Best Reloc: Cargo On Ns_tantith

BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
<div class="IPBDescription">Second best: Cen. Processing on ns_caged</div> Seems to me like relocating is a very dangerous gamble, and you should only do it if it's a really good spot. The gamble is this: if you can't secure the spot on time, then either your entire team will die, or at the very least you'll face an endless onslaugh of skulks as you try to lock it down. In that time the aliens will gain the rest of the map, spelling doom for you. So it better be a good spot.

Cargo: (lot of places have this name lol)<ul><li>LOCATION: It's in the center of the map. This 1) Means you're closer to EVERYTHING (hives, nodes) and 2) It's much harder for aliens to walk from waste to satcomm (hives) or from satcomm to waste.</li><li>HIVE: It's on top of a hive, so you also get a 1 hive lockdown!</li><li>OPENNESS: Wide open space that skulks have to run/leap across, giving your marines plenty of time to gun them down.</li></ul>
Central Processing:<ul><li>LOCATION: Not quite as rocking, but in the very middle of the map. You're a short walk from sewers and a short weld from ventilation. Not on top of a hive, but within easy rushing distance of two. Generator is kind of close too. Not as open as you'd like... the hallways outside are actually a bit better as a base location.</li><li>DOUBLE RES: Two res nodes! In your base! Need I say more?</li></ul>
I'd like to hear your experiences and what other reloc spots are good! And I repeat: relocating IS risky, you can all die, or you can have such a tough time that the aliens get the rest of the map!
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Comments

  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    To me, those spots are to obvious.
    Relocating in pubs isnt about getting a tactical advantage, it's about making the aliens go "What the hell are they doing?"

    Personally, I prefere random hallways, or inbetween two hives in a corner area.
    Inbetween is great because it makes the 2 hive lockdown VERY easy.

    Also, relocating to their active hive is very fun and effective.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    I havent seen single game yet where marines in subspace of _nancy would had been overrunned in less than half an hour. That place is absolute fortress of all marines in world, just go look it. One entrance and 2 easily blocked vents.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Cargo on tanith is also a dbl res location, for all practical purposes. If either team controls cargo, the other team would never risk building fusion rt, and your team should have fusion rt.

    As far as subspace on nancy, it is difficult for aliens to clear, but it's also almost impossible for marines to escape from. It usually ends up being a long, drawn-out game that, in my opinion, is boring for both sides.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    The best relocate on any map.

    Pressure hive on ns_ayumi.

    Bassically, a double res, also within easy reach of hamasaki.

    If they start in system hive, unless your a totally retarted commander you will win.
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    Always Cargo and Generator on ns_nothing. Not as good as the others, though.

    Generator is particularly nice, you essentially gain control of the heart of the map, allowing you to severely hamper alien movement.

    I can't seem to think of the others...
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    If you are going to reloc, and it is usually way to risky to do in any serious setting, these are the spots i've seen work really well.

    Ayumi ---- Power Access III
    Eclipse ---- Primary Access Corridor
    Origen ---- right to the left of double, up that little elevator.
    Nancy ---- Mess hall
    Orbital ---- Atrium
    Metal ---- flight control is the more popular one, but Mineral Proc is the secret.
    Nothing ---- Gen (imo the best reloc in the game)
    Hera ---- Hera Entrance and Reception
    Lost ---- Above and to the left of external overlook
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-im lost+May 8 2005, 10:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ May 8 2005, 10:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cargo on tanith is also a dbl res location, for all practical purposes. If either team controls cargo, the other team would never risk building fusion rt, and your team should have fusion rt.

    As far as subspace on nancy, it is difficult for aliens to clear, but it's also almost impossible for marines to escape from. It usually ends up being a long, drawn-out game that, in my opinion, is boring for both sides. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Indeed I allways luv when Im playing nancy that it happens. Its just so dam lolhive. You cant get in or out, even jps are quite easily whacked in those pipes...
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    edited May 2005
    if aliens are stupid enough to let the whole marine team move into cargo and build a commchair in the middle of that room without killing them...they deserve to loose!

    2nd Thing...if you dont get a tf and turrets while the aliens have some (2+) celerity lerks in cargo you are **** as well.

    [edit:] To clarify my last point...this relocate takes you a very long time!Cargo is one of the rooms that are at the exact opposit side of MS. So you will most likely have Lekrs before you are able to set up the TF and the Turrets...question is if they allready have chambers...but if so...gg
  • m4dm4d Join Date: 2003-07-25 Member: 18419Members
    Wow there are some really stupid relocs listed here *....*

    cargo on tanith --> it's nice to have it but still a bad place to reloc, you will get spored by lerks all the time and if you fail to stop a second hive from going up you will get bilebombed

    cargo on nothing --> it had been a good reloc in old versions but now it's a dead-trap. Again you got lerks gasing you all the time, onos can stomp a whole team in the narrow corridors. And it's anything from central you have to walk all the way out of cargo to get only to gen. Gen is the best choice on this map.

    hera entrance on hera --> had been a good reloc in old versions too because you could siege holoroom (had been dbl in that days) that would get lamed up every round for sure. But now it's not that good a reloc at all.

    the room left of dbl at origin --> it's a good reloc but still somewhat open to lerks with that vent in the corner. Better go for the corridor between that room and xenoform.

    dbl at veil --> Worst reloc ever on the best map ever. DON'T RELOC ON THIS MAP. There are no good spots to reloc to anyway. Just stay in ms it's nice there :>

    Now to some good relocs:

    processing at hera --> not at the node but on the wall to cc. With lots of turrets easy to defend against skulks, onos will getin a hard time killing anything there because they have to climb ladders to get up. Only drawback is that you can get spored but that's not bad to conter there's only 1 vent there.


    mother interface on nancy --> yay that's a good reloc there. Just a short walk from ms and easy to defend as hell. Also in siege range of the hive.

    A real fun-reloc is auxillery on nancy --> get an armory up and drop mines with the mines climb on top of aux. Build cc, ip's and elec tf to defend against skulks. Can't be killed by onos at all and fades have a hard time gettin out of there. It's even somewhat central

    that corridor south of dbl at origin --> Lerks got a small chance to spore there but it's not as bad as right in dbl. But still a nice reloc and not that widley known.

    main aft junction on bast --> in old versions this had been the uber-reloc now it's still good. It's a small walk from ms (real small) easy to defend and central.

    That's all i can think of right now ^^
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I very much disagree with this thread's premise. "Waste hive" on ns_tanith is a definitive base location for marines. More than two games I've had my team do a complete comeback from that location. (with much frustration from the alien team I'm sure) And as a matter of fact the reason for the iron defense at that location is GLs + HMGs + elevation advantage. Any alien that rushed in would be met with lethal damage from the elites "on the cliff" while the LA pawn would press the offensive until the aliens cracked (somebody left the server, aliens stopped trying, etc.) and we broke out. Ironically there were very few if any turrets in the base. The damage came from marine weapons, mines, and seiges. If there had been medspam or turret farming then it wouldn't have been possible.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--QuoteBegin-Ballisto+May 8 2005, 11:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ May 8 2005, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seems to me like relocating is a very dangerous gamble, and you should only do it if it's a really good spot. The gamble is this: if you can't secure the spot on time, then either your entire team will die, or at the very least you'll face an endless onslaugh of skulks as you try to lock it down. In that time the aliens will gain the rest of the map, spelling doom for you. So it better be a good spot. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Good teamwork makes it not a very dangerous gamble. As a matter of fact if you can get good teamwork on a public server tehn you can pull a relocation off 90% of the time with impunity. Unless the alien team really has their act together you can often build a whole base without any resistance.

    Personally, relocation is my <i>standard</i> strategy. If I command, immediate relocation is the first thing I usually do. (have to read the people on my team though, if they can't teamwork we will have a spetacular failure)

    A few tips for relocation:
    TEAMWORK IS VITAL!!! -- I can't emphasize this enough. Here's some specifics:
    1. Communication -- it is essential, one great thing abotu location is it seems to catch the attention of the team better. Everyone togther makes the objectives clearer and helps build the "feeling" of a team.
    2. Get a Buddy -- ask somebody who seems to friendly and playing seriously if they can be your commrade, the two of you travel everywhere together. When one builds the other guards. One leads the other watches your six.
    3. Toys for the leaders -- find the natural leaders who are serious about winning and care for the others on the team, find the guys/gals who are the good shots. Give them toys. You won't regret your investment.
    4. Pick up the big guns -- the one guy carrying the shotgun gets taken down by a clever skulk, go pick up his gun and ask the commander for ammo
    5. Share a welder -- save resources, keep everybody in the squad armored up
    6. Know who's good with what -- everybody is better with certain weapons than others, for me: I hate HMG's and love shotguns. I also am an excellent shot with a GL (able to hit/kill moving skulks decently) and prefer a JP to HA.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin-m4d+May 12 2005, 03:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (m4d @ May 12 2005, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A real fun-reloc is auxillery on nancy --> get an armory up and drop mines with the mines climb on top of aux. Build cc, ip's and elec tf to defend against skulks. Can't be killed by onos at all and fades have a hard time gettin out of there. It's even somewhat central <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Very nice... I've always loved laming up that area as a gorge (ocs are hard to take down up there). It would be a little tricky to spore too right? Right...?

    I probably should've brought up the idea of speed... Do you announce the decision before the game starts, and everyone runs off immediately? Or do you grab 2 nodes, drop an armory and some mines/sgs?
  • nogoodnicknamenogoodnickname Join Date: 2005-03-23 Member: 46172Members
  • m4dm4d Join Date: 2003-07-25 Member: 18419Members
    edited May 2005
    <!--QuoteBegin-Ballisto+May 14 2005, 08:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ May 14 2005, 08:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-m4d+May 12 2005, 03:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (m4d @ May 12 2005, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A real fun-reloc is auxillery on nancy --> get an armory up and drop mines with the mines climb on top of aux. Build cc, ip's and elec tf to defend against skulks. Can't be killed by onos at all and fades have a hard time gettin out of there. It's even somewhat central <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Very nice... I've always loved laming up that area as a gorge (ocs are hard to take down up there). It would be a little tricky to spore too right? Right...?

    I probably should've brought up the idea of speed... Do you announce the decision before the game starts, and everyone runs off immediately? Or do you grab 2 nodes, drop an armory and some mines/sgs? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Yeah i hate the gorges allways laming up there that's why i came up with this. If it's your place they can't lame there ^^

    Just anounce it at the roundstart and rush there. Build the armory at aux so the marine can climb at it and they will only need 1-2 mines to get up there. You can leave the armory down there and build another one up there in electf range for aa.
    But you need some good marines for this and when mother is mainhive this mostly never works :>

    Yeah and it's hard to spore as the lerk has to fly up there to spore and as soon as he does this marines start chasing him and he will get killed most times.

    It's hard to do but when it's done and you survive the first minutes while getin a few nodes up it's really fun, but still not much place up there so watch how you build. If you do it right there will be place for all buildings you need.

    And it's good to practice a base layout , just open up your own server with sv_cheats 1 and try around where to drop what up there. So you won'T make any mistakes in a real game 8)

    Tried that strat 3 times on pub and it worked two times <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--QuoteBegin-m4d+May 12 2005, 12:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (m4d @ May 12 2005, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cargo on tanith --> it's nice to have it but still a bad place to reloc, you will get spored by lerks all the time and if you fail to stop a second hive from going up you will get bilebombed
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have to disagree. You can easily kill anything on top of the water chamber.
    Cargo relocate, if you can actuly accomplish without losing your entire team, is awsome(relative to other relocates).
    Relocates set your team back at least a minute, thus all relocates fail in a time crunching competitive match. With the new obs it is easier, faster, and better to simply rush phase tech.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    Random Relocate FTW.... Always and Forever

    ~Jason
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-SDJason+May 16 2005, 06:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJason @ May 16 2005, 06:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Random Relocate FTW.... Always and Forever

    ~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Tell us about your newest adventure!


    And for cargo reloc dont go in cargo. Stay in the narrow hall from acidic to cargo, now thats a good reloc spot. Just put the buildings so that the Ips are on the middle and no one can take your base out if theres even few mines.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Another fort-type relocate--the landing pad RT on Hera. Ok, so its right next to marine start, but its so much easier to defend than your original spawn point. Probably won't win you any games, but if you want to build an Alamo-style fort, Hera landing pad is your place to go.

    Last time I did this, we were badly losing a game at around the 15 minute mark, relocated to landing pad, and held out to 62 minutes before they finally took us down. <!--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--> Onos would run out onto the landing pad, eat people with weapons, and jump off the edge into the pit because it was the only way to hurt our res any. It was very funny.
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    Yeah, I've had a lot of fun out on marine start.
    I've gotten stuck with teams that just consist on complete turret farming, so I move out there stick everything vital in the back, right on the edge, then just lame up the entire front.

    With the fun new door now it becomes unstoppable (next to a bilebomb/primal rush) because if something like a fade comes in you just lock him, and the massive farms just do the work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    (Not that I condone farming or anything, but some games you just have to screw around)
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    Yes...cargo sucks against bilebombs and lerks gasing from the top...but

    Here is the Solution!!

    <a href='http://cheese.termi4all.de/reloc.jpg' target='_blank'>ftw</a>
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    <!--QuoteBegin-Cheese+May 18 2005, 12:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ May 18 2005, 12:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes...cargo sucks against bilebombs and lerks gasing from the top...but

    Here is the Solution!!

    <a href='http://cheese.termi4all.de/reloc.jpg' target='_blank'>ftw</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It seems like it might actually be possible to get a CC up there if two people boost on the lower armory. I wonder if anyone actually tried to relocate there like this in the begininning of a game -- it would certainly take some preparation since all the boosting marines would have to survive. Furthermore, it takes a lot of time to get the person up there and then waiting for him to build first a CC and then an IP all by himself... Very creative, but ultimately impractical.

    Are there any other such creative relocation spots out there on other maps? I've never thought of placing buildings to give height for marines, nice idea!
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    A realy fun relocation on large pubs for tanith is Chemichal when their hive is ether satcom or fusion. build 2-3 ips, and armory, send you 2 best marines to go cap nodes on the other side of the map. and tell the rest of you marines to prented its combat and just rush the hive. Only drop medpacks on the rez getters, and reaserch only armor. If your marines dont armory hump to much, it can be great fun for both sides.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    Why must you comms relocate? I always think it's best to fight from MS, and it saves res AND time.

    But then, I'm just a soldier.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    Oh this relocate is definately possible!
    We (a clanmate and me) did it yesterday on a 12vs12 server <!--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-->

    Game started and we shouted "CARGO ALL ALL ALL CARGO"
    magically it worked and everyone started to move to dres and then to central access tunnels over to cargo storage.
    There he built us an armory but ppl were stupid enough to hump it so they blocked the "jump point". After we got rid of these blockers skulks charged us (waste main). About 7 of them. We managed to somehow kill them with a few losses but say hello to 3.03 spawnrates...so we had some more inside cargo about 15 seconds later.
    Fortunately i managed to get up there by the time so i started building the CC and Ips while the comm set us some more ips up at the floor of cargo.
    Skulks raped these Ips while i managedto finish 2 of them at the reloc spot

    Rest is history...we managed to sniper the skulks away (they were a bit confused when we started to shoot them from above since they saw noone)...we got 8 Rts and it was gg....

    SO its definately possible as long as you have about 3+ guys who know what they are doing.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    I would have loved to see those onos charging down the landing pad, dvouring and jumping off <!--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-->
  • NukeAJSNukeAJS Join Date: 2004-05-04 Member: 28443Members
    If the aliens can't prevent a relocate to Tanith they should die one undred million times. Hell, if they can't prevent a dbl relocation on tanith they deserve to die one hundred million times.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    edited May 2005
    I like partial relocations in ns_caged in stupid huge pubs lol. Like an IP or two and the CC in rine start for pressure on aliens and CC and an IP or two and all your tech buildings in somewheres like near stability monitoring or pumping station (whatever they call it now near sewer). Com gets to pick the partial-reloc spot depending on what hive it is. If everyone on marine understands that the location they spawn dictates what their gameplan is until they die, it's all good. For the com, the idea is to put your tech on the side of the map furthest away from the starting alien hive with all the RTs the aliens have to go the furthest to attack and have marines spawning there defend and cap and recap and hold second hive, and have a second base for offense with no defense except the marines spawning there pushing out and the commander if the start/offensive push base gets threatened in a pitched skulk and LMG battle out in the center or the RT gets munched on. You can lose half your overall position and if your marines are smart but just unlucky maybe put together a second push from the backup-base or the tech-base.

    Anyone who spawns in marine start waits for another buddy, if there are two or more red people on blue when he tabs, and they rush out with 50/50 bullets. The com has to watch anyone who spawns in marine start since they'll be deliberately going on attack and have no armory to hump before having to leave into the cold cruel world outside marine start. Basically anyone spawning here is on a rush straight for the enemy spawn and the resource node just outside of it. They hold the closest spot they can get to the enemy spawn and intercept any aliens trying to get around marine start towards the vent in the middle or the tech base on the other side of the map.

    Anyone who spawns in the mystery ultra-cool hallway-of-relocation near pumping station if hive is generator or stability monitoring (auxiliary generators if you're leet) if hive is sewer has to go res-hunting and defend the nearby stuff and make sure they don't get vent hive. If hive is generator, then from the semi-reloc spot in pumping, weld through only the weldable wall leading from sewer side to vent. This keeps the aliens from generator down to one L-turn hallway and a ramp or stairs in from double side, and one dinky little skulk-sized vent in from ventilation hive side.

    If hive is ventilation, uhh. Then I think you're supposed to try to rush all the way to generator, and down the long hallway and semi-relocate inside the hallway leading from aux gen to the T shaped hallway on the east side of double for the 2nd comchair.

    So to secure your semi-relocation spot, there are a couple things you can do. If you semi-relocate to pumping station or up that hallway (where ever you decide to drop the com chair IPs and tech buildings) then you can keep lerks out of the vent from the upper sewer RT (which should be defended by the marine start spawners if it's attacked) by welding it shut from marine start side. They can also weld the other vent shut or even build something cool like an obs or whatever inside the vent where nobody will know it's there, then weld it shut forever in case of beaconing or for extra scanning energy, or maybe a spare arms lab for quicker research for your crazy half-strat that can hold marine upgrades up in case the tech-base in pumping station gets overrun. To further secure the upper pumping station relocate, try to build the armory so that it's item dropping range is inside that one high-up waterfall pipe connecting pumping to vent. Once the three or four marines weld the one wall through to vent to secure it, they boost one of their guys into that waterfall pipe, and the com drops him a pack of mines up there and he puts them on the ventilation side. Then you drop the amazing vent-crawling ninja marine another pack of mines, which he takes along with a marine to cover him to the pumping station rt itself. It's possible for a lone marine to jump into the skulk vent leading from the vent hive to pumping station, but it's so easy only some nub at halflife games wouldn't understand if you have two guys. One of them jumps onto the little ledge under the vent and holds forward to hold onto the edge, and the other marine with the mines jumps on his shoulders and into the vent. Then he puts his mines on the two bends in the tunnel (the floor side, not the roof, not the walls, and you have to plant them BEHIND yourself in order to keep walking down the vent), and crawls his merry way to ventilation hive to keep getting rts and defending.

    There are some other key elements to this whole dumb master plan I'm leaving out because dang this stuff makes your eyes burn after a while.

    NS_Caged semi-relocations are the most funnest huge stupid pub strats ever. Except you need leet hyper-smart marines who know what to do/where to go depending on where they are and what's happening at any one time and a com who is quick enough to give the marines fast buildings and speedy medpacks and ammo. It's good if you drink lots of energy beverages I imagine.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin-Asal The Unforgiving+May 18 2005, 10:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asal The Unforgiving @ May 18 2005, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why must you comms relocate?  I always think it's best to fight from MS, and it saves res AND time.

    But then, I'm just a soldier.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because you gain KILLER position. A lot of the time you cut the aliens off from half of the map - or at least split them in two. And you're more central to nodes - closer to them, which makes them easier to put up and defend. In the long run, this actually gains you time AND res - less time walking places, more nodes secured.

    Two more spots:<ul><li>Mother interface on nancy. It's within siege distance of a hive and it's on top of 3 nodes.</li><li>And an unusual one (only seen it once). On veil: don't know what it's called, but the four way intersection north of pipeline. You're close to double, on top of pipeline hive, and close to cargo hive. And you have VERY long hallways, making it easy to defend.</li></ul>
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    <!--QuoteBegin-Ballisto+May 30 2005, 09:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ May 30 2005, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because you gain KILLER position. A lot of the time you cut the aliens off from half of the map - or at least split them in two. And you're more central to nodes - closer to them, which makes them easier to put up and defend. In the long run, this actually gains you time AND res - less time walking places, more nodes secured.

    Two more spots:<ul><li>Mother interface on nancy. It's within siege distance of a hive and it's on top of 3 nodes.</li><li>And an unusual one (only seen it once). On veil: don't know what it's called, but the four way intersection north of pipeline. You're close to double, on top of pipeline hive, and close to cargo hive. And you have VERY long hallways, making it easy to defend.</li></ul> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Easier on the commander, harder on the marines. That same position which is so 'wonderful' is HARDER to defend. If it saves you time getting to other places, it saves the aliens time to get to you. And most often you end up with trouble in the form of gorges in vents, lerks down long halls, and other things which, though merely annoying, can add up to a lot in the long run. For a soldier-marine like me, who doesn't do much more than follow orders and -TRY- not to die, resource control is always tempered by how easily defendable things are. Sometimes, it may be better not to put your base in the middle of the map, at least you won't be in a state of perpetual seige.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    While not always feasable, a distributed relocate is always fun. Basically you put your upgrade structures whereever you can hide them. It means that losing your armslab doesn't mean you're going to lose your AA and obs too. That said, I still like to keep the armoury and proto somewhere near the IPs.
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