Marines Relocate Strat

FroglokFroglok Join Date: 2002-12-12 Member: 10747Members
<div class="IPBDescription">Marines Relocating at Empty hive</div> Marines relocate Strat,.

Has any one seen this dont. I have never seen the marines loss when they do this. its very powerful

its very simple

1) Marines defend the base while they build 2 portals.
2) when the 2 spawn portals are built they all run to hive build command chair and 2 spawn portals then recycle everything at there main base (whats left most times aliens will have destoryed most if it by now)
3) Build turret factory and about 3 turrets and ammo supply thingy, while you do that have 1 marine scout out the other 2 hives and find out what one is empty.
4) have marines go to the empty hive and build phase gate in your main base and the new empty hive. then build up the second hive. (build a seige turret at both hives makes it very hard for then to take back hives.


Games over! Marines win. I in the last 2 days of playing NS I seen this done about 8 times and the marines never lost they get both hives before aliens even know what happend. Its when ever I am on the alien team and they kill the spawn portals and command chair in the main base they get excited and think they won. meanwhile the marines are building in there second hive <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> hahah

IMO this strat is to strong and may need to be nerfed in later patch,. its way to hard for aliens to win (if they can). I could be wrong, maybe the more its used the aliens will know whats happening and there will be a defence for it.

Comments

  • IronshirtAIucardIronshirtAIucard Join Date: 2002-11-22 Member: 9635Members
    Yea, I've seen this a few times, and I must say, this is the dumbest strat I have ever witnessed and be a part of.
    Right from the start, you lose 30 resources for the comm chair AND a securable resource point when you give up your starting location.

    You're stuck turtling with the single resource point within the hive itself and you're facing the same containment strategy employed by the alien at a disadvantage.

    Aliens with two hives can rip anything except grenade launnchers. Unless your comm rushes the armory upgrade, you're not going to have GL, and you're dead when the fade/lerk combo enters the scene.
    If you do have GL, the alien will simply stand back and watch you turtle as the gorges dominate the map with chambers.

    The only reason this strategy has ever succeeded is either because you have good marines vs inept aliens, or cooperating marines vs aliens that rather cuss at each other than walk in the same direction, or good marines vs skulks that just downloaded NS, or marines vs aliens, where 1/2 of the aliens... are gorges.. Even then I'll give the aliens a 35% chance of pulling it off <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • DraegerDraeger Join Date: 2002-11-06 Member: 7255Members
    I have seen this work pretty well a couple times... I was quite impressed. It was on Eclipse I believe, and we started in comp core. 1 gorg 5 skulks. We started doing the usual (most rush base, some people jack around). The base was NOT abandoned, which would have clued us in. They left their structures up there, and left a marine or two around to fool the marauding skulks; but within two skulk rush waves on their start location, they had relocated into both hives. Of course this stretched them quite thin, and a decent alien team could have taken apart the new base they least favored, but we didn't realize that they had taken BOTH of our other hives, we just figured they had moved to one of them.
  • TheGunslingerTheGunslinger Join Date: 2002-11-10 Member: 8126Members
    Building a CC and IPs in the hive is a great idea on pub servers. It makes it so there is always a "mobile turret" in your hive-base.

    As for never seeing it fail? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Heh. I ate one tonight. Fades can do a lot of damage when they have DCs to back them up.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I see this fail much more often than it's successful. Personally, I've done it once while commanding, and it worked.

    I don't think it needs to be nerfed at all though. IMO, it's the equivalent of the primary alien rush. If it works, it's very powerful. If you mess up, you bite it *hard.*
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    I always consider my first hive as a possible fallback point to set up a full comm center. *However*, I rarely go into the game with this as my primary strategy unless I'm just trying to have some fun with my friends. If you're smart about it, often times you don't NEED to abandon your main base and spend all those extra resources. And if you don't need to, why gimp yourself by doing so?

    Many times I'll do this:

    Build IP, IP, Armory in main base. Keep one guy here who can shoot well. One accurate marine is worth 5 turrets.

    Send the rest of the force to a hive. Build the res node, a turret factory with 2 turrets (yes, this means you must be careful where you place that factory so you can keep it covered), and then put up the Observatory AT THE HIVE, and then a Phase gate. At this point, I will often place the main base Phase gate, and hop out to build it myself while the guard marine keeps me covered.

    The reason I like the Observatory at the hive is because I consider that location absolutely a MUST hold location. And if that's the case, I would like to place all my upgrades where they will be watched over continually. If I have to abandon main base, I can build a comm chair in the hive and still have all my upgrades there instead of back at my (now ruined) main base.

    When doing this, you have to be careful about which hive you take first. Some are definitely WAY harder to defend than others. And if you setup in a hard to defend hive, you might be setting yourself up for a quick loss.
  • FroglokFroglok Join Date: 2002-12-12 Member: 10747Members
    <!--QuoteBegin--[Ironshirt]AIucard+Dec 13 2002, 03:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Ironshirt]AIucard @ Dec 13 2002, 03:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yea, I've seen this a few times, and I must say, this is the dumbest strat I have ever witnessed and be a part of.
    Right from the start, you lose 30 resources for the comm chair AND a securable resource point when you give up your starting location.

    You're stuck turtling with the single resource point within the hive itself and you're facing the same containment strategy employed by the alien at a disadvantage.

    Aliens with two hives can rip anything except grenade launnchers. Unless your comm rushes the armory upgrade, you're not going to have GL, and you're dead when the fade/lerk combo enters the scene.
    If you do have GL, the alien will simply stand back and watch you turtle as the gorges dominate the map with chambers.

    The only reason this strategy has ever succeeded is either because you have good marines vs inept aliens, or cooperating marines vs aliens that rather cuss at each other than walk in the same direction, or good marines vs skulks that just downloaded NS, or marines vs aliens, where 1/2 of the aliens... are gorges.. Even then I'll give the aliens a 35% chance of pulling it off <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Other then the 1 Resourse the "starting base" has NO tatical advantage in the game, the Money you loss on buying a new Commandor Chair is Saved cause you only have build defences for 2 hives not 2 hives and a pointless base.

    The KEY to this strat is you GET BOTH hive FAST!! By relocating and spending nothing at your "starting base" you can build up the "New Hive Base" almost as fast as it would take build up a "starting base" . Once you Got 2 - 3 Turrets in the "New Hive Base" you move on to you SECOND HIVE and build it up. You Will be able to Recycle everything at the "starting base" to get Extra money to start the "New Hive base"

    With This strats You will be going to get your Second Hive when the Regular Marnie Strat well be starting his First Hive! When you get a second Hive you will have only 2 places to defend and build up. You now turtle the **obscenity** out of your 2!! HIVES! with lots of turrets, phase gate, and 1 seige turret each. Once you have both Hives you basicly win. there is not much the Aliens can do other then build Def. and Offence tower all over the map to prolong the game.


    Resouse Nobs Mean very little in the game it all about who gets the hives in a game were a Marines Commander waste time capping and defending Resouce nodes at the start of before they go for hives are putting then selfs at a disadvantage.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Two caveats on this strategy:

    1)You cannot use Distress Beacon, since your spawn will be away from the action and may, in fact, be overrun by aliens.

    2)If your rush fails, (for instance, if you randomly pick the hive that the aliens begin with) you are dead.

    Otherwise, I think this is a decent strategy. You ARE giving up a bunch of RP's by doing this, but as long as you're alive you should be able to keep the aliens at 2 hives, maximum. This is a pretty big step towards wininng the game.
  • digidigi Join Date: 2002-12-14 Member: 10794Members
    today our commander decided to relocate our base into the vents!!! this was sooo fun... the only problem was we couldn't build much because a lot of the buildings began to sink trough the floor and disappear after they where built.... anyway a lot of fun and an unbeatable place for the aliens...
  • TheGunslingerTheGunslinger Join Date: 2002-11-10 Member: 8126Members
    No resource nodes in vents. :\
  • RUAewokRUAewok Join Date: 2002-11-02 Member: 4159Members
    I think the best strat is sending both teams out to the 2 empty hives and trying to get Phase up really quickly at both locations or near both locations and slowly securing each site.
  • sillYsillY Join Date: 2002-11-20 Member: 9462Members
    first of all, do not move your base just for the sake of it. there are several possible reasons to do it:

    1. better strategic positioning (see map analysis below)
    2. ability to secure mad res (also see below)
    3. easier to protect then marine start (see below)
    4. main is being overrun and you just have no other choice



    relocating will probably work if:

    1. you didn't build too much stuff at the original base.
    2. you are relocating into the hive with a res. nozzle in it and at least one close by.
    3. your marines know how to move as a group (this is a big problem on pubs at this time)
    4. as soon as comm chair, portals, ammo station and observatory are built at new base, you move at least a few people towards the 2nd empty hive.
    5. aliens can't figure out what you are doing until it's too late

    relocating will not work if:

    1. most of your team is parasited
    2. most of your team is dead before you build comm chair and portal
    3. you start turtling up your new base like mad, basically it works like this: you build more then 2 turrets = you lost (assuming aliens know what they are doing which is not always the case)
    you MUST move out of the hive as soon as possible even if it means minimal protection.
    4. instead of wasting their time chewing original comm. chair, all aliens rush to your new base (rarely happens)
    this means there's a good chance they will block any attacks form your new base even if they don't overrun it right away.
    5. marines have no idea what's going on and stare at new com chair with amazement, then run away (yes it happened to me, i also got ejected a few times when i announced we are abandoning the original base)


    short analysis of hive relocation on specific maps:

    ns_nothing:

    if you can move your base to cargo bay, this is very good move as you can easily secure 3 res nozzles in no time (hint: use mines - there are only 3 entrances to the whole cargo bay area, all easily mined/turreted). then it's short and safe trip to viaduct hive (vent then corridors - hard to ambush). you even stand a good chance vs. fades if you keep them from destroying res. towers.

    ns_hera - moving your base to any hive is a BAD idea. they are all hard to build in efficiently, have multiple entrances/vents and 2 of them don't even have res in the hive room. hint: if you really wanna move your base, move it to processing. weld the vents, secure holoroom for res and siege away. unrelated hint: the only way to win this one as a marine (esp. if you dont want to move to processing) is liberal use of phase gates and conditioning your marines to use ONLY phase gate for travel.

    ns_bast -
    bad idea, engine room is easy to isolate from the rest of the map, feedwater is hard to build in and refinery is lerk heaven.
    actually there are no good spots to move your base into, esp. considering the fact that it's very easy to defend your original one.

    ns_nancy:

    works both ways, if you can move your base into port engine, you will be a bit starved for res but in a very good position.
    moving into unnamed is asking to be bottled up by a crafty gorge. subspace is not a bad choice, actually i think a pretty good one if you can hold mother interface as well.

    ns_eclipse:

    this is where it works best. all hives are much closer to each other then to the marine spawn. 2 hives (eclipse and maint) have res. nozzle close by AND in a very important strategic locations (triad and s. loop)

    ns_caged

    i'd say 50/50, once you weld the vent in sewer vestibule, it is VERY easy to protect your original base (hint: mines + 1 guard). generator hive has a very defendable location, so if you main is being overrun and you have sm1 close to generator hive, rebuild there by all means. i wouldn't move to sewer, ventilation is ok but not great.

    ns_tanith

    all have locations make VERY good marine bases, providing you cover/seal vents. the trips between hives are way shorter and safer then between marine start and any hive.
  • ArkaineArkaine Join Date: 2002-07-12 Member: 914Members
    I got my very first win as a commander with this type of strategy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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