Relocation

XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">Right or Wrong?</div> Relocation was born from the early days of NS. Today it has become an advanced strategy used by many clans. My question is, do you feel this is right? Or do you think it's bumping the balance that the mappers considered when making the maps?
A classic one is relocation to Cargo which I believe many of you are familiar with.

Comments

  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    relocating to cargo, arguably one of the smartest moves, should probably be considered cheap, as you have 3 choke points, and 3 res nodes. that's really CHEAP money.

    Otherwise relocation FORCES the aliens to kill you before reaching their ultimate evolution, which theoretically keeps the playing field even (were it not for those damn JP'ers).
  • cr3amcr3am Join Date: 2002-11-05 Member: 7221Members
    <!--QuoteBegin--Speed 2 Dave+Mar 26 2003, 08:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Speed 2 Dave @ Mar 26 2003, 08:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Otherwise relocation FORCES the aliens to kill you before reaching their ultimate evolution, which theoretically keeps the playing field even (were it not for those damn JP'ers). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    even? a fade vs a HA HMG lvl3 armor lvl3 weapons?
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I believe you are looking for <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=26408' target='_blank'>this thread</a>.

    Regards,

    Savant
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Relocating is vital! It gives the marines huge advantages:

    1.) One less point to secure. This means that you dont need to secure your starting position anymore. You only focus on securing the hive you relocated too. So a 2 hive lockdown can be achieved by holding only 2 key positions instead of three(base+2hives) You can save lots of res you would have invested in turrets/mines for the base that way.

    2.) The hive is always populated because your dead soldiers spawn there and hump the armory. That makes it nearly impossible for the skulks/lerks to take it back since marines+turrets > any skulk rush

    3.) You never face onos. If they take the 3. hive you have lost.


    A great tactic is to instantly relocate to a hive, mine the entrances and send all marines to the 2. empty hive. The ones that die on the way spawn at your hive and can defend it/build while the others set up the phase at 2. hive and put like 15-20 mines around it resulting in a nearly invincible phase gate while you set up the defences.Tada! 2 hive lockdown without a single tf been build. And you spent very few since mines are cheap and 1 shot killers against uncarpaced skulks. From then on you have all the time in the world to capture additional res and to tech up without having to worry about fades.
  • BigtoyBigtoy Join Date: 2002-11-02 Member: 3766Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A great tactic is to instantly relocate to a hive, mine the entrances and send all marines to the 2. empty hive. The ones that die on the way spawn at your hive and can defend it/build while the others set up the phase at 2. hive and put like 15-20 mines around it resulting in a nearly invincible phase gate while you set up the defences.Tada! 2 hive lockdown without a single tf been build. And you spent very few since mines are cheap and 1 shot killers against uncarpaced skulks. From then on you have all the time in the world to capture additional res and to tech up without having to worry about fades. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Be carefull with getting to "comfy" in this so called lockdown. A smart team of aliens will do few things if the marines actually do get two hives setup.

    First, gorge spit (or OC tower spit) can and will take out mines. A gorge with redemption and skulk backup and take out enough mines and/or get a couple OC towers down to take back the second hive location. Add a single lerk for spiking form a distance and it makes keeping that second hive even more difficult.

    However, I have never seen a two hive lockdown early in a game work with aliens that work together (clan matches), so if you can pull it off in a pub server, feel free.
  • cr3amcr3am Join Date: 2002-11-05 Member: 7221Members
    <!--QuoteBegin--Jaml+Mar 26 2003, 09:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaml @ Mar 26 2003, 09:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocating is vital! It gives the marines huge advantages:

    1.) One less point to secure. This means that you dont need to secure your starting position anymore. You only focus on securing the hive you relocated too. So a 2 hive lockdown can be achieved by holding only 2 key positions instead of three(base+2hives) You can save lots of res you would have invested in turrets/mines for the base that way.

    2.) The hive is always populated because your dead soldiers spawn there and hump the armory. That makes it nearly impossible for the skulks/lerks to take it back since marines+turrets > any skulk rush

    3.) You never face onos. If they take the 3. hive you have lost. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    that is the WHOLE point to this thread
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    @bigtoy_j:
    Smart aliens against dumb marines will always win <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I assume equal skill and teamplay. And marines > aliens in the first minutes of the game. And this is a tactic that is used long before aliens can risk a gorge live on the frontline or even go lerk. Let me explain.

    Game starts.
    All marines rush a hive for relocation.
    drop cc
    drop ip
    drop res node
    drop armory
    give out 3 mine packs to secure entrances.
    Rush 2. hive
    while they are on the way get up observatory+phase
    drop phase at their hive
    someone pick up mines go through the phase and mine it.
    Build up defences as usual. (You should have a lot of time to get up the turrets before lerks/gorges/oc show up)

    Very fast and can be done easily with one res node. Saw this multiple times on the #modguide.ns v1.04 server and was very impressed by how effective it was. (Cheap and nearly impossible to counter) The only thing you need is a bit of teamwork on the marine side.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    <!--QuoteBegin--cr3am+Mar 26 2003, 12:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cr3am @ Mar 26 2003, 12:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Jaml+Mar 26 2003, 09:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaml @ Mar 26 2003, 09:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocating is vital! It gives the marines huge advantages:

    1.) One less point to secure. This means that you dont need to secure your starting position anymore. You only focus on securing the hive you relocated too. So a 2 hive lockdown can be achieved by holding only 2 key positions instead of three(base+2hives) You can save lots of res you would have invested in turrets/mines for the base that way.

    2.) The hive is always populated because your dead soldiers spawn there and hump the armory. That makes it nearly impossible for the skulks/lerks to take it back since marines+turrets > any skulk rush

    3.) You never face onos. If they take the 3. hive you have lost. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that is the WHOLE point to this thread <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What i vanted to say with vital is that it is an absolute legit tactic. On pubs only 2 hive lockdowns lead to a marine win since once fades show up marines start to behave like headless chickens screaming OMG, FADES, WE ARE DOOMED and so on. Theres nothing wrong about relocating.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--XCan+Mar 26 2003, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Mar 26 2003, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocation was born from the early days of NS. Today it has become an advanced strategy used by many clans. My question is, do you feel this is right? Or do you think it's bumping the balance that the mappers considered when making the maps?
    A classic one is relocation to Cargo which I believe many of you are familiar with. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't know any good clans that relocate.

    Generally because
    -slows the tech rush down alot
    -most hives are made for aliens
    -good clans usually win the marine side before the aliens get a second hive
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    <!--QuoteBegin--Frogg2+Mar 26 2003, 12:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ Mar 26 2003, 12:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--XCan+Mar 26 2003, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Mar 26 2003, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocation was born from the early days of NS. Today it has become an advanced strategy used by many clans. My question is, do you feel this is right? Or do you think it's bumping the balance that the mappers considered when making the maps?
    A classic one is relocation to Cargo which I believe many of you are familiar with. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't know any good clans that relocate.

    Generally because
    -slows the tech rush down alot
    -most hives are made for aliens
    -good clans usually win the marine side before the aliens get a second hive <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You are right. Clans probably wont do it since they dont need it. In a clan game the comm can rely on his marines and be sure that everyone a.) has aim b.) follows orders. But on pubs tech rushing fails most of the time so its safer to just lock 2 hives and deny the aliens higher evolutions. And a 2 hive lockdown is the safest way to win on a pub and this strat gives you the possibility to lock 2 hives before skulks become a threat(carpace). Basically its a tactic to evade direct confrontation(The mines handle the skulks) except on your way to the hives but your marines should be able to handle a few uncarpaced skulks.
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    I hate to burst your bubble, but it is a strategy used in many public servers, not by many clans.

    The strategy is not good at all. It slows your tech too much and is too risky for virtually no gain.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Null and void anyway. Read the 1.1 news. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Right now relocating is too easy. Other then that, it's perfectly OK.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    There's another relocation tactic, other than rushing a hive: relocate to a point of the map that allows you to control several resource points simultaneously (devastating on cargo bay as it has both a hive and 3 resources), or rush to a spot between 2 hives that allows fast attacks on both (classic example: processing, but the area with the moving door between generator and ventilation on nc_caged also can be very effective.).
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    Relocation is something that is part of the game, but if the aliens head the relocation off, then the marine just wasted alot of resources with a PG/CC/TF etc, however it seems that relocation is something that will be made obsolete by 1.1
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I'm pretty sure clans use relocation. Actually very rarely to a hive but more often to a strategic position, like freight elevator in Caged.
    The thing I find bad about relocation is that you mess up with the mappers' original intetions of the map and tip the balance toward one side. As someone else stated in previous thread some time ago. What if Aliens could set up hive anywhere they like?
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