Backup Bases
CMaster
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?
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
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.
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.
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.
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.
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"
Backup bases are only worth it when you have so much res you dont know what to do with it.
<!--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.
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
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.
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
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
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).
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
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.
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.
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.