Partial Relocation?
pikey
Join Date: 2003-06-16 Member: 17406Members
<div class="IPBDescription">Does this work?</div> just putting a new(?) idea on the table... partial relocation... in the beginning, you don't relocate.. build 2 IPs... get PGs... the next location you put a PG you also place a CC and 1 IP... and for every PG you put a CC and 1 IP... provided the PGs are in strategic positions (hives and 2x RN locations)... i understand this is very expensive strat, but by letting people spawn in strategic locations regularily you can always keep an eye on it and hopefully not lose it to roving skulk groups and reduce reaction time in the event of an all out attack... face it, the comm already has enough to do and can't look after every single strategically important location...
i'm not sure if this would work and/or if people have tried it already... please try it out and/or let me know what you think of this strat...
i'm not sure if this would work and/or if people have tried it already... please try it out and/or let me know what you think of this strat...
Comments
in other words, i think my term of "partial relocation" is slightly misleading.. this strat meerly branches off from
a no-reloc strat which you're most likely to use in late-early game or mid-game.... to consolidate and protect your assets... understandably that CC+IP is expensive.. but not as expensive as losing your entire expansion after your PG goes down.. in this case you'll have a PG and an IP that they have to take down... more time for marines usually means higher probability of survivability...
If you just want to see what's going on around the map, an obs will do that so much more cheaply. All the com has to do is once in a while look at the minimap, and scan red things.
IMHO, it's just not worth the res, and provides more defensive problems. A CC and IP provide more blind spots for turrets, and also increase the area that needs to be covered. With the same amount of res, another 2-3 turrets can be dropped, and turrets defend themselves. Or you can drop another TF, for extra redundancy, and TFs are much tougher than IPs.