"changing Base"
Shiroh
Join Date: 2003-01-27 Member: 12852Members
<div class="IPBDescription">your opinion?</div> i often see ppl changing base.....(most in Taiwan servers)
especially in ns_caged.....
i saw people rather choose to change their base to refinary than find someone weld the shaft with a welder......fubar
anyway,what do u guys think about changing base?
especially in ns_caged.....
i saw people rather choose to change their base to refinary than find someone weld the shaft with a welder......fubar
anyway,what do u guys think about changing base?
Comments
i am not agaisnt relocations i just think if ppl maintain a tight enoguh defence there is no need to
On the server I play on, every relocation to atmo has ended in a miserable failure. Most comms turret it up and then move out to try to take feedwater. If they can take feedwater they have a chance, if they can't your sunk. Against a semi-decent alien team feedwater becomes very hard to attack. There are so many placed you could put D chambers out of range from the marines (hole in ceiling, water, vent). The only hope you have is a JP rush against refinery with your two RTs.
some maps have more powerful key points than others, but it is possible to benefit from relocating on every map depending on the situation.
Refinery Hive
Cargo bay tripple res
Port Engine room
Computer Core hive
can't match the locations to the map but these seem to be the favourites and it works unless relocation is the comm's only tactic <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I find relocating to be relatively ineffecient, both for the slowed economic momentum and the almost systematical loss of map control when you perform it. The only relocation I ever consider is freight elevator on ns_caged, and it's more for cutting travel time to all hives in half than for the two nodes. It takes forever to get anywhere on caged.
I'm quite fond of semi-relocating though... like dropping IPs in main aft on ns_bast and in cargo on ns_hera.
In NS_Nothing.. ALWAYS.. pretty much ALWAYS try to relocate to cargo.. Cuz if you do, you win.. If the alien spawns at Power Silo and you have your foot in Cargo, you can 80% guarantee that the win is in the bag.
In NS_Caged, I would avoid the starting base and relocate to vent hive or freight elevator access.. Definely not Generator though, that map need some serious redesign because Generator feels like it's in the middle of no where.
I would stay in base in Eclipse because that map is small anyway.. But relocate to Maintainece if you feel the need to.. DO NOT GO TO ECLIPSE because of the stupid bug.
NS_Hera is all about Processing.. most ppl know that.. no matter where u relocate to, the one who secures processing is the winner.
NS_Tanith can be a bit tricky.. The starting base is NOT BAD because it's fairly close to Reactor Room, Reactor Room is the IDEAL place to relocate to all thanks to the 2 nodes, but it is by far the hardest place to defend, if you are serioulsy thinking about going to Reactor Room, make sure it's all mined up and have at least 1 marine ALWAYS stay in base.. The other great place to relocate to is Cargo Hold, you actually still get 2 nodes from there AND a hive! (Some ppl argue it's actually 3 nodes if you count Acidic Solution).. Not to mention you cut off alien's fast lane between sat and waste. If you really do have Cargo Hold, I suggest you get MT asap because we KNOW alien will try to retake this place.
I wouldn't relocate in the one with noname/subspace/port engine (forgot the name).. A JP/HMG rush works really well in the map (a bit too well actually).. If you are really itching for relocation, you might wanna try subspace, but that vent in the ceiling can be a real pain to defend (unless the other team is full of noob and don't know the access from that vent.
a bit risky yeah... but can u give u lots of results.. the baisc relo guide is that u must have
1 rt and easy to defend location,.. make sure that it does give u an advangate.. therefore do NOT relo to atoms(caged), no name,port(nancy) and etc...
as spoken do not forget stratigc value of locations(AKA mess hall)
Mjeh. his is THE most predictable relocation in NS and against a good alien team you won't just have trouble getting there, you'll have trouble after you set up your base too. I don't see any point in relocating on this map but if I had to, I'd pick Generator Room, by far a superior position against and with a decent team.
<!--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-->In NS_Caged, I would avoid the starting base and relocate to vent hive or freight elevator access.. Definely not Generator though, that map need some serious redesign because Generator feels like it's in the middle of no where.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agreed. Generator sucks, Vent and Freight are excellent places since MB is kind of badly placed and open to attacks/infestations from the little vent unless you seal it off. Vent hive is hard to get to and not as good as Freight though.
<!--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-->I would stay in base in Eclipse because that map is small anyway.. But relocate to Maintainece if you feel the need to.. DO NOT GO TO ECLIPSE because of the stupid bug.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agreed. MB is good, Eclipse is BAD.
<!--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-->NS_Hera is all about Processing.. most ppl know that.. no matter where u relocate to, the one who secures processing is the winner.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Argh! No! Relocating to Processing is usually the easiest way to ensure a painful loss against anything but an incompetent alien team. If they don't kill you during the relocation attempt you will end up with 1 RT and getting slowly worn down by aliens while desperately trying to keep their hives from going up. Processing sucks. If you really have to relocate I suggest Cargo (advanced) or Hera Entrance (easy).
there is a porblem with res in a relo.. therefore during your relo try to take a RT or two.. that will help u alot and acutly would disable your res loses.. ofcourse u need a good team to function that
the only danger in processing is actually making it there, several good ambush positions which smart aliens will know that they must always always cover.
But if you can get ips and an armory + mines up in processing the rest of the round is a cake walk.
If you play on chi mayhem, you'll notice that none of the regulars and half-decent players ever relocate to processing anymore. Don't get me wrong, TAKING processing is a good move, but relocating there is stupid.
Sometimes on nothing I might relocate to los paranoias, but thats only if our main base is getting hard to hold. In my humble opinion all other situations it would be best to stick it out in the MB, even in ns_nothing. Its so marine oriented anyways, so you should have no trouble beating the aliens anyways.
1) <u>Resources</u>
A) 30 res for another comm chair, something you already have.
B) Loss of main base resource tower, getting you res and worth 22 res itself
2) <u>Risk</u>
A) Marines lost that cannot be replaced without IP
B) Inability to secure area once there and without a place to fall back . . . BAD COMBINATION.
Dropping an IP, Armory, and plenty of mines, then rushing Resource Towers with mines and securing at least one hive is always better.
Then, if you wish to relocate, do so now.
This also allows you to have two Spawn areas, defeating one of my favorite tactics as alien: Rushing the lightly defended main base and taking out the ips before they know what hit them.
<b><i><u>SUMMARY:</u></i></b>
- Do not relocate at begginning of game, for it is foolish to do so.
- Later on, build another spawn point to "keep your eggs out of one basket" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
kazyras: if marines are oblivious enough to let you build in the hallway right next to their spawns, they deserve to die a terrible chompy death.
Killer White: Both of your A) points are smart cons to consider but I will have to disagree with your B points.
I have seen plenty of relocations where the marines are able to defend their home resource tower for more than enough time to pay for itself, plus it can be recycled so even if you decide not to try and defend it is not a total write off.
Its not any more difficult to defend a relocation than any other marine start, with a steady stream of spawning marines and a few packs of mines, the aliens will have a very tough time attacking, and mines are quite low cost.
And you need to make sure you weigh the cons against the pros, when you relocate you can spawn much closer to key areas of the map, the time in takes for spawning marines to reach the combat zone can make a huge difference in the outcome of a battle. Also, a spawning location is more easily defended than an expansion base. Because of the high probability that there will be marines in the area, and spawning in during the fight if an attack does occur.
2 Reasons:
More room!!! It gets cramp down below and skulks find it easy to hide behind the RT and other structures.
You will have the hieght advatange.
Below skulks jump in water and are safe. Also they can jump out of it real fast to attack. When above you will have plenty of time to see them attack.
Just do not forget to place mines on the 2 RT. Normaly I don't do it just because if an alien attacks one of the res I jump out of CC and shoot it from above where it is safe. If I jump out of cc right next to the RT that is being attacked the skulk will kill me easily.
Just by having 1 base Defender should od the trick.
Before having everyone rush RR I will build 1 IP Just in case. You can always recycle it.
You don't understand. The DCs in the passage from maintenance to processing is step 2. Step 1 is to build 3-4 of them in the corner of cargo. The radius is enough to heal anyone in the aforementioned passage and also a portion of processing itself, but it's -generally- not enough to end the game right there. The marines aren't oblivious to my building 3-4 DCs right next to their base, quite on the contrary, but it so happens that 1 gorge + skulks all with level 3 carapace getting healed at 40 HP/sec >> 0/0 marines.
Even if I somehow fail to build 3-4 DCs in the maintenance-to-processing passage, skulks can still easily trigger mines, run back toward the wall to heal, trigger mores mines, heal again, etc. Mines are cheap and cost-effective defense <i>when you control a good portion of the map, or at the very least a few res nodes.</i> When you only have 1 res node and getting 3-4 res per tick, suddenly they're not so affordable anymore.
If i want to be *safe* when trying for a relocation I'll drop one IP first. That way my marines can still have reinforcements going to an area while i'm setting up. I can always recycle. Oh and btw since you're still in the chair you can always hop out and defend your original RT for a while. If not, thn recycle it once a skulk starts chomping.
jk <3 Future
- Later on, build another spawn point to "keep your eggs out of one basket" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
another spwan???
that cost like 52 res!!! that's a freaking huge waste ihmo..
get armor/wep upgrades instead and your basket will suddnely look all lot better
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You should <b><i><u>never</u></i></b> say never do something. 30 res might sound a lot, but I never miss that kind of amount of it if I happen to loose it. Sometimes I spam 15 med just for the fun of it if a marine asks for one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Btw, never lost a game where I commanded from the start.
Most comms I play with can successfully relocate without building anything at the beginning.
If the relocation fails, the marines are at a huge disadvantage, and given that the marines aren't competent enough to relocate, you have almost lost already. So why bother building an infantry portal at the marine start? You just waste precious resouces.
If the relocation completely fails... then maybe try to build an ip AFTER the relocation failed if you want to keep struggling, but if the relocation worked out that ip would be 22 res down the toilet. And if the relocation does fail, an ip at base is not that likely to help you anyway.
i have witnessed many relocations,
though,my opinion would be that relocating is a very bad idea, since you do have to make infantry portals,losing resource towers and having to biuld something you already have. You should only relocate as a last resort.
-We Bust our GUNS
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Sure, relocating eats away 30 res and slows down a bit, but the advantage comes quite obvious later in the game. What ever you do, however bad you team is; they (Kharaa) will not have third hive abilities or onos. By researching HA and HMG/GL the comm can easily ensure that the marines won't lose the base. As long as the HAs stay alive, you can do whatever you wish and began advancing to take RTs bit by bit. Remember: no onos, spores, bile bomb or xenocide. The aliens will have a lot of trouble in trying to stop you -if the marines are at least half-decend and know how to build structures on their way to the hive...
Yes, relocating is a good idea even if you have a different strategy in mind.