Why Comms Need To Stop Copying Strategies

VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
Ill make this short. You *umf* commanders that picked up the "relocate" strat off a pub somewhere have to realise NOT EVERY MARINE TEAM HAS THE SKILL TO DO THIS. Sometimes you just stay in base and build there..... The end

Comments

  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    A marine team that doesn't have the skill to do it must suck heavily since the unupped skulks are a big fat joke.
    I myself never relocate tho, not because of being afraid to fail, but more that relocating atm is too unbalanced. The advantages gained are faaaaar greater than the disadvantages.
  • Virus_comVirus_com Join Date: 2003-06-27 Member: 17731Members
    Yeah if the marines work together its pretty hard to mess up a reloc. Unless theres crazy good skulks on the alien team.
  • Misfit1Misfit1 Join Date: 2003-06-26 Member: 17708Members
    I can understand your frustration with the relocate strat, but only becuse I'm sick of seeing it done all the time. (I want something <i>new!</i>), but I have never , ever, seen a marine team that couldn't pull it off.
  • IceIce Join Date: 2003-03-29 Member: 15008Members
    I always try to think places that aren't used for relocating much, but still would be good. Have to try a few some day. Relocating to the same RR or Atmo or Freight or Cargo hive...boring.
  • snozzlesnozzle Join Date: 2003-04-23 Member: 15788Members
    edited June 2003
    Try HA / welder rushes, mine rushes, relocating right outside of their hive too (like at cargo outside fusion)... just foolaround and usually you get good results... unless you team doesnt listen / cant <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> for their life.

    another thing that i do is get upgrades at marine spawn for about 10 minutes, while getting rt left and right, then i send my WHOLE team to their hive, locking it down while relocating right inside / right outside =p
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Fun places to relocate to: Generator room in ns_nothing, Chemical Transport in Tanith (especially good if the aliens have Sat Comm as the starting hive), Mother Interface in Nancy.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    thing is.... now that most of us know how to play the game... we all want to win as much as possible and right now if you dont do something that is proven to win every time... 8 times outta 10 your booted out of the console.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    I tend to think relocations are all - or - nothing strategies. If you relocate to cargo , you have an unfair advantage. Since the skulks nowadays rush it as well , they will pwn the less experienced marines , ending the match. I'm really tired of theses failed relocations...
    Placing buildings in a relocated base is an art though. The Room with Things needs an insane amount of mines to be defended , as opposed to the hive room itself. Maps like Nancy promote turret farming at relocated bases (be it mother , subspace , port engine or noname)
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--|ds|meatshield+Jun 30 2003, 11:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jun 30 2003, 11:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fun places to relocate to: Generator room in ns_nothing, Chemical Transport in Tanith (especially good if the aliens have Sat Comm as the starting hive), Mother Interface in Nancy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I personally like Acidic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • nsGhostnsGhost Join Date: 2003-07-02 Member: 17865Members, Constellation
    tbh I never relocate. It costs lots of res as 2 IP's are usually the norm and it is not needed. IMO that res is better spent on an arms lab and more rt's !
  • CaimanCaiman Join Date: 2003-06-01 Member: 16900Members
    When a comm (in a pub server) doesn't relocate, it means one of two things:
    a: he has no idea what he's doing.
    b: he is an experienced comm who thinks he can pull off a non-relocation

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I find it easier to win as COM on most maps without relocating. In fact I think relocating is a desperate measure best used if original base is being over-run.

    The only exception, meaning times I pretty much always do relocate, is:

    Bast - I reloc either to Main Aft (good!) or Atmos (not so good). Because the base is extremely hard to defend at the start due to the vent.


    All the other maps starts are ok and a good COM will usually do better without relocating. Relocating is a way for COM's that aren't very good at keeping track of the team and/or newbie teams that can't find their way or work together.

    Relocation puts you behind in time and resources, plus there's the risk of screwing it up, it stands to reason that you don't do it unless you have to or there's a massive gain (like on bast, where everything BUT the Marine start is a good place).
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    Foreboding! Foreboding! Foreboding!

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    My point:
    Personally, I prefer outposts over actual relocates, pg/tf/the whole package.
    Relocations like Cargo are gah <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    So boring, hence, go Foreboding! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (don't ask why, don't flame, it's just something new and different ^_^ )

    Only a couple of weeks left, and then we can see a whole new line of tactics in 2.0, so just try to be original meanwhile <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Try that idea you've had in your head for the past months, "wondering if it would work", try it!

    Cheers
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Usualy, there are a few places most people relocate to on maps. If you have an organized team get a few skulks to each place to hide and a gorge somewhere else. When the marines go to a certain place, inform your team and if you all rush when they're building the cc or just walking in, you'll own them, making them waste the 30 res and the time.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Best full outpost I ever saw was in Power Silo.

    I was a skulk and me and some compadres had just taken down the TF. Marines are really on the ball and are just *flooding* the Phase Gate. Which is placed quite close to the rim...

    I was too busy lauging hysterically to actually do anything when the Marines where just coming through in waves, jumping straight down into the acid.

    *cough*


    Anyway...
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--Stoneburg+Jul 4 2003, 05:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Jul 4 2003, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was too busy lauging hysterically to actually do anything when the Marines where just coming through in waves, jumping straight down into the acid.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So , Thing , are you sure that Foreboding is that good ?... a few buildings blocking their spawn and the marines will go splat <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Oh , and I had the most hardcore relocation ever on cargo (Tanith) : instead of putting the CC on the wall , I dropped it right next to the RT , and made 2 IPs on the crates. The cara skulks started relentlessly flooding the room... the fight never ended , it was total carnage. Unfortunately , I barely had the time to stay alive once respawned so we were without a comm most of the time. Mines , turrets , nothing could secure the place - the skulks were litterally enraged. We were rebuilding IPs many times between 2 skulk rushes , unable to significantly upgrade weapons. We had lerks , gorges , everything. I made the error of giving a welder , since the last player died with it.

    Moral : never drop IPs on top of the cargo crates. The added confusion helps the aliens greatly , so they can break your relocation before you have the ressources to turret farm and mine it.
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