botelhorui
Nov 2 2006, 06:12 PM
Sometimes when I pplay with pros comms on some maps like ns_hera they decidde to replace a new base on station entrance... (very popular)
And I wonder why=!!? is that because on the initial base the resource tower is very distance from IPs? so it leaks on protection? or is about place in it self? isnt it suitable=?
zerwalter
Nov 2 2006, 06:46 PM
Relocation has to do with the advantages of the new location over the default location. However, that is not to say that the default location is deficient in some way. For example, on hera, the commander may relocate to holoroom. Although difficult to execute, this relocation has several nearby resources nodes and offers good control over the center of the map. Rememer that relocations aren't perfect and many times they are more dangerous than marine start.
Now, the particular relocation that you are talking about to the landing pad on hera does not offer many benefits apart from putting the team's structures behind a large door. In fact, it's often a hindrance to be on the landing pad. Structure building space is limited; resulting in cumbersome, ineffective base designs. Also, the door has to be open for marines to get anywhere on the map, which cancels out the defensive benefits of the door. It's anyone's guess as to why it's so popular.
Lofung
Nov 3 2006, 01:40 AM
usually the marine starts are located in the rim of the maps so they dun have a very good efficiency in expanding and gainning control in maps. if u move to a location to somewhere closer to the center of the map, your marines may reach more nodes in less time and it pressure the hives more imho, though it may cost you 20 res more and slower your beginning.
it depends on what the map you are on and how confident u r at your rines. if ur rines tend to be below average, they are very likely to be wiped out while relocating even with 1 backup ip in the ms. though if u succeed, you may gain some advantages,
later, as it is a long term investment. a relocation almost means u cant distress. so relocating really depends on your strat and style.
now station entrance. where was that lol. sorry i havent comm a lot these days. if u r talking about the room left hand side below station entrance, hmm. its a large room letting marines easy to aim, lots of space to expand your base and u gain easy access to archiving. but i dun think relocating there is a very nice idea cause it dun give a very easy access to the other 3 rts now. it was when theres a rt in systems, but not anymore
hope i am correct
Shzar
Nov 3 2006, 09:02 PM
The only time I've ever seen a relocation to the landing pad is when the marine team is seriously failing and they want to extend the game as long as possible. If you keep that door closed, pass out a few HMGs, you can mince anything that tries to come through (though if a lerk gets out into the open air, it will make your life a living hell).
Relocs in general can be really fun; it's neat to see how the game changes when base is somewhere other than marine start. I've even seen games where marines had ips in both MS and another place, say, double node on ns_caged. That way, marines get three nodes by default, and it's just a matter of phasing or beaconing to defend MS.
BadMouth
Nov 4 2006, 07:26 AM
Relocs r good if u got a better tactical place to go to. But in my opinion, its a bit risky if most of your team dies on the way there and it takes up some time at the start of the game to move the base.
Anyima
Nov 9 2006, 05:19 PM
I use to com alot in the previous verisons.
I feel relocation isnt "AS" effective as it use to be.
Back in the older days when u relocate, u practically put a wall of defence where aliens tend not to go through and to also prevent aliens from WoLing it. Not to mention it gives u easier access and all the other benefits of being in that keylocation. But then u might as well just use a phase gate.
B4 there was somewhat a need to defend key locations with static defences like electrified RT or turrent farm. But nowadays with current strategies, it isnt as important (actually probably no importance) to defending a key location with any static defences except with a phase gate, perhaps covered in mines. Even Marine spawn shouldnt have the need of any defences
BadMouth
Nov 10 2006, 02:11 PM
You still need to lockdown hives and to do that effectively, turrets would be needed. even if u just put a PG at the hive, there is a chance that the aliens might just drop a hive anyway and pray like hell you dont notice it.
As for defences at base, I still think its needed, especially on impt buildings like AA or arms lab. A few mines is enough.
Lofung
Nov 10 2006, 03:02 PM
QUOTE(BadMouth @ Nov 10 2006, 10:11 PM) [snapback]1575468[/snapback]
You still need to lockdown hives and to do that effectively, turrets would be needed. even if u just put a PG at the hive, there is a chance that the aliens might just drop a hive anyway and pray like hell you dont notice it.
As for defences at base, I still think its needed, especially on impt buildings like AA or arms lab. A few mines is enough.
turrets may trigger a mc rush which will be less likely happening by electricitfing an rt or mine or just leave the gate alone
glimmerman
Nov 11 2006, 02:59 PM
electrifying without turrets also has the downfall of being hit by bile bombs, although turrets can get owned as well by bile. Its best just electify the place with a PG, that way you can get rines to phase there when needed.
Faskalia
Nov 13 2006, 08:19 AM
QUOTE(Lofung @ Nov 10 2006, 04:02 PM) [snapback]1575485[/snapback]
turrets may trigger a mc rush which will be less likely happening by electricitfing an rt or mine or just leave the gate alone
Dont forget, that mining an RT is way more moral breaking, thatn elecing it.
Nothing pisses a skull more off, than a mine pace on an RTs foot
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