Partial Relocation?

pikeypikey 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...

Comments

  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    You should get some friends together and try it some day.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    From my view, your more likely to constantly lose 'bases' from 2 or 3 skulks who happen by and decide to chomp. Having marines spawn everywhere is also dependant on marines dying alot, if no marine dies for a while, then all your bases are just sitting ducks. I'd rather stay with phase gates.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    well.. if no marines die for a while.. you'll just end up with plain PGs... if marines do die.. you'll basically have scouts in all your advanced bases...
  • FaT_CaMFaT_CaM Join Date: 2003-04-11 Member: 15394Members
    Its hard to keep track of all your bases. And most levels are pretty small, so then you get attacked like, every 2 minutes.
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    That also sounds costly, plopping a new CC at every base. I think a split relocation can work. I did it today on... errr nancy. We immediately left and ran to no-name, while 2 guys went to port (This worked so well probably because of their hive location... we had easy access to the 2 spots that weren't hived!). I dropped a CC in port because I figured the marines would hold no name for a bit with no help... well suddenly port got attacked and I got scared and thought it was gone because it was like 4 skulks vs. 2 marines, so I panicked and built a CC at no name, too. 30 seconds later the guy in port is shouting at me to drop health, heh. So we had the 2 CCS, and I droped 2 IPs at port and 1 at no name. Capped both the RTs, but by this time skulks had chomped me out of the CC. Someone took over for a little bit but I got it back, and it was a pure cakewalk from there. WIth no chance for a 2nd hive since we capped, TFd, then PGd, we let them have most RTs and just defended what *WE* had. Eventually half their team was lerks they got bored not being able to do anything lol... but moot point. I gave shotguns to a few, had them run defense, let the others rambo pretty much until I dropped 4 HA/HMG/Welder. Skulks vs HA/HMG? Night night.
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    Bad idea early on. Comm chairs are 30 res. Drop three comm chairs and you could have had motion tracking instead. Not to mention the cost of the infantry portals and the constant rebuilding triggered by a renegade skulk destroying one of your many bases. The only good thing that this tactic can do is confuse the hell out of the alien team. However, once they find out what you're doing they'll probably be rolling on the floor laughing their...
  • falloutx2falloutx2 Join Date: 2003-05-01 Member: 15979Members, Constellation
    I think many comms do relocation similar to this. I often drop an ip in the main base while my marines run to whatever relocation point I've given them. This way we always have the option of building in marine base if we absolutely have to (i.e. the reloc fails). I then leave one of the respawners to guard it as long as possible, so we keep getting the res, then recycle when that guy finally dies and complete the move.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    edited July 2003
    well.. you don't relocate right away.. you do a no-reloc start strat and as soon as you get PGs.. plop that CC + IP down... i guess another plus to this strat is less running/reinforcement time to different res.. hopefully making them ezer to hold... i dunno.. i still haven't tried it...\

    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...
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    While I see your point, Pikey, don't you think the minerals for the 2nd CC might be better placed elsewhere? Say into a TF or something like that? I can understand dropping a 2nd CC in an outside base, I like when comms do this if we have the res, it's some security... but dropping multiple CCs, and not defending them with either stationary marines/mines, or a TF, seems risky and costly to me.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    i understand your concern.. but like i've said before (i hope)... this strat should only really go into effect when you have established a proper forward base... usually that means PG TF+farm.. maybe mines... and just to add upon my earlier points, the main purpose of this strat is for early warning/detection... having marines regularily spawn at not-so-highly contested areas (which won't get much of comm's attention) could prove invaluable...
  • Satanic_MonkeySatanic_Monkey Join Date: 2003-07-04 Member: 17938Banned
    i went to a server where every single game, they will reloc in the worst spots. horseshoe for instance
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    If you have enough res to drop that many ccs and ips, I think upgrading and dropping a few jps would would work better, marines flying all over the map with JPs would patrol and eliminate things more effciently, and would probably cost less. as well as giving your marines JPs.

    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.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    i agree.. that's one way to do it.. understandably it's cheaper for sure... this strat gives you reusability and reduces a comm's micromanaging... let's take Tanith for example... you've taken SA.. got TFarm, PG... but you're fighting hard at RR for the res... you hear that you're structures are under attack but since you've got that TF/turrets building in RR and you're getting hit constantly from waste, you think it's just RR... before you know it.. you've lost SA... say you had CC and IP there... contesting RR will allow a marine or two to spawn at SA.. look out to see if it's under attack.. then PG to base or wherever.. had the attack been detected by the marine, your probability for saving SA would be higher than if there wasn't a marine spawning at SA... plus i've said this before... for aliens to completely take an expansion with BOTH IP and PG, they'd have to kill both to secure the area... and as we all know... timing does matter...
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    i like relocating to a spot really near 2 hives... like keyhole on eclipse, and it works best when aliens hold eclipse command hive cause you have all your marines streaming from your base into the hives... not to mention keyhold is very close to 3 res nodes (like a 30 second walk to all).
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    okay, I see your point. It does work.

    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.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    true.. this is more of a 1.04 strat... in 2.0.. turrets are more effecient, cheaper, and deadlier.... i can see the strat with more limited use... ie: hive locking (which is still important.. prevents alien access to deadlier traits)... plus there are usually 2-4 res close to hive locations... definately worth the extra res to hold... TFarms might be good, but still no substitute for a marine...
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Sounds way too expensive man :-\
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    not in 2.0 i don't think...
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