Repositioning

JragonJragon Join Date: 2004-02-23 Member: 26820Members
you should send all but one rine out to an rt and build another command around there cuz the khaara wont expect it ^^

Comments

  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    ?? WTH ?? what shall this be good for? it wastes res for the relocate, has the danger of your marines dying while tryin to reloate and it takes more time than if you would build in the base... Oh and perhaps i should also say that: one lonely skulk who sees your new base or the marines relocating-->Skulkrush to this place. Oh Marines dead...well we have our lonely Marine in the Base, No Res nodes...yeah i guess we will win this game.

    I did these nonsense relocatas when i started to comm but i found out that they won´t bring you a win. So just stay in the base and build there or check a map overview and search for a good position to relocate
  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    yea Relocation is crappy most of the time if you do it though try to pick a good spot and send some marines there and then send marines to other places while some go to that base so you can get more rts up also try to have them stop and put up any rts on there way to the spot if they dont get any aliens around them.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Relocation can work very well if you have competant marines and a good spot...
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Sm|o||o|th+Mar 18 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sm|o||o|th @ Mar 18 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocation can work very well if you have competant marines and a good spot... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I see relocations work on pubs, but never, ever, have I seen it work on a scrim unless teams are grossly unfair.

    Reason being is that you waste so much res/time on the relocation aliens are halfway towards the 50 res mark... and you won't even have lv. 1 armor...


    Talk about a GG.


    I suppose it works on a large server because aliens get res so much slower, so marines can still match their rate of tech sufficiently.
  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    Yes big servers like 20 player and above relocation works great unless the whole team decides to rush you but youll probably have people scattered around the map
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    <!--QuoteBegin-Forlorn+Mar 18 2004, 12:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 18 2004, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Reason being is that you waste so much res/time on the relocation aliens are halfway towards the 50 res mark... and you won't even have lv. 1 armor...


    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lol...

    Aliens start with 25 res!

    But still, I understand what you meant, and its true. Most of the marine starts serve their purpose just fine anyway. Most of the relocations I see nowadays just don't work at all.
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    <!--QuoteBegin-Sm|o||o|th+Mar 18 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sm|o||o|th @ Mar 18 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocation can work very well if you have competant marines and a good spot... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have seen it work in some cases, but usually it is touch-and-go for a while. Particularly when the dirty aliens have their **** together. I personally feel the relocate is too risky. I've never seen it go off without some serious glitches...

    -stooopsy
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    relocs ... nah, not worth it in general. like Forlorn said, you basically give the aliens a few minutes headstart before you even start teching up.
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    Only time I would relocate is if I commited at least 4 marines to an all out hive rush that was successful, but at the cost of our base. However, some people might simply call that rebuilding and not relocation, but I defer.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Relocation can work very well if you have competant marines and a good spot...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    as you said...you need a good spot. But the next RT isn´t often a good spot *g*
  • JragonJragon Join Date: 2004-02-23 Member: 26820Members
    the idea is the one rine remaining at the first base makes the ip u set up and provides a little cover while the other rines make the rt and the cc primarily then expand further
    after reading my quotes i know they SOUND stupid but i have been in many of these relocates and commanded quite a few too and have rarely seen it lose
    its not a case of relocing then making a huge base there
    its more like making your MAIN base in a diff location and then making many smaller bases using up a lot of rts
    flame at will <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm...didn´t want to flame you if you think i did. Just wanted to show you that its not really worth to do...but hey...perhaps it works for you. Thats good. Unfortunately i ve never seen it, working.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Jragon+Mar 19 2004, 03:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jragon @ Mar 19 2004, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the idea is the one rine remaining at the first base makes the ip u set up and provides a little cover while the other rines make the rt and the cc primarily then expand further
    after reading my quotes i know they SOUND stupid but i have been in many of these relocates and commanded quite a few too and have rarely seen it lose
    its not a case of relocing then making a huge base there
    its more like making your MAIN base in a diff location and then making many smaller bases using up a lot of rts
    flame at will <!--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><div class='postcolor'> <!--QuoteEEnd-->
    Won't work, if you spread out your marines smart aliens will stay and groups and kill each one of them, singling them out till you lost your last base. Meanwhile, this is so expensive you won't be getting any tech, nor stopping their tech... it's just doomed to fail IMO.


    On the other hand, it makes some very very fun games for the aliens, more of a seek and destroy sorta thing.
  • deaincaelodeaincaelo Join Date: 2003-09-11 Member: 20739Members
    this seems more like a distraction strat to me. make them chew on a cc for half an hour while you pwnzor teh world!
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Unfortunately, the 3.0 distress beacon has made relocating mostly worthless, even out of dismal marine start locations. If you think about it, the new beacon is sort of a counter to the cheap onos. Besides, one of the previosuly worst marine start locations (Hera) is now one of the best, Bast isn't around (at least at the moment), Lost is obviously a terrible MS but the rest of the map isn't much better (all the good relocates are a long way away and too risky), and Tanith MS poor location is made up for by the openness, lighting, and phase gates.

    I'll miss relocating, I always thought that made the game twice as fun to command, but it's just not nearly as viable as it was in 2.01.
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