Counter To Relocating
im_lost
TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
When you realize the marines are relocating, and you won't be able to stop them, you have to do something about their starting base. Of course you kill the starting rt, but what do you do about the CC? Sometimes it is killed, but that takes a long time and doesn't accomplish very much. Other times it is simply left there because it isn't worthwhile to kill it. I think a good idea would be to bring it down to 1 bar and then leave it there. Later in the game, during a crucial battle, someone can go in and finish it off, ejecting the comm. This, of course, assumes that he never left the starting CC. If you are going to do this, DO NOT kill him when he is ejected. This will only let him respawn at the base that they created and jump in the new CC. The reason for this is that without a comm there can't be medspam, and there is no overhead view to help the marines watch the map. Also, if the marines are building up a siege area, nothing can be dropped to build while there is no comm.
Comments
Kill the starting RT, and then don't bite the CC. Instead, get a gorge to build an OC next to the CC.
Then, for the remainder of the game, the Commander gets, 'The comm chair is under attack!' And everytime something important happens, the spacebar will be overridden by another 'The comm chair is under attack!'
It's a really great annoyance tactic. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Rhuadin
it seams that people dont understand that instead of running into their base at the start..hang around it....watch and see whats going on, parasite people who leave then let someone else kill em or kill them yourself after theyve gone round teh corner. YOU WILL GET MORE KILLS BY WATCHING THEM, than running in and getting drilled by 6 marines
If there is a double res....group their, cause you know their gonna rush and try get that...IF they relocate to double res ..its HA time <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .....
sometimes ifts unavoidable ...theve relocated........bugger...forget their bloody base and kill the relocate site......if its in the hive ..w00ts youve released a new hive so u can get LVL3......if its at double res ..youve just released more res for gorges and cut their throats its gonna take ages for HA/HMGs......If you KILL the base...woooppppyyy doo they still have the res or the hive and weve gained nothing......
SO PLEASE ALWAYS ATTACK A RELOCATION......NO reloaction will be able to sustain agains a SUSTAINED group attack.....work as a groun and all wil be well....well not for marines<<<<<<Que evil LAfff!!!! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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-->
When marines relocate, consider 1 or 2 skulks (depending on game size) rushing the start base for a look see.
As for countering the relocation, make sure you find the real one. Some marines will drop some stuff in two rooms, and when you find one you'll think they're going to relocate there.... but in reality they go to the other room.
If you can nip a relocation in the bud, it'll save a lot of hassle later, and the thing to remember is that while they're relocating, two skulks can take out the marine start IP/CCs because the marine attention is elsewhere. I know some people disagree with rushing the base, but in a few games we've caught the relocation en route, pinning them down. Meanwhile a skulk has got to their spawn and is nailing the CC. The marine can't build because they're pinned down, they lose the CC, and its GG.
If the comm is in a different place, there will be one less gun shooting at you. It makes a fair amount of difference.
This gives you 30-90 seconds in which to attack destroy as many buildings as you with the marines having no way to find out exactly which buildings got destroyed except by thoroughly checking the entire map and having an extremely good memeory (provide the same comm jumps back in the chair).
A well co-ordinate team could very well send a single alien to take out the comm chair (ideally an onos if res allows due to stomp/devour delay tactics) right before the rest of the team launches an assault on an unmanned marine outpost with a phasegate (ie if dbl res has 6 turrets, tfac, pg, 2 rts and an armoury). As long as the aliens don't damage any of the buildings nearby or get spotted by a turret (which gives the commander an alert) before the CC falls, then the marines wont have any reason to phase to that outpost (meaning the only way you'll get discovered is if you get unlucky and a marine phases through of his own accord, thought if you kill him quickly enough he wont be able to alert his buddies till he respawns (i think... needs confirmation).