Moving Base

Iron_MaidenIron_Maiden Join Date: 2003-09-24 Member: 21167Members
Sorry , but Im not used to the "terminology" of NS outside my country.

Well , I mean where do Comms move his primary Base from MS to other place (e.g:ns_hera ..... from MS to Hera Entrance (near RR and a Hive) )

Id like to hear ideas about new places to move the base and why you move there (
another e.g: Rush , Near rr , Well Protected)

Salutes From [2*Rangers]Iron Maiden , Bs.As. Argentina (yeah , that country far far away in the south )

Comments

  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Let's see, the best relocation spots are....

    ns_nothing: Generator room.

    You have gen rt. Plus, it is easy to defend Ominous Kismet, Ventilation, Cargo Hive RT, and one other, forgot which.

    That's 5 rts that is within easy reach of your marines, if aliens have cargo, you lock down key parts of the map and colonize Power, Via, Foreboding.

    ns_lost: Continuum.

    3 easy RTs right there, plus you create another outpost at the other end of the map, and you have a great strategic advantage.

    Crap, gotta go, I'll come back with more map strats later.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Now that bast is back, my favorite <b>relocation</b> (which is what we call it up here) spot is from bast start to aft junction, right outside the rotating door. A lot of pub marines go "!?!??xurjkdgk" when i do it, but it provides distinct advantages that aren't available in the marine start. First off, you can move to all three hives quicker, and one of the hives is too close to bother phasing (engine). Second, it now has 4 easily defendable nodes next to it. Its own node, engine, the node below the elevator (haven't figured the name yet), and marine start (easily accessable by walking through the vent).

    If the aliens start off in feedwater, and you can relocate and get marines into refinery asap, you have simply won, as long as a 1 hive onos doesn't take out your base. Even if they lame up refinery, which is a really expensive proposition on feedwater's 1 (or 3) node(s), it's cake to cut them off from feedwater before they get movements up (by walking down the elevator), and then you can move into refinery to clear it out.

    One question, in Argentina do you play NS counter-clockwise?
  • Iron_MaidenIron_Maiden Join Date: 2003-09-24 Member: 21167Members
    <!--QuoteBegin-(e)kent+Apr 28 2004, 08:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Apr 28 2004, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One question, in Argentina do you play NS counter-clockwise? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    WTH? I hate Cs because its only fragfragfrag. I dont understand what you mean!

    Mess Hall in ns_nancy its another option
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <!--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-->do you play NS <u>counter-clockwise</u><!--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-->?WTH? I hate Cs because its only fragfragfrag. I dont understand what you mean!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <span style='font-size:8pt;line-height:100%'>
    I underlined the misinterpretation for people who are slow. Hahaha. That's the best I've heard all day.

    What (e)kent was joking about was that water goes the other way down when you pass the equator. Counter-clockwise means not clockwise. Clockwise is the way a clock's arms go around in a circle.

    This is probably confusing. Lets talk about Moving Base.

    Moving base is good if marine start is easy for skulks to get in. Some places on a map are better for putting a base.

    Most reasons why marines move base in the beginning is to be closer to a hive, or to be around a lot of nearby resources, or for a better room for marines to shoot inside of. Sometimes, marine start isn't the best place to be.

    Big maps usually have places where you can move base somewhere else. Usually, it's a bad idea, because you lose fast if it does not work the 1st time. So most games are played normally. Moving base is hard, but is good on certain places if it works.</span>
  • PilgrimPilgrim Join Date: 2004-02-18 Member: 26678Members
    One thing that u must remeber about relocation is that u cant use beacon anymore wich is the best defense for base. i screwed some games by beaconing my rines into ms when i was in dbl in caged hehe. whehn u relocate build a pg in ms it helps also an ip should be good so u control the map much better.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Subspace is one of the few relocates worth bothering with on a regular basis - you can take the whole west end of nancy including port, and anytime run into mother with a beacon.

    Its basicly the counter to mess hall <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Lost3Lost3 Join Date: 2003-12-09 Member: 24181Members
    I had two thoughts about this:

    First, I can never remember the names of the maps. If only someone would show me a picture of what they meant, then I would recognize the place in an instant.

    Second, I saw <a href='http://www.unknownworlds.com/forums/index.php?showtopic=68106&view=findpost&p=1038234' target='_blank'>this post</a>.

    So, in regards to this topic, please show us on maps what you mean. Diagrams help a LOT especially for the newer Comms. Pointing out <b><i>why</i></b> holding generator on the map and the rez nodes you can grab helps more then just saying it. Like the other map type in your thoughts about this location or that.
    On another note: this is yet another great thing to add into the "Commander Guide", namely full maps of each level with notes.
  • fyremp3fyremp3 Join Date: 2004-04-30 Member: 28331Members, Constellation, Reinforced - Shadow
    My reloc plan for ns_bast is:

    If hive is feed - Reloc to main aft or engine, depending on how good your rines are, if they can only defend 1 entrance, engine reloc, if they have decent aim and smarts, then main aft.

    If hive is engine - Reloc to double and send the entire team to main aft and make an elec TF outside the aft door, keeps the skulks out.

    Refinery - Anywhere you want <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    On Eclipse: Relocate to Primary Access 1a. It's pretty much a double res point, and located on a short run away from another, while being in the center of the map with easy to access to one of the hives. If you know your marines can control territory, this is the best spot hands down.

    For those of you who don't know Primary Acess is directly north of Power Sub node, and is directly East thru a wall from Station Access Alpha node.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    edited April 2004
    Relocating is rarely worth the extra res and time it takes to set up base elsewhere. I'd rather have armour 1 running than a CC somewhere slightly more advantageous. If it's that much better I'll have a phase base there 3 minutes into the game.

    <span style='font-size:8pt;line-height:100%'>Note: By phase base I mean a base with a phase, so it's not a spelling mistake or anything.</span>
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    edited April 2004
    It cost 20 res to relocate. Locking down a hive costs 110 res(elec tf 45 res 5 turrets 50 res pg 15 res). If you relocate by a hive thats 90 res saved. If you relocate next to a hive and double rt thats an extra rt you dont have to defend(30 res).

    Relocating to primary access on ec is sweet. You have horse shoe, power sub, and south loop rts close by. Plus its and easy open area walk to maintance.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    LOL!

    I never lock down hives, much to the confusion, rage, and frustration of my marines.

    I should try that relocation...it looks pretty good.... SAA, Horse, PSJ3, and South Loop within easy access.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    hmm, i'll give some relocations that i've seen working pretty well.

    ns_agora: computer lab

    ns_ayumi: can't remember the name, it's halfway between east entrance and hamasaki system.

    ns_eclipse: relocation isn't really useful here, but if you must, you might want to try the keyhole.

    ns_caged: of course the double res reloc, but... instead of going actually inside central proc, go next to it in the aux side. works much better.

    ns_metal: i haven't seen many relocs here, but mostly they have been in.. umm... what was the name again.. that cargo room next to surface hive, c-transport, was it? anyway, set the base in that little control room.

    ns_lost: if they have alpha hive, and you feel lucky, try temp control. if they dont have alpha hive, los paranoias, or somewhere near it, works often pretty well. although its pretty cramped in there.

    ns_origin: again i cant recall the name... it's on the left side of cargo (dres). umm... indrustrial processing?

    ns_bast: main aft junction is awesome, especially if they have engine hive and you can pull it off. but that rarely works. if they have engine, well, somewhere around feedwater, steam generation perhaps, could propably work well. i don't really know since the tram maint rt has been removed.

    ns_hera: relocation is very risky now, since reception isnt so useful anymore and you need a better spot. i'd almost say it's not worth it to reloc.

    ns_mineshaft: sleeping quarters, but it's bugged. :S

    ns_tanith: again, i suggest you not to relocate. but, with a determined team, if they have sat hive, you can try and hold chemical. GG then. also a cargo reloc is very deadly to the aliens, but it's hard to pull off.

    ns_nothing: as someone already said, generator. that's propably the best. don't bother cargo, gen is much better. but if they have cargo hive... well, you better play a little better than normal.

    ns_nancy: mess hall is the best, but extremely difficult. aliens will be throwing everything they got at you. therefore, run through mess, kill the 2-4 skulks camping there, and proceed to mother interface.


    generally, when reloccing, take a look at the map and think a little. which is a better reloc spot: the hive room, or the room outside the hive room, with good access all around the map? it's just that some people forget that....
  • Iron_MaidenIron_Maiden Join Date: 2003-09-24 Member: 21167Members
    <!--QuoteBegin-TOmekki+May 1 2004, 01:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ May 1 2004, 01:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ns_agora: computer lab

    ns_ayumi: can't remember the name, it's halfway between east entrance and hamasaki system.

    ns_eclipse: relocation isn't really useful here, but if you must, you might want to try the keyhole.

    ns_caged: of course the double res reloc, but... instead of going actually inside central proc, go next to it in the aux side. works much better.

    ns_metal: i haven't seen many relocs here, but mostly they have been in.. umm... what was the name again.. that cargo room next to surface hive, c-transport, was it? anyway, set the base in that little control room.

    ns_lost: if they have alpha hive, and you feel lucky, try temp control. if they dont have alpha hive, los paranoias, or somewhere near it, works often pretty well. although its pretty cramped in there.

    ns_origin: again i cant recall the name... it's on the left side of cargo (dres). umm... indrustrial processing?

    ns_bast: main aft junction is awesome, especially if they have engine hive and you can pull it off. but that rarely works. if they have engine, well, somewhere around feedwater, steam generation perhaps, could propably work well. i don't really know since the tram maint rt has been removed.

    ns_hera: relocation is very risky now, since reception isnt so useful anymore and you need a better spot. i'd almost say it's not worth it to reloc.

    ns_mineshaft: sleeping quarters, but it's bugged. :S

    ns_tanith: again, i suggest you not to relocate. but, with a determined team, if they have sat hive, you can try and hold chemical. GG then. also a cargo reloc is very deadly to the aliens, but it's hard to pull off.

    ns_nothing: as someone already said, generator. that's propably the best. don't bother cargo, gen is much better. but if they have cargo hive... well, you better play a little better than normal.

    ns_nancy: mess hall is the best, but extremely difficult. aliens will be throwing everything they got at you. therefore, run through mess, kill the 2-4 skulks camping there, and proceed to mother interface. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thank you very much , Im trying to help my clan s comm to develop his skill by giving him material . This info is very helpful

    Everybody thx too
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    To relocate doesnt worth it in the most of the maps. U need to spend a lot of rts in relocating, and you can lose the game easily. But the only way relocating is usefull is in a rush ip.

    Relocate out of the main hive, 2 ips mine and gg. If u dont do it correctly u lose. Its to risky , but for example in ns_lost, if hive is cargo(the middle one, i think its caled cargo) u can relocate in the cargo way to temperature. Then u automatically win.

    Hope this can help
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    edited May 2004
    Statistically, relocation takes exactly 10 more res than usual, assuming you can always recycle your CC. It's not that much of a set back, the key factor is that you probably waste about an extra minute without upgrades, but in fair exchange for a tremendously better map position.

    In lost, the middle hive is Great Viaduct.

    In all cases on Lost, the best place to relocate is Generator Room, there are 6 RTs in total that are easy to control, or 4, if they have cargo, in which case, you just get the other RTs all over the map: Foreboding, Powersilo, Via.

    Edit:

    Argh, confused ns_lost with ns_nothing. I take the blame. Yes, I know you're all thinking: "OMGZ, RAPIER7 MADE A MISTAKE! GANK HIM!"
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    edited May 2004
    sensory > relocate. That one minute is all it takes for a focus skulk to maul your entire team. Luckily in pubs most aliens don't think to go with sensory when they find out a relocate is happening but it's a different story in competititve play.

    And yes, gen is now a viable relocate thanks to the shoot through railings. In earliar versions just getting a lerk up there made things very, very hard, even worse if you got two hives and bile bomb.

    edit: mainaft if they have engine is easy enough to do if you have your entire team there, just have a few build and the rest point there guns at the door, the moment it opens just close it (you, the comm close it by pressing the door) and most skulks won't last 5 seconds coming up the stairs and if they do they're trapped. Very effective.
  • AmplifierAmplifier Join Date: 2004-02-19 Member: 26708Members, Constellation
    I saw Rapier try out that relocate today in a pub, and damn it works good. (eclipse north of psj1)
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Amplifier, I didn't comm that game, I was aliens that time. I only advocated the smart commander who DID relocate there, because it is more-or-less centrally located on the map, and has about 4 RTs within easy reach (PSJ3, SAA, Horse, South Loop). Unfortunately, about 3 noobs proceeded to flame that commander, so I had to give a little moral support.

    On ns_lost (as said in the previous case, I screwed up), the best relocation is Continuum, the RT room of Alpha hive. 3 RTs within IMMEDIATE reach of your base, set up an outpost on the otherside of the map, and you have about 6 RTs, that are within easy reach to defend.

    "You can be sure of your defense, if you hold places that cannot be attacked..."
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    Except in one or 2 exceptional maps, I maintain my position, relocates doesnt worth it, its better to take pgs armor 1 and wpn 1 , shotguns, and rush the hive
    maybe wpn 2, but try to rush the hive, if u get a "silent pg" u win in less than 4mins
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    from lack of beacon power I find no reloc worth the effort, whatever the costs.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Darkling, that's your opinion, and if you allow your base to get overrun with aliens in the first place, you were probably losing in the first place.

    Besides, you can always beacon, build PG, and kick ****.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Any base is defendable, its just how you do it.

    Yet I hardly comm, another thing to take into consideration
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