IPs, and just rush the hive ? At the same time, they can build at the RT outside the hive, plop down a TF, upgrade it, and siege the hive ? 2 or 3 IPs will give a must faster marine spawn time vs. 1-hive aliens.
  • UrzaUrza Join Date: 2002-12-24 Member: 11514Members
    Try relocating to feedwater in ns_bast: you will get 4 respoints with two tf's. It's perfectly viable
  • NeoGregorianNeoGregorian Join Date: 2003-02-04 Member: 13093Members, Constellation
    edited February 2003
    That is so true, but seldom used. A bit from the alien base from where you can run a bit and be in the alien hive (Some distance is needed to not be ambushed when setting things up),
    if possible at the maximum range for the siege's. When al the aliens are dying and someone camping their respawn, things look quite pale for aliens.
    Some consider this tactic lame, but has much in common with the ever so popular skulk rush.
  • MushroomstampMushroomstamp Join Date: 2003-02-06 Member: 13194Members
    I've used the strategy as a comm only to have it blow up in my face and have to yell at ppl on my team and the alien team about how retarded and close minded they are for bitching about my failed use of it. Truth be told you have to have a competent team, i've seen it used and been part of the team using it when we had good, competent marines and it worked perfect. The thing about relocating to a hive is that instead of defending your base and a hive your defending both at the same time and your only goal is to take one more hive. What ppl don't seem to understand, and this has changed somewhat in 1.4 but not a lot, is that if marines control to hives then marines most likely will win and can concentrate on upgrading in order to take the third, defended by now, hive.
    I've played way to many games where the commander is so concentrated on keeping our 1 hive, base and some nonestential res point like holo room that the aliens just save res right off and get 2nd hive, then that res point they wanted so bad is definetly gone and the 3rd hive will probably be next.
    I agree that relocating is a good start in some maps and not in others, like bast where i've seen more comm chairs go down then any other map(damn that vent) and that the stratagey should be used in moderation. I don't agree that it sucks and is certian death because i've seen it used to success to many times.
    Thats whats nice about this game though is there are all kinds of stratagies and they can all work given the right circumstances and the right team.

    -This isn't cs and your not rambo
    -"Comm scan the hive"
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    relocating works well on public servers, i find areas such as atmo processing on bast perfect for a new base, that allows u controll of the 4 res nodes (presuming you take feed) and allows a easy attack route to refinery which jetpack HMGs eat for breakfast.

    other areas such as processing on hera or holoroom on the same map.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Harry S. Truman+Feb 3 2003, 04:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harry S. Truman @ Feb 3 2003, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only good I see about relocating, is that you will lose to only fades and not onos.

    That extra time and extra resources early in the game destroys the marines advancements and gives the aliens that extra time needed to get a RP.

    As an alien player, I smile when the marines relocate, then go caputre their original resource point, as they never go back. Thanks for the freebie!

    I have yet to see this tactic work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    My goodness, I find relocation the only way to win. It usually brings you better Acess to nodes etc, just leave one guy at base to defend the node, heck in Bast, many times I've defended the node while commanding and had it for 10-15 minutes before I had to give it up.
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