Backup Bases

CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
<div class="IPBDescription">Does it make any sense?</div> Often, when I've been a comm and have fortified another base location (in a hive for example) I'll drop a CC and IP there. The advantages of this are twofold:
1) If primary base gets knoced down, we can still carry on (Ive seen marines owning a map die due to a good attack on CC and IP)
2) Marines who dont pay proper attention to whats going on get to see the other base and learn to help protect it when I shout "Phase to XX"

Is it really not worth the 40 res as a backup, or does this idea just not occour to other comms?

Comments

  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    I'd say no, because 40 res is a LOT. If your entire team can't follow a command to phase, what chance to do you have of winning the game anyway? That's res that could net you motion tracking, weapons 3, or something from the proto lab. I do it sometimes if I've already got all the upgrades and have tons of res, but then I've usually won anyway.

    However, if your base is under heavy attack and all the marines are away from phase gates, it doesn't hurt to do this early because you never want to have 0 IP's.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    edited November 2003
    <!--QuoteBegin--CMaster+Nov 28 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CMaster @ Nov 28 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) If primary base gets knoced down, we can still carry on (Ive seen marines owning a map die due to a good attack on CC and IP) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    when the base is going down, forget about it and relocate. you'll hopefully have a minibase outside a hive or something. i dont know HOW many games have been lost b/c the comm didnt reloc before the cc went d own.

    relocating in advance though (i.e. backup base) is a bad idea cause that res could be doing much more productive things.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    I've thought of the same strategy. Building outposts outside main base. This would increase the rate of respawning and allow marines to start outside the base, maybe in a currently threthened zone. But as you said, it would cost lots of res. But then again in 3.0 you can recycle un-occupied CC:s and this would bring back some of the used resources (I assume that IP:s work even after the nearby CC is destroyed/recycled)
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    Imo this a very bad strategy due to inherent need to rally marines in groups. When ips are located at two different spots on the map, it causes confusion among field troops and often divides groups. While this isn't a big issue in a good clan team, on pubs this will harm marine teamplay.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Relocation in advance is easily exploited by aliens since they can spot it, then leave it alone........... waiting for your marines to actually execute the relocation, at which point they'll be mown down.



    When I relocate, it tends to be somewhere hard to find and ideally not near somewhere the aliens know I am. Vents are good places. Bear in mind my concept of a relocate is two IPs plus CC. Relocating to a minibase only further highlights that base as a threat. If you relocate elsewhere, you split the enemy - more effective than relocating to one big base, where you *will* be encircled and besieged by the aliens. You might last a bit longer than a two IP and one CC relocation to a vent, but you will *still* lose.
  • RuneGreyRuneGrey Join Date: 2002-11-02 Member: 4844Members
    Backup bases were a good idea back in the old days, before NS was made to have a much shorter overall playtime. But at this point you simply do not have the time and resources to waste on a 'contingency', no matter how logical it would be in a more realistic situation. If you want to win, you can't afford the time it would take to throw 40 resources into establishing a new beachhead, unless you are in imminent danger of losing because of lost off your CC and IPs.

    In fact, I am not a big fan of relocations for any reason - these days you just can't afford to take the time to do it against the big alien rush, not to mention it just usually leads to an endgame where the aliens have all 3 hives and you're camped out in your new base doing rambo attacks on hives with jetpacks... if you're lucky.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It's the same logic that makes turrets farms somewhat silly: would you rather be spending that res winning or ensuring that your loss takes longer?
  • SchmeebisSchmeebis Join Date: 2003-11-30 Member: 23782Members
    <!--QuoteBegin--Doobie Dan+Nov 28 2003, 07:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Doobie Dan @ Nov 28 2003, 07:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd say no, because 40 res is a LOT. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Mmm, if the marines have secured 5 res nodes, it only takes eight ticks to get 40 res. Plus, with RFK you could get the res in 5 or 6 ticks.

    It's an interesting idea, but seems like too many mental calories to track marines spawning from two different places. Then again, if you have phases up, then it could be very easy.. "Phase back to base for a sec to pick up a JP and shotgun"
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    The only time you need a second base is in the last hive of the aliens while you are spawn camping them. Then you definitely need a new cc, 3 ip's, armory(dont forget to advance so you can drop gls in another 3 min's),4 arms labs just incase you lose a couple dont forget the proto so you can jp up and knife the hive.
    Backup bases are only worth it when you have so much res you dont know what to do with it.
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    One situation to make a supposed "backup base" is not really for backup--but rather, if you really want an area to be heavily defended. For example, if the Kharaa keep doing borken rushes towards a hive location, usually I'll stick an IP somewhere safe in there as well so 1/2 of my marines will get back in the action faster. Works well in pubs when you scream "PHASE {PHASE PG PGF ARRGH" and everyone ignores you.

    <!--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-->Imo this a very bad strategy due to inherent need to rally marines in groups. When ips are located at two different spots on the map, it causes confusion among field troops and often divides groups. While this isn't a big issue in a good clan team, on pubs this will harm marine teamplay<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Actually, if your marines are actually smart enough to rally together into groups, they're smart enough to figure out what you mean when you say "Group up in main base." On the other hand, if that kind of layout DID confuse marines, then those marines probably wouldn't have the ability to stick together as a group anyways.
  • Fat_Man_Little_CoatFat_Man_Little_Coat Join Date: 2003-12-02 Member: 23857Members
    The closest that I've come to is when I relocate, I usually have one IP at Marine start, as a backup. When the Marines arrive at the determined relocation and set up my base, I'll usually leave the first IP up until original base node is electrified or if I'm expanding in that area as well.
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    edited December 2003
    don't forget the speed element also. The minute it takes 3 or 4 marines to set up a CC and an ip or two, + some other defences (maybe) is valuable lost time. that's a minute that the marines could have been gaining territory, taking out enemy res nodes, defending your own, or just killing aliens for rkf. every structure you build not only drains your physical resources, but also the "hidden" resource, time.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--Turkey22+Dec 1 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Dec 1 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only time you need a second base is in the last hive of the aliens while you are spawn camping them. Then you definitely need a new cc, 3 ip's, armory(dont forget to advance so you can drop gls in another 3 min's),4 arms labs just incase you lose a couple dont forget the proto so you can jp up and knife the hive.
    Backup bases are only worth it when you have so much res you dont know what to do with it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How about.. no.
    A) You never spwancamp.. its lame
    B) If you have that much res, get a HA train and END THE GAME
    C) Its no fun for the aliens to die as soon as they spwan, while noone shoots the hive
    D) If you do that, your a nub comm and deserve to be shot.

    There nothing like.. oh they had too many OC's, we couldn't get in.. theres siege and GL's for that
    or theres too many onos.. SG + HMG
    or we don't have enough res.. you dont need res to win.. you don't even need a cc (I've won games where we lacked a cc).. you just need to loose your fear of dieing, rush into the hive and put a clip of lmg ammo into it. then repeat 5 marines doing this will have the hive down in no time at all
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--devicenull+Dec 7 2003, 12:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Dec 7 2003, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Turkey22+Dec 1 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Dec 1 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only time you need a second base is in the last hive of the aliens while you are spawn camping them.  Then you definitely need a new cc, 3 ip's, armory(dont forget to advance so you can drop gls in another 3 min's),4 arms labs just incase you lose a couple dont forget the proto so you can jp up and knife the hive. 
    Backup bases are only worth it when you have so much res you dont know what to do with it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How about.. no.
    A) You never spwancamp.. its lame
    B) If you have that much res, get a HA train and END THE GAME
    C) Its no fun for the aliens to die as soon as they spwan, while noone shoots the hive
    D) If you do that, your a nub comm and deserve to be shot.

    There nothing like.. oh they had too many OC's, we couldn't get in.. theres siege and GL's for that
    or theres too many onos.. SG + HMG
    or we don't have enough res.. you dont need res to win.. you don't even need a cc (I've won games where we lacked a cc).. you just need to loose your fear of dieing, rush into the hive and put a clip of lmg ammo into it. then repeat 5 marines doing this will have the hive down in no time at all <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    He was kidding. Notice he said to build 4 arms labs, a statement that is obviously not meant to be taken seriously. His point was that if you had a million res you could build a backup base, but by then there should be no need to.
  • UrzaUrza Join Date: 2002-12-24 Member: 11514Members
    face it:
    if you lost your base early on, you've lost anyway
    if you loose your base in late game, you'll loose an upgraded armory. armslab, protolab, ips, resource tower, etc etc, you're lost anyway.

    Loosing your base = certain death
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--i'm lost+Dec 7 2003, 05:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Dec 7 2003, 05:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--devicenull+Dec 7 2003, 12:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Dec 7 2003, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Turkey22+Dec 1 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Dec 1 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only time you need a second base is in the last hive of the aliens while you are spawn camping them.  Then you definitely need a new cc, 3 ip's, armory(dont forget to advance so you can drop gls in another 3 min's),4 arms labs just incase you lose a couple dont forget the proto so you can jp up and knife the hive. 
    Backup bases are only worth it when you have so much res you dont know what to do with it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How about.. no.
    A) You never spwancamp.. its lame
    B) If you have that much res, get a HA train and END THE GAME
    C) Its no fun for the aliens to die as soon as they spwan, while noone shoots the hive
    D) If you do that, your a nub comm and deserve to be shot.

    There nothing like.. oh they had too many OC's, we couldn't get in.. theres siege and GL's for that
    or theres too many onos.. SG + HMG
    or we don't have enough res.. you dont need res to win.. you don't even need a cc (I've won games where we lacked a cc).. you just need to loose your fear of dieing, rush into the hive and put a clip of lmg ammo into it. then repeat 5 marines doing this will have the hive down in no time at all <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    He was kidding. Notice he said to build 4 arms labs, a statement that is obviously not meant to be taken seriously. His point was that if you had a million res you could build a backup base, but by then there should be no need to. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've seen comms do that.
    So don't think they dont
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I wish Null were joking, but I too have seen the game being drawn out purely because the marines wanted to siege the base from miles away behind hundred of turrets.


    Back on top - backup bases aren't smart. Minibases aren't too bad if they're put in choke points (not parked on top of hives or nodes, since these areas are so easy to take that its not funny). Relocates shouldn't be to the minibase (they just decrease the number of targets for the enemy) but should be to vents or some other hideyhole from which you can ninja a hive, instilling the fear of Flayra in the poor buggers as they try and find your "PG" (really your two IPs and CC in a vent round the corner).
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    edited December 2003
    <!--QuoteBegin--i'm lost+Dec 7 2003, 04:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Dec 7 2003, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--devicenull+Dec 7 2003, 12:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Dec 7 2003, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Turkey22+Dec 1 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Dec 1 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only time you need a second base is in the last hive of the aliens while you are spawn camping them. Then you definitely need a new cc, 3 ip's, armory(dont forget to advance so you can drop gls in another 3 min's),4 arms labs just incase you lose a couple dont forget the proto so you can jp up and knife the hive.
    Backup bases are only worth it when you have so much res you dont know what to do with it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How about.. no.
    A) You never spwancamp.. its lame
    B) If you have that much res, get a HA train and END THE GAME
    C) Its no fun for the aliens to die as soon as they spwan, while noone shoots the hive
    D) If you do that, your a nub comm and deserve to be shot.

    There nothing like.. oh they had too many OC's, we couldn't get in.. theres siege and GL's for that
    or theres too many onos.. SG + HMG
    or we don't have enough res.. you dont need res to win.. you don't even need a cc (I've won games where we lacked a cc).. you just need to loose your fear of dieing, rush into the hive and put a clip of lmg ammo into it. then repeat 5 marines doing this will have the hive down in no time at all <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    He was kidding. Notice he said to build 4 arms labs, a statement that is obviously not meant to be taken seriously. His point was that if you had a million res you could build a backup base, but by then there should be no need to. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've seen it done, I'm not ready to brush it off as a joke if it actually happens. It's cruel and dishonorable. DON'T DO IT - This is why the NS community isn't as great as it used to be
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    If the back up base is just a contigency if your main base goes down; why build an IP before it is needed? a CC nestled behind a node should suffice until a relocation is needed.

    This also brings the possiblity of a 'fakie' reloc of sorts when your base does go down.
    Say you have 3 contingency CCs scattered throughout the map. If you drop an IP at each of them, the aliens are divided between 3 locations and the marines don't necessarily have to trek over the map to get to the new spot. With the reloc sucessfully executed, the remaining 'red herring' IPs at the other CCs can be recycled.
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    On the average map, Relocation is just not worth it at all. Sure you can win with it, but it isn't as good as other strats. Hey I mean, you can win with sensory too...It's just not as good as Def first.

    Relocation is only good on maps with HORRIBLE marine start location, and a GREAT place to relocate to. FYI: This usually does NOT include double nodes, they usually aren't good places for relocation bases. Now we rarely did this, but sometimes it IS a good idea to add a secondary base to double node on Veil. It is very close to 2 hives, and is a decently secure location. It only lacks from the high vents which you can control pretty well just in front of double node. It is a good area to "fortify" even in clan matches to help put the nail in the coffin.

    If you are going to relocate or set up a secondary base you need to be close to nodes and hives. On bast for example relocating to Feedwater is a DECENT idea. Bast marine start is mediocre at best, and only has Aft node close to it. Double is somewhat close but a hard area to control. Elevators and Revolving doors waste a ton of time to get out of the marine start. So relocating to feedwater STILL gives you the close to double node advantage of marine start, and gives you a second close node (Tram tunnel) which is easier to get to then Aft because there isn't a rotating door announcing your arrival. Tram Tunnel is the most lopsided room on the map for marine dominance, making it easy to leave your base in Feedwater. You also get control of a hive. It is a pretty simple walk from Feedwater to Refinery, which allows you to take over the map. Again, I wouldn't do this all the time, but it is a good "trick strat" that has good results.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    why get backupbases when you can get a cc and an IP down almost as fast as the entire alien team can kill your CC?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    2 ips plus cc in sneaky location = team regeneration in seconds = shock hive rush.

    2 ips, cc, armoury, tfac (elec), turrets, sieges in the most obvious spot (dbl node for example) = easy to spot free lunch for aliens = marines lamed into minibase endgame.





    Basically.
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