Relocation

DismanDisman Kentucky Join Date: 2003-04-05 Member: 15227Members
<div class="IPBDescription">Ns_Nothing</div>
I have seen a few comanders relocate go the Generator Area. Granted this is a nice centralized area, I was wondering on your thoughts to reloing to Viaduct, where the hive is. I figure with two ips on each side of an elect. tf and about three turrents would be good starting defenses. You also have about 3 rts right at your disposal. (gen. viaduct, and the one right outside via). I'm am totally new to comming in 2.0 so i was just wondering if anyone has tried this and if it has any sort of success rate. I figured the benefits are as follows:

1. Secured hive lockdown.

2. easy to defend rt's since they are so close to main base.

3. Should be able to get techs moderatly fast and hopefully contain aliens to one hive.
(I know it is more likely they will get 2nd hive up but if they do it will probably not be defended well and be an easy target)


Thoughts? Opinions? Flames? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

Comments

  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Cargo has 2 RT so close it's not even funny, and the option to expand it to 4 RTs (miasmi and generator) And if you can relocate quickly, you can electrify the MS RT <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    i think its an ok place..... but ive seen gorges give the marines bloody hell for relocating there by just go into the vents and placing OC's up on that been that runs atop Via, two or three OC's can severly cut down a spawning marines health..... which means you need to upgrade to siege, just to clear out base. Also that top beam is a really easy place for gorges to bile bomb if they have two hives...........so it really depends on how resourceful the aliens are. imho
  • DismanDisman Kentucky Join Date: 2003-04-05 Member: 15227Members
    Call it a brain fart. I totally did not think about Cargo. Your right. The two rt's are extremly close. I was thinking of vent because of the closed in area think that it would be a good defensive strat.

    Your idea of a competant gorge (OMG if there is one left) building 3 OC's there is a good point. I suppose they both have pros and cons but the more I think about it the more seksyer Cargo looks. I have so much to learn com wise. Oh well. A journy of 1,000 miles starts with a single step. Thanks for the quick replies.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    The trouble with relocating to via (as I see it) is that it's a long way away, both in terms of distance from marine start and regarding how far away RT's are. Kismet et al are further away than miasma is from marine start or generator. This is the major drawback, in my opinion. While gen isn't too far away, the fact that you need to use the lift is a problem. If they catch on to what you're doing and seal off gen with OCs, you'll have difficulties.

    Also - the vantage points. Between the red room vent system and the high gantry/vents in via, a gorge is probably going to cause you difficulties. It depends where, exactly, you relocate to in via.

    You could probably pull it off. It would just be more difficult.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Generator works so well as a relocation position because of it's relationship with the map itself and the crucial areas on it. You have a res point in gen itself, plus an easy expansion to the external viaduct res and the miasma walkway res. From gen as well you can seige ominous kismet, and denying it to the aliens is almost as good as capping it.

    Now generator room itself is a lovely place to defend. Only two entrances, both quite large, and the room is big and open, which is perfect for marine defense. It's very hard to gas the place due to the nature of both entrances and the corridors beyond them.

    Turning to the stratigic bonuses of generator room itself, we see that it's perfectly positioned between viaduct hive and cargo hive. If the aliens do not have cargo as their starting hive, savvy commanders after relocating to gen will quickly move to cargo and set up a secondary base. A double res point plus a hive location makes cargo an extreamly tempting relocation point, but a) it's hard to cover both nodes, thus requiring electrification, b) it's quite cramped in "Room with Things", making for difficult marine defense and c) you're a long way from either of the other hives. Expanding from generator is thus a better choice. If the aliens do have cargo, generator is an excellent position to mount an assault from.
    If the aliens have viaduct, again generator is spot on for an attack. Two nice, long open corridors lead from the generator area towards viaduct and both are prime locations for a seige/phase base. Plus there's the infamous "Red Room" in the vents which can be used for seiging the hive if the com grabs some jetpacks. One of the vents leading there is right outside generator. Viaduct hive is one of those funny places on an NS map where the hive is easy to take for marines, but hard to hold.

    Generator relocations also generally leave the Power Silo hive until last, for the exact same reason as the Viaduct hive. Power Silo is a very easy hive to take down, with 2 loooong corridors on either side that the poor skulks must run down. But once you have Power Silo, holding it is tough. Build in there, and unless you have gls gorges will bile bomb the place to peices from untouchable positions in the rafters. Lerks will also have tremendous fun gassing your marines and spiking your turrets. Thus, Power Silo is best left until last.

    A viaduct relocation has a number of problems. For starters, there's the open area. Lerks will, and do, <i>love</i> areas like Viaduct. Your spawn will be gassed to hell from the walkway and there's little you can do about it until you have jetpacks. What's worse is, a gorge up there can bile bomb your base with impunity, unless you are inside the hive alcove itself, and even then you'll take splash damage. These two factors alone make Viaduct a risky relocation point.

    Another problem though is sheer distance. From the marine spawn to Viaduct is a heck of a trek, and your team is very likely to be wiped out on the way. Generator is just that much closer to marine spawn.

    Thirdly, there's the resource problem. Your two closest nodes are the external viaduct node, near gen room, and ominous kismet. Both are a fair distance away from Viaduct. Which means you'll have to electrify them both, and that means a large res cost early game. You can't seige 4 nodes like in gen room, so you're left with just one under your permenant control.

    Fourthly, there are two vents leading from Power Silo and Cargo Bay that lead to Viaduct. Which means any aliens you kill will be back in the action very shortly. These two vents also come out just near your 2 expansion res nodes, so good luck holding them.

    For the reasons I have stated above, a Viaduct relocation is probably doomed to failure from the beginning. Weighted up against Generator Room and Cargo Hive, it just doesn't cut it. There's really nothing to recommend Viaduct over the marine start; you're better off staying where you begin. It's a good idea, and it could work, but I really wouldn't expect it to. The aliens will very likely get two hives and when they do your spawn will be toast unless you have jetpacks, and with your resource situation being dire as I explained, you'll have a very slim chance of having the res for jetpacks.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Viaduct and Powersilo are horrible, horrible, horrible relocation spots. Have yet to see a Marine team win with any of those. Lerks will spore and spike *everything* and there's nothing you can do about it. Your team will be constantly at half health (meaning they die easy to skulks or you have to spend a fortune on medpacks), your structures will under permanent attack... it's just horrible beyond description.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Gen is as good as Mess Hall was to Nancy, I would just stick with Gen if you wish to relocate.
  • othellothell Join Date: 2002-11-02 Member: 4183Members, NS1 Playtester, Contributor
    RO hit it dead on about generator. Especially with the RTs. You have so many RTs so close that you can either cap them or keep them from being built by the aliens.
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    One crazy strat I saw once on nothing was a two hive, 4 ip strat. The comm dropped cc+2 ip's between the double nodes at cargo hive, and another cc+2 ip's at the node outside powersilo. Doing so, made sure his he had spawning marines all over the map. This was a large server (10vs10). Against the aliens 1 hive+1 building hive, we couldn't keep the kill rate up. We were getting 2 kills per death as skulks, but they were spawning almost 4 times as fast. We managed to coordinate a rush to clear cargo, but couldn't build it since powersilo was still building. So they would sneak a guy back over to drop a cc+2 ip's outside cargo again. And we would have to do it all over again. That's three nodes right there, and they electrified their spawn. From cargo they managed to grab gen and miasma. That gave them 6 to our 4. With that long hall way outside powersilo, skulks couldnt get down it to attack their base at that node outside silo. We had to organize an assault from their start. But with that node being electrified in the middle of their base, skulks were cut down quickly.

    This strat managed to keep the aliens split up across the map and kept us at bay with a superior spawn rate, even though we were killing them at a 2 to 1 pace. Crazy, I never had seen anything like it before.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Double nodes on ns_nothing?
    Have I been sleeping under a rock for a *really* long time?
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    <!--QuoteBegin--2_of_8+Oct 2 2003, 06:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2_of_8 @ Oct 2 2003, 06:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Double nodes on ns_nothing?
    Have I been sleeping under a rock for a *really* long time? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No u havent, some nubblet doesnt know hwat hes talking about if he said this, but i think this is referring to the two rts clse to the Cargo Hive.

    <!--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-->Call it a brain fart. I totally did not think about Cargo. Your right. The two rt's are extremly close. I was thinking of vent because of the closed in area think that it would be a good defensive strat<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Relocating to the "Room With Things" outside Cargo hive has been a major strategy ever since the mapo came out, there used to be a third nearby rt in Communications Hub too but that got removed coz of the speed it gave to whoever was able to take the area.

    As for the vent that leads from cargo to viaduct, boost a marine or two into it and you can successfully kill anything that comes down it then work on viaduct from there.
  • I_play_ns_nakedI_play_ns_naked Join Date: 2003-10-01 Member: 21363Members
    i've read some talk about moving to gen...well it seems like a good idea...but that little platform.....is so annoying for marines...a lerk can plop up there with regen and use spores for a looooong time...or a gorge could mosey himself up there and bile bomb or lay ocs for a distraction while the skulks chew on metal.....generator could be hard to hold.....but for the most part its a good place to relocate....the two best spots for rines is ... rines start and cargo....if u go to via or power its a death trap
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--I play ns naked!+Oct 2 2003, 10:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (I play ns naked! @ Oct 2 2003, 10:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i've read some talk about moving to gen...well it seems like a good idea...but that little platform.....is so annoying for marines... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's why you need to build turrets on the platform or on the pipes on the other side of the room.
  • I_play_ns_nakedI_play_ns_naked Join Date: 2003-10-01 Member: 21363Members
  • 2ed_2ebel2ed_2ebel Join Date: 2003-06-25 Member: 17697Members
    Relocating to Viaduct is good and bad. Cargo is choice because its so close to so many RTs. You got 2 right outside, 1 in generator right around the corner, miasma and marine start arent too far away either. Thats 5 rts and 1 hive locked down the majority of the time. Marines only need 3 rts to stand a chance, 4 and they are in business so its pretty smart to take cargo.

    Problem is cargo is difficult to hold against a semi-cooridinated alien team with out extensive farming. With Viaduct its a whole diffrent story. You cap and electrify the RT in viaduct. You have your Command Chair as far back under the hive area as possible, and you build NOTHING but the RT outside that little alcove where the hive goes. Its extremely difficult for aliens to take if you got 1 marine and 6 turrets there.

    VIADUCT RELOCATION:

    1) CommChair as far back as possible
    2) 2 IPs right next to eachother as close to the CC as possible.
    3) Armory kinda close to the ips off to the right if you are facing the walled part of the alcove.
    4) Arms/Proto Lab as far to the left as possible
    5) PG by the armory
    6) TF Electrified in the middle of the alcove
    7) wall of 6 Turrets at front of alcove about "2 turrets width" in.
    8) 2-4 turrets by Ips/Armroy/ect. to provide cover.
    Optional
    9) If your takign a beating just place as many turrets above the alcove as possbile so that when aliens try to get to viaduct they get shot. It is farming so I look down upon it but it does work great.

    If they Onos rush to take out the Turrets 1 Marine can take him out quick with a shotgun/hmg at lvl 3. Only time I saw this work was with JPs and HMGs/Shotties. They had to farm Generator and get a PG and TF on that upper catwalk in *Generator* but this allowed them to quickly JP rush Marine Start and Miasma to get Elect RTs there. It was a hard fast game and took a bit to set up but once it was it pwned. Im not gonna go into all the details cause personally the fewer whom know about it the better for me as an Alien player. I told you enough from what I saw once we knocked that damn TF out, but Sporing was difficult since they had a small farm on that catwalk in Viaduct ASWELL AS Generator with a PG there too. One of the best games I've ever played, but you MUST have a team that listens and know what your doign to pull it off.

    Benifits from that BTW is that bilebombing and spores are moot against your base. Only raw power can take it out. 1 Marine with a HMG managed to hold off 5 onos with those 6-10 turrets helping him for about 20 minutes. Then we got lerks to actually umbra us and it worked out great when the gorge put the hvie up distracting the turrets (HA! THE ALIEN EQUIVILENT OF THE CC DROP! MUAHAHAHAH!) but we did it.

    -Red
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    Wait the map is NS_nothing right? Uhh... which one <b>is</b> that exactly, the names really don't tend to mean anything to me.
    On top of that, does anyone have a screenshot of all these places? I can't picture it in my head but the Hive names
    keep ringing bellls in my head.

    I feel like such a n00b not knowing which name corresponds to which map, but word association without some kind of visual
    has always been hard for me.
  • 2ed_2ebel2ed_2ebel Join Date: 2003-06-25 Member: 17697Members
    For the longest time I couldnt remember that ns_nothing WAS this map! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Cant...upload...pics...why god!! WHYYYYYY!!!!!!!!
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    Are you trying to do it as an attachment or linked from some other website? If its another website you can point me in that direction I guess.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited October 2003
    Here's a picture of The Great Viaduct, from an old screenshot thread.<img src='http://crcdesign.com/voogru/HalfLife06.jpg' border='0' alt='user posted image'>
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    Ok I know that area... Oh man, I know it, but its just not coming up!
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited October 2003
    It's the hive location on ns_nothing that's in between the other hives.
  • 2ed_2ebel2ed_2ebel Join Date: 2003-06-25 Member: 17697Members
    The problem was on my end. I think i fixed it just some little dumb thing. I was trying to add the file and had the wrong type. luckily someone else posted already so this is a wasste of time!
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    -Red
  • Acidophilus_CulturesAcidophilus_Cultures Join Date: 2003-08-10 Member: 19325Members
    <span style='color:red'>I can't seem to command very good, I can relocate and get lots of resources such as double res or all the res on 1 half of the map.. but after all that.. i research HA and HMG and stuff.. and then 3 res **** just rush in as onos and take out my base in 2 minutes flat... and in all that time i only see 2 skulks..</span>

    <span style='color:yellow'>It's just so annoying how quickly resources add up even when skulks are not getting res bonus for killing marines.. small games are so hard to command.. there needs to be a resource cap in smaller games? stop aliens from getting like.. 2 res per tick when they only have 1 resnode?</span>
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    <!--QuoteBegin--Acidophilus Cultures+Oct 3 2003, 07:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Acidophilus Cultures @ Oct 3 2003, 07:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='color:red'>I can't seem to command very good, I can relocate and get lots of resources such as double res or all the res on 1 half of the map.. but after all that.. i research HA and HMG and stuff.. and then 3 res **** just rush in as onos and take out my base in 2 minutes flat... and in all that time i only see 2 skulks..</span>

    <span style='color:yellow'>It's just so annoying how quickly resources add up even when skulks are not getting res bonus for killing marines.. small games are so hard to command.. there needs to be a resource cap in smaller games? stop aliens from getting like.. 2 res per tick when they only have 1 resnode?</span> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thats why you look to see where the aliens build their first RT's then send your whole team there and take them down and replace with your own RT's. You have to kill alien RT's or you lose.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Red room is a better choice, and once lamed up becomes virtually impregnable.

    Gen is an excellent room because it neatly slices the map in two, forcing aliens to go skulk and use the vents to get to/from cargo. When rines have been taking redroom and gen, it usually makes the endgame a battle for powersilo hive - one the rines inevitably win at that point.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Generator Room is a very nice room.
    Lots of Res in the area, 5 to be exact. 1 just out side to the left of generator room. 2 at cargo. 2 on the lower level. If you play it right you can control all of these nodes and that will very quickly cripple the kharaa team.
    But you need a good commander and a quick team.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Relocating to ominous kismet is also an excellent spot.
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