Jragon
Mar 18 2004, 09:11 AM
you should send all but one rine out to an rt and build another command around there cuz the khaara wont expect it ^^
Cheese
Mar 18 2004, 10:20 AM
?? 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 wonīt 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
JacKnife
Mar 18 2004, 04:25 PM
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.
rknZ
Mar 18 2004, 04:31 PM
Relocation can work very well if you have competant marines and a good spot...
Forlorn
Mar 18 2004, 05:33 PM
| QUOTE (Sm|o||o|th @ Mar 18 2004, 11:31 AM) |
| Relocation can work very well if you have competant marines and a good spot... |
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.
JacKnife
Mar 18 2004, 09:27 PM
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_High
Mar 18 2004, 09:31 PM
| QUOTE (Forlorn @ Mar 18 2004, 12:33 PM) |
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...
|
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.
stooopid
Mar 18 2004, 10:22 PM
| QUOTE (Sm|o||o|th @ Mar 18 2004, 11:31 AM) |
| Relocation can work very well if you have competant marines and a good spot... |
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
Buggy
Mar 19 2004, 10:36 AM
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.
Amelek
Mar 19 2004, 12:18 PM
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.
Cheese
Mar 19 2004, 02:22 PM
| QUOTE |
Relocation can work very well if you have competant marines and a good spot... |
as you said...you need a good spot. But the next RT isnīt often a good spot *g*
Jragon
Mar 19 2004, 08:37 PM
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
Cheese
Mar 20 2004, 03:52 PM
hmm...didnīt 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.
Forlorn
Mar 20 2004, 06:22 PM
| QUOTE (Jragon @ Mar 19 2004, 03:37 PM) |
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 |
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.
deaincaelo
Mar 21 2004, 09:14 AM
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_Dan
Mar 23 2004, 08:05 PM
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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