Relocate For The Win

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Comments

  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    When you relocate, beacon no longer serves its typical purpose of saving your base from an attack. However, it allows you to show up at an unexpected part of the map to attack the aliens. If the alien team puts up OC's in marine start, then it won't work as well, but it also means that the time and res you lost in relocating is offset by the res spent by the aliens to keep you from going back. You can still go back later with HA, shotguns, and gl's to clear it out.

    Basically, beacon still serves a purpose when you relocate, just a different one.
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    Also according to the I&S forum, their working on making it so Beacon can bring you to other parts of the map, not just Marine Spawn. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Gigabane+Apr 8 2005, 02:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gigabane @ Apr 8 2005, 02:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also according to the I&S forum, their working on making it so Beacon can bring you to other parts of the map, not just Marine Spawn. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Link? That suggestion has been around forever, it seems like it would be very difficult to get around the problems that always get mentioned.
  • Steel_BladeSteel_Blade Join Date: 2003-11-23 Member: 23432Members
    edited April 2005
    From a competitive point of view, relocations take so many time and res, you can never come back from them. By the time you're getting your first nodes up, fades are already coming out. And you risk the entire game if your team is ambushed.
    Not to mention you lose your best weapon to stop a base rush, distress beacon.
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    <!--QuoteBegin-im lost+Apr 8 2005, 07:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Apr 8 2005, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Link? That suggestion has been around forever, it seems like it would be very difficult to get around the problems that always get mentioned. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--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--># Ideas we already know about (use search):
    # NS on the Source engine. So many people want it, we've had way too many threads about it, forcing us to take this stance towards them.
    # Flamethrower - we know you want one. Flayra is working on it.
    # Changes in positioning of Frame of Reference or Point of View for any alien class..
    # Ways for marines to get health without commander (one way implemented others may come)
    # Beacon sending marines to places other than MS.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    It's in the I&S Faq.
    I was a little off, they 'know' about it. I can assume that means they're working on it though.
    Or are working on working on it.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    the only place I ever relocated to multiple times was in tanith.
    close access to 5 rts.
    <a href='http://members.home.nl/dcdemeijer/temp/tanith.JPG' target='_blank'>http://members.home.nl/dcdemeijer/temp/tanith.JPG</a>
    <a href='http://members.home.nl/dcdemeijer/temp/tanith2.JPG' target='_blank'>http://members.home.nl/dcdemeijer/temp/tanith2.JPG</a>

    I know, most of you won't agree, but I think it worked out quite nicely
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    If those RT's are in their starting hive though, you're toast.
    If the aliens know that the rines are relocating near their hive, the go lerk, continually gas, and just keep rushing.

    We did on ton of relocations on the Mr. Server yesterday, and whenever they were near a <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> we just got slaughtered. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.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-->
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-SDJason+Apr 4 2005, 11:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJason @ Apr 4 2005, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    Yeah, i tend to do that.. funny <!--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-->
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    <!--QuoteBegin-Diablo fx+Apr 9 2005, 08:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo fx @ Apr 9 2005, 08:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SDJason+Apr 4 2005, 11:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJason @ Apr 4 2005, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    Yeah, i tend to do that.. funny <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nothin like relocationg to chemical..... mining up base, cappin the 4 nodes and tech rushing....

    Then randomly at the 5 min mark beacon and rush waste.....

    GG aliens once u get the pg up.....


    IMHO when marines relocate beacon becomes an offensive tool even moreso than in a normal game

    Simply because you now have the power to rush anywhere you need to instantly from a different angle with a beacon....

    ~JASON
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    When relocated, beacon is difficult to use to save the base:
    Sure you can beacon, build PG in MS and then all phase in, but by that time a couple of fades can destroy the base PG.
    You can also beacon and have the teram run to the base, but then many buildings including the advanced armory can be brought down.
    Of course it's not all that simple, but the point is that the base becomes much more vulnerable to attacks. This requires marines moving close to base and maybe even some turrets or electified structures.
    If you beacon and try to rush a hive, the marine base is completely empty, inviting an alien attack. A skilled comm who tracks all alien movements and builds a PG so marines can quickly get back to base and defend will prevent the aliens from killing the base.
    These are just a couple of scenarios of how problematic relocating can be. The point is that relocating is an Aggressive and Risky strategy.

    In response to lerks + skulks owning marine relocation:
    If the marines were able to successfully relocate and built most of the essential buildings, then there is really no point for all of them to stay in base and getting gased (what probably happened in your game is that marines stayed in base without getting RTs). The team should move out of base capping RTs and maybe drop some mines and turrets to prevent skulks from attacking base while noone is there. Good relocation spots are usually in central locations so marines can be capping RTs and still be close to base to fall back and protect it in an emergency.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-DC Darkling+Apr 9 2005, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DC Darkling @ Apr 9 2005, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the only place I ever relocated to multiple times was in tanith.
    close access to 5 rts.
    <a href='http://members.home.nl/dcdemeijer/temp/tanith.JPG' target='_blank'>http://members.home.nl/dcdemeijer/temp/tanith.JPG</a>
    <a href='http://members.home.nl/dcdemeijer/temp/tanith2.JPG' target='_blank'>http://members.home.nl/dcdemeijer/temp/tanith2.JPG</a>

    I know, most of you won't agree, but I think it worked out quite nicely <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hmmm. 4 day bump... forgive me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    --
    Not sure if anyone will agree, but Darkling, structure placement in those screenies... :o
    >Ip is in a corner
    >Armoury is not in a corner...

    :s

    When you spawn you want the most maneuverability possible, in order to utilise knockback after the first bite from ip-munchers or just to be lucky and avoid them completely. If you're stuck in a corner you're toast.

    Skulks can easily fit between that armoury and the CC; you are no longer able to eject and pistol whip. A solution would be a single mine, but that's missing too.

    My suggestion:
    Place CC where the armslab is
    IP just above the rt (although this is not ideal, it is not adjacent to any walls,)
    Armoury/Armslab/Proto in a line agaisnt the wall where the IP & Cc are currently.
    4 mines around IP. The above 2 should offer basic cover for the armoury.

    Only disadvantage is that armory users will face the wall.
    --

    <!--QuoteBegin-Gigabane+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gigabane)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Nice BlueNovember, I gotta try some of those out now.

    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?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Use the light fixtures along the wall to hop down. A little tricky, but doable.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    edited April 2005
    <!--QuoteBegin-BlueNovember+Apr 16 2005, 07:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Apr 16 2005, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Gigabane+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gigabane)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Nice BlueNovember, I gotta try some of those out now.

    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?
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Use the light fixtures along the wall to hop down. A little tricky, but doable. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I remember that reloc. It was pretty funny and extremely hard to beat, cause bile gorges had to stand on top of the lights, if they wanted to hit anything. Although it was back in 2.xx when i last tried it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Anyway: Building the cc down there is rather easy and it will only take about 33% damage, when beeing placed. Getting the IPs up was rather tricky. If you place several IPs in rapid succession one will usually not be instantly destroyed by the trigger_hurt and can be build. All you need now is a marine, that is able to fly really low above the trigger_hurt and build the ip. It took me 10 attempts to got the right swing and about another 10 runs to fully build the ip. Once this is done your marines can spawn. But they will instantly die after spawn, cause they spawn directly into the trigger_hurt and recieve about 3000 damage <!--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-->

    But it used to be fun, lots of fun.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Lols. In 3 at least they either lowered the killbox or raised the platform; rines can spawn with no damage.

    rofls at marines dying instantly on spawn. lol! Thanks for adding to the explanation for 2.xx Fask. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Never knew that.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    check the pics closer.

    I AM THE ONLY PLAYER.

    Just showing the place, I could not be arsed bout structure placement
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-theclam+Apr 8 2005, 12:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Apr 8 2005, 12:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remember a relocate we did on caged once. We relocated ON TOP of the passageway in the big room just west of the northeast hive. The aliens took 15 minutes to kill us after they got Hive3 and all the RTs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hehehe, I did that once as a com, except I reloacated to the pipes on the ceiling of the hallway at the top of the ladder, right between that big room and gen hive. I did it because the aliens rushed the base while my team was all at gen sieging the hive. Luckily, they had jps, so I told them to fly up to the ceiling and build a base. ^_^

    4 ips scattered around on different beams. Fades trying to blink up, kill someone, and blink back down before getting destroyed by 7 lvl2 lmgs (only other structure I built was the armslab). One onos patrolling below, eating any rine who fell like some kind of freaky land shark. Funny.as.hell. I'm amazed how long it took for them to kill us. <!--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-->
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    I loved the days you could stack structures. Bast reloc to the deathpit rocked then. Get 2 CCs then an IP on one..and work your tower or power!

    Rememered one game we literally had a full base setup on top of a floor of CCs basically. Was funny cause we basically huddled down there with knives out if an onos jumped down to get us.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Relocations are awesome fun, one of the better reasons I play this game. If there's anything this thread has taught me, competitive play is great for sucking the fun out of a game. No relocation for the pr0s lol.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    <!--QuoteBegin-Sky+Apr 16 2005, 12:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Apr 16 2005, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-theclam+Apr 8 2005, 12:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Apr 8 2005, 12:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remember a relocate we did on caged once.  We relocated ON TOP of the passageway in the big room just west of the northeast hive.  The aliens took 15 minutes to kill us after they got Hive3 and all the RTs. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hehehe, I did that once as a com, except I reloacated to the pipes on the ceiling of the hallway at the top of the ladder, right between that big room and gen hive. I did it because the aliens rushed the base while my team was all at gen sieging the hive. Luckily, they had jps, so I told them to fly up to the ceiling and build a base. ^_^

    4 ips scattered around on different beams. Fades trying to blink up, kill someone, and blink back down before getting destroyed by 7 lvl2 lmgs (only other structure I built was the armslab). One onos patrolling below, eating any rine who fell like some kind of freaky land shark. Funny.as.hell. I'm amazed how long it took for them to kill us. <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i did this once as well. relocated to the beams on top of shipping tunnel. the base was onos-proof, and you can easily hold vent hive, and had easy access to generator.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Swift Idiot+Apr 21 2005, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Apr 21 2005, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocations are awesome fun, one of the better reasons I play this game. If there's anything this thread has taught me, competitive play is great for sucking the fun out of a game. No relocation for the pr0s lol. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    relocs tend to generally suck no matter where youre doing them :p
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