Move The Base...there!

Faded_TigerFaded_Tiger Join Date: 2003-01-25 Member: 12713Members
edited February 2003 in Frontiersmen Strategy
<div class="IPBDescription">"It's got better wallpaper"</div> Hi all,

Now is it me or is there a sudden need for Marine Commanders to move base.

I have just played two games one after the other where the marines decided to move.

The first game I was Kharaa so I cannot say if both games had the same marine commander or not but this is what happened. I and my fellow Kharaa spent well over an hour as gorges, skulks or lerks. We had control off 90% of the map but the pesky marines had two of our hives. Unfortunatly even when they upgraded to HA/HMG they had so little rp only one or two HA's appeared at a time. Everytime they tried to set up a seige we rushed it. All in all it became a stand off with neither team really enjoying it so we declared it a draw as Marines would eventually win by saving up their single rps and moving out en masse to our one hive. Now whilst the game was fun for Kharaa how much fun could the poor marines have had sat in a hive twiddling their thumbs waiting for rps.

The second game I went marine and had an irritating Commander treating us all as if we were noobs and berating us for dying under massed skulk attacks when he sent us to one room he wanted for his new base. On and on we tried to gain that room only to die and he rode us all the time saying we were doing it wrong and his was the only way to win the map. How many times have I played the map before and won by holding the base and growing carefully not losing rp on eight lost phase gates eight lost tf's and eight lost resource towers. Then to top it all after wasting all our rp and dragging us all down he suddenly went into defeatest mode crying out "That's it we've lost now" over and over again when nothing bad had happened apart from we hadn't gained his precious room.

Now the question I am asking myself is...... Is this "need to move base" due to the v1.04 (edit thx unknown) upgrade? Sure, there was always the odd base move but usually only when required not a "must do it" requirement some commanders seem to demand even if it jepodises the enjoyment of the game.

What are your thoughts?

Faded Tiger

Comments

  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Check any of the other threads about base relocation.
  • Faded_TigerFaded_Tiger Join Date: 2003-01-25 Member: 12713Members
    edited February 2003
    I could or maybe I already have and wanted some new input..

    I didn't realise it was a sin to reopen a topic which had been mentioned before... and anyway, I wanted responces on v1.04 (edit) comment and whether the relocating at the expense of enjoyment was viable.

    Please if you have nothing positive to add then please don't bother posting.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    First things first, its v1.04 not v1.4.

    I have also noticed a HUGE trend in marine commanders that move the base. Most of the time its to a hive or a room with more then 1 res tower near a hive.

    Moving the base is a good idea in theory, because you'll almost never face Onos (yes, Onos is plural and singular. RTFM! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) and you'll usually beable to keep more then 1 res tower alive from the safety of your new base.

    But, IMO, moving the base is a bad idea and the only map you should do it on is ns_hera (because holoroom is SO easy to defend with welders in hand AND it has 2 res towers). It not only slows down your teching, but it also is very risky and should only be attempted with avg to above avg marines. Also, you waste 30 rps to build a new comm chair and you allow the aliens to easily destroy your 1 and only RT and possibly capture it. You also redender distress beacon useless because either your marines will be to far to help save the base and/or they will be killed instantly by the alien's mini-base in your old base.
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    People need to cool it with the "USE THE SEARCH BUTTON" responses. I haven't been here very long myself, but I have noticed the "SEARCH" responses to be gaining in popularity as more people register for the boards. Now Tiger only has 9 posts to his name so he's obviously new and wants some input on Base Relocation, hes got 2 choice: a) Search for a week old post by someone he doesn't know and add on or b) start a new one on the same topic. If you don't want to participate in his post then don't, either it will die on its' own, or other people, who are as new to the boards as Tiger, will add their thoughts to the discussion. There is only SO MUCH we can discuss before older topics start to come up again and again.

    If you want to see the "USE THE SEARCH" at an epidemic level, check out the Fable (great looking X-BOX RPG) Forums at www.bigbluebox.com. The anger at newbies with old questions has gotten so bad the Mods had to post a sticky about forum politness.

    Sorry for the long winded off topic rant, but I just don't want to see these lively boards die like the Fable one is. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Faded_TigerFaded_Tiger Join Date: 2003-01-25 Member: 12713Members
    Thanks for the support on "old topic" Can't talk about it posts. If you start blocking threads because someone done it before 3 months ago under "Pants move to new room" and its eighteen pages into threads then eventually the forum stops becoming a forum and becomes a book with an index section. A forum florishes when people are allowed to speak even if only to repeat other suggestions. I am truely sorry if I don't spend all day in the forums reading every post but you may find that I am in a game somewhere playing. When I am not, I am either at work or asleep. Forums are a small part of my NS experience and my life. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Faded Tiger

    p.s. Few posts does not always mean new to forum (in this case just new name) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    mehl, the thread is here, so I might as well help answer you.

    Relocating depends on the map. If there's a map with a really sweet non-hive spot (hera, tanith) relocating is often well worth it. In hera there are two good spots right near each other: processing (2 hive siege spot, even in 1.04), and right around the corner is holo. It's a really easy map for remotely competant marines, if they want to win that way.

    Another good reason is when the marine spawn sucks. Bast and caged are good examples, with lerk-prone vents in bad places. Sometimes it's best not to stay there, and be annoyed all game. (Even welding isn't always helpful, if either you can't get there without dying or they unweld, depending on map).

    Otherwise, it's at best a weak strategy. Failure pretty much = loss. Making the game shorter doesn't really help you all that much, and it's not like hanging out in your base will let you win, no matter where it is. Go fight or something.

    So: only move if you've got a great reason to, but there are indeed some great reasons to.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    the 3 rules of realestate:

    Location!

    <i>Location!</i>

    <b>Location!</b>

    heh. holds true to games, as well...
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    yay another day and another thread about base relocation for the marines
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Marines on ns_caged should relocate to ventilation if possible. Of course this means that if the aliens have generator it will be close to impossible. Any other hive=bad because the res nozzles are not directly in the hive, but takes quite a while of running to get to. Caged is SUCH a crappy map for marines. Always weld the vent to base immediately. On that map If I didn't relocate I wouldn't dream of doing anything other than the jp/hmg rush. Even then it'd still be annoying on this map.
  • Faded_TigerFaded_Tiger Join Date: 2003-01-25 Member: 12713Members
    Cheers for the responces people... Better call it a day on this thread though as it would seem some people are bored of this subject... Hard life ain't it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Faded Tiger <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    On nothing, relocating to cargo almost always is a win for the marine team.

    3 nozzles that can be covered by 1 TF = win
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Yup and if you're feeling really mean you can cover cargo in turrets, cover the 3 lift shafts with another 2 turret farm.

    Get enough turrets and aint nothing getting through alive.

    3 turret farms.. covering 7 res nozzles.

    Let them have fades.. they're not gonna assult anything up a lift shaft.

    Its seriously harsh way to win tho cos it takes ages and the aliens aint got a hope in hell the second you've got a morderately large farm at each location.

    BlueGhost
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    on some maps, especially bast and tanith, its worth spending the extra 30 res on a CC to capture the 2 res nodes and have them as base if your planning on teching. usually 2-3 marines can stay behind and guard the base res node while others setup the new base, meaning you have 3 RPs under your control at the start of a game, unless aliens kill the original builders (not happend to me yet) this tactic doesnt fail. a good map for this is feedwater, marines can secure atmos, 3 RPS, then secure feed with 1 TF and control 5 RPs, JPHMG for all by the time aliens have their 2nd hive growing, need i say more?

    also i find this tactic the best way to win caged, moving to freight elevator area and securing the 2 res is much better tactic, as aliens cant do the DC's in the base vent againsted you, you secure a central area of the map, with easy access to gen vent and sewer.
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