Relocate For The Win
kill4thrills
Join Date: 2004-06-24 Member: 29506Members, Constellation
<div class="IPBDescription">remember relocate?</div> i'm sure most would agree that marine wins have been hard to come by in 3.0f since the skulk is now at least on par in usefulness with the light marine. so, i've decided to try something new, or old, rather, and i've had some sucess recently on the gibgames server with relocating the marine base to either a hive or double node room.
the sacrifice of the comm chair price more than pays for the advantages of moving to a hive room or a double resource room (which is almost always much closer to a hive than marine start). without the need to defend both marine start (usually useless except for free node and comm chair) and other important locales, you can really concentrate your forces to devastating effect. you'll probably lose the node in MS, but you'll almost certainly lose at least one node in each game anyways, so it might as well be one you didn't have to pay for.
as soon as you establish your relocated base, you can concentrate on attacking the aliens without fear of losing anything too important. usually this ends up as a 2 hive lockdown, and we all know how effective these are. with turret farm at home and at 2nd hive, it's pretty hard to come back from as one hive aliens.
i know relocates and 2 hive lockdowns are generally frowned upon, but i was pretty tired of scrounging for wins as marines, and i think it's time more pubs and scrims go back to this good old strat. i think aliens are strong enough now that relocating isn't as lame and cheesy as it used to be in 1.0x, when your 2 hive lockdown was vs skulks, and 2 hive fades completely kill all light marines. now you can expect to be assaulted by fades and onos cause chances are the aliens will control most of the res towers on the map, and they'll be throwing everything they got at you. it'll be an exciting and lenghty game.
try it! and if you fail, you've only lost a few minutes of playing time and you can try again almost immediately. the key is to take advantage of the time at the beginning when skulks might not have the benefit of their free upgrades to get established. if you have a competent comm, and some marines that live long enough to get ips up with their spawned ammo, you're on your way to a nice long epic game. if you're having trouble, put 1 ip up in MS first, and you can recycle that later
the sacrifice of the comm chair price more than pays for the advantages of moving to a hive room or a double resource room (which is almost always much closer to a hive than marine start). without the need to defend both marine start (usually useless except for free node and comm chair) and other important locales, you can really concentrate your forces to devastating effect. you'll probably lose the node in MS, but you'll almost certainly lose at least one node in each game anyways, so it might as well be one you didn't have to pay for.
as soon as you establish your relocated base, you can concentrate on attacking the aliens without fear of losing anything too important. usually this ends up as a 2 hive lockdown, and we all know how effective these are. with turret farm at home and at 2nd hive, it's pretty hard to come back from as one hive aliens.
i know relocates and 2 hive lockdowns are generally frowned upon, but i was pretty tired of scrounging for wins as marines, and i think it's time more pubs and scrims go back to this good old strat. i think aliens are strong enough now that relocating isn't as lame and cheesy as it used to be in 1.0x, when your 2 hive lockdown was vs skulks, and 2 hive fades completely kill all light marines. now you can expect to be assaulted by fades and onos cause chances are the aliens will control most of the res towers on the map, and they'll be throwing everything they got at you. it'll be an exciting and lenghty game.
try it! and if you fail, you've only lost a few minutes of playing time and you can try again almost immediately. the key is to take advantage of the time at the beginning when skulks might not have the benefit of their free upgrades to get established. if you have a competent comm, and some marines that live long enough to get ips up with their spawned ammo, you're on your way to a nice long epic game. if you're having trouble, put 1 ip up in MS first, and you can recycle that later
Comments
Normally I just do it in their active hive though, or one thats being built.
Nothing better then seeing a skulk spawn in to a brand spanking new base all around them
Normally I just do it in their active hive though, or one thats being built.
Nothing better then seeing a skulk spawn in to a brand spanking new base all around them <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> that's unorthodox, i'll give to that much, but i won't envy the team trying to pull it off. no one likes being bit in the **** while they're putting up ips
Normally I just do it in their active hive though, or one thats being built.
Nothing better then seeing a skulk spawn in to a brand spanking new base all around them <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> that's unorthodox, i'll give to that much, but i won't envy the team trying to pull it off. no one likes being bit in the **** while they're putting up ips <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If your team is good at hiding, then you wait until all the skulks leave base, then set it up. Make sure to drop tons of mines and build all the turrets 90%.
If the skulks aren't dying, then they aren't respawning. If they see a relocate, then they'll go checking in double and the 2 hives. This gives you enough time to win.
FUNNNN
Why does THIS work??? Simple, Aliens dont know how to counter it..... attack area's are different, chokepoints are different, movement times are different, and you know its coming cuz ur marines built the base... while aliens go OMG WTH??
~Jason
FUNNNN
Why does THIS work??? Simple, Aliens dont know how to counter it..... attack area's are different, chokepoints are different, movement times are different, and you know its coming cuz ur marines built the base... while aliens go OMG WTH??
~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I remember my team did this once one eclipse, in the room just nw of comp core. We were next to 2 or 3 vents, so early lerks were slaughtering us. Then, we made a second base inside CC itself, but under the high vent, so they could keep on gassing us.
Needless to say, we didn't win, although we got close because the alien team was probably laughing too hard to take advantage of our comm's relocation idiocy.
Other than those? Not really worth it. Wait, Upper processing on Hera.
Nothing much after that. It's hard to find those type of chokepoints to relocate to.
Normally I just do it in their active hive though, or one thats being built.
Nothing better then seeing a skulk spawn in to a brand spanking new base all around them <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> that's unorthodox, i'll give to that much, but i won't envy the team trying to pull it off. no one likes being bit in the **** while they're putting up ips <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If your team is good at hiding, then you wait until all the skulks leave base, then set it up. Make sure to drop tons of mines and build all the turrets 90%.
If the skulks aren't dying, then they aren't respawning. If they see a relocate, then they'll go checking in double and the 2 hives. This gives you enough time to win. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
you can't hide effectively anymore. skulks have their advance sight flashlight now.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (SDJason @ Apr 4 2005, 05:45 PM)
Who needs hive or double...... RANDOM RELOCATE FOR THE WIN.... Yeah.. i mean that random hallway over there.... GO THERE AND WE WILL MAKE BASE....
FUNNNN
Why does THIS work??? Simple, Aliens dont know how to counter it..... attack area's are different, chokepoints are different, movement times are different, and you know its coming cuz ur marines built the base... while aliens go OMG WTH??
~Jason
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
this is very risky as well, but i've seen this work in eclipse where we relocated to horseshoe, to have easy acess to maintenance, while still close enough to MS, and subjuction to keep those rts alive. we won that one.
as for other relocs, including hive ones, yes you do have to be wary of ones that are vent and lerk friendly... chose your relocs well and reap the benefits thereof
the worst relocs are the ones where you lose slowly cause you get gassed to death, so keep that in mind. failing to put up ips wastes a bit of time, dyign slowly to spores wastes a lot
Even if it's just a few turns away from the original CC, most spots are always better then marine spawn.
Cargo hive.
Relocation Paradise. Well, provided it's not the Alien starting hive.
I also once relocated to that corridor underneath the opening trap door in ns_metal near the bottom hive. Killed many foolish Onos. It's a wonderful relocate spot thanks to the ladder and door.
<3 origin reloc ore
<3 origin reloc antechamber
<3 ayumi reloc coldturn<-clearly the best with ae35 beeing main <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Today, on eclipse, we relocated to the far end of Station Access Alpha (near the rails and ramps) and ended up winning as well because their hive was Computer Core.
Just wanted to share some relocation stories <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
On almost every map you have a good place to reloc. But on some maps the MS is just descent. Good comms will know when and where to relocate. The only thing you must not do is EJECT THE GOD DAMN COMM on way to the relocation. This will only give the aliens a win. We lose once because when we were relocating, the group ejected the comm, we already were on way to the hive, we got a really hard time making our way back just to watch our cc being devoured by 3 hungry skulks...
Same repeated in other game, this time we killed the skulks b4 losing the cc, we lost anyway. The tempo and the res we spend when we fail on a reloc are sure a way to face an onos with an w1 lmg...
Can't a lerk just stand on top and gas you?
Can't a lerk just stand on top and gas you? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No one can go on the clorf any more. Clorf = dead <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
It's not really anywhere special, but it's very close to topo, b-12 (it's b, right?), and double, with good routes to all 3 hives.
We just had to keep stuff away from the floor vent and keep ppl around to weld.
A lot of comms will just relocate to any hive they can, even if the hive area is tiny, and thats where rines get slaughtered to, so they cant defend.
It's like on NS_Bast, relocating to feedwater or to engine are terrible ideas because you're hard pressed to even be able to fit a full base in there.
But sticking it in the really long hallways on that map work wonders.
QFT!
Please do
Bit of a spore nightmare though, and you're screwed if you don't keep a PG to the upper level.
</li><li>Eclipse. Station access has 2 options; the vent system underneath it, (smile) or right at the end furthest from MS. CC under the vent, buildings round the corner. Easy to eject and pistol whip intruders, and close to nodes, CC, and ECL hive.
</li><li>Hera. Asside from the obvious outside-the-map ones, (which I think have all been fixed now,) Northern makes a good relocate, if a little hard to get to. Reception is faster, but can't be locked down as well as it could with the weldable blast doors to old-double removed. (sad face)
Relocating to outside Archiving gets you 4 rts, (Arch, Northern, Holo, Recep,) and pr0 TF placement means one tf can power turrets in Holo, base, and reception.
</li><li>Tanith. Storage entrance. Obviously. We've actually done this in a PCW and won. (Relocating is generally no-no in PCWs for the uneducated; it's a lot of time.) Gains access to double, Waste, and Cargo. Win.
</li><li>Veil. Hmm. Double is doable, if you weld the vents, but it's obvious and very hard to get to. There's ALWAYS skulks at BOTH topog and anal. If there isn't, the team are nubs and you've won anyway.
Wouldn't relocate on veil. The old c12 was a good one, but that's no longer viable IMO.
</li><li>Nothing. Got to be Generation. No question. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Armslab on the pipes, CC near the RT, IP in middle of the room. Good to defend, access to cargo. Controls Gen, Miasma, and the 2 rts near Viaduct hive. If their hive is cargo, you've won. If it's pipe, it's a war of res. If it's Viaduct, could be a hard match.
</li><li>Ayumi. Eastern or Cold turn. Duh. Mine ladder from Eastern to old-gorges hideout ftw. Cold turn is so important it's not even funny.
</li><li>Caged. Double is ok, but there's better. The un-named area between Double, AuxGen, and Uppershipping. (smile) An easy 4 rts if you keep MS. Edit: Think it's called Shipping access now.</li></ul>That's all I can talk about really. I don't command on the other maps enough to make suggestions based on experience. There is a good one on ns_metal, but I hate the map and don't know the location name. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Damn smiley limit.
I wanna see what your talking about on bast though, I know the area you mean, but can you get below the bridge there on the lights?
Other than that it is usually worth the bit of time and resources to relocate to a different area.