Relocate To Refinery

SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
<div class="IPBDescription">worked excellent for me.... :)</div> So the other day i was playin whatever map refinery is on and i got the idea to relocate there.... hand half the team stay at base to guard initial rush, and half the team go to refinery, one thru vents.. one thru rotating door thingie.... upon getting there i built armory, ip, cc, not in that order
I then Capped all three res around refinery and mined it, by this time my old base team was dead so i recycled the res node there.......
Build an observatory, 2 arms labs, and capped the res between engine and refinery by the circle lift... had 2 people guard that and then phased to engine from refinery, capped engine res, so now i had 5 res, my 2 armories were pumping out upgrades so that we had both level 2 upgrades by the time they ahd level 3 cara.....
capped old base res node again so now i had 6 res nodes.. built a proto and got heavy armor

Capped tram maintenance res node... now i had 7 and they were stuck in feed, built a tf down there with 4 turrets... any skulk that jumped died before he got down with level 3 turrets.....
killed the hive... and had 7 res


Despite my soldiers claims that we would get lerked to death, i believe it worked out good... maybe ti was a bad team i dunno


ANy thoughts?

~Jason

Comments

  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    The normal relocation to refinary is in the tunnel leading to engine, near the third rt. but refinary is almost a tripple res, hold there you not only deny the aliens the hive, but if you have atmos also, you are roling in the money.
  • Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
    I think this would only work against Feedwater hive. I'm not so sure that it would be effective against aliens starting in Engine room hive - the two vents leading to Tram Tunnel and Atmospheric would have a lot of traffic, and it would be very hard to get into a proper siege location against either hive.
  • dr_ddr_d Join Date: 2003-03-28 Member: 14979Members
    Aliens in feedwater reloc to refinery, aliens in refinery reloc to atmos.

    I thought this was an old strat?
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    I never relocted to refinery. Atmo is the way to go (even if they have feed, just build like 3-4 IPs)

    BTW why did you build 2 arms labs? Hopefully you had plenty of money rolling in, 2 arms lab cuts your res down so much.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    i had 6 res towers.....7 towards the end... i had PLENTY of res... had all upgrades going as soon as available.......
  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    basicly if aliens have a proper team u wouldn't be able to keep data bank RT since it too far away.... the fact that u took marine base and aft RT's without respond can enlight you of the quality of the A team,... never the less it isn't such a bad relo(relo to the place near the water ofcourse) but do not expect to hold 3 RT"s ...on a good alien team 1 skulk will clear the way for his friend(team work!!)
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Eh, I believe refinery is much too easy to lerk in the main part, and on the outside, just doesn't have acess to enough places quick enough :-\
  • OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
    Main Aft Junction is a better way to start. But that has already been posted... Here is the quick recap.
    Your chair has a radius that extends there for IPs. Drop them there, use the vent for access back into your base, and you literally start with 2 res nodes (after capping the one in Main Aft of course). This works great for getting ahead quickly.

    -OldManRipper
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    good idea old man ripper.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    edited June 2003
    I'll have to try that Main Aft trick. sounds good. But what if they have the Engine Room?

    Also, I give Jason ups for using 2 arms labs. That's like...old school Starcraft style.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    LOL, old schooll Starcraft!! yeah babay!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    heya mast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    WTH.... STARCRAFT IS NOT OLD SCHOOL.. and yes anyone who plays NS but not starcraft... they are one and the same.. each with its own advantages.... no really they are so similar its scary.... and yes 2 upgrade chambers is SOOOO much faster..... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    offcourse u need tons of res to do that.... and BTW old school starcaft.. HAHA!!
  • eoneon Join Date: 2002-12-31 Member: 11675Members
    <!--QuoteBegin--Mastodon+Jun 19 2003, 07:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mastodon @ Jun 19 2003, 07:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But what if they have the Engine Room?

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it is a little tricky if they have engine, but what you should do is keep the airlock door shut. When an alien comes, they need to open that so you know when they are coming. Your marines should all focus on the door and take out the aliens before they can get very far outside it. Mines also would help in the little area outside the door.

    Then, you weld the vent shut there, so that the only way out of engine for the aliens is to go through atmospheric. Then they'd have to continue to feed, and come up the elevator or whatever. They wouldn't be able to run through atmosp, up through your old base, and then that vent to hit main aft. If you have a marine or two guarding your base, they shouldnt be able to harm you too much.


    And by the time it takes even the quickets skulks to do this, you should be able to sufficiently secure main aft, and start moving on to another hive, grabbing rt's as they come.
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