Relocation Spots

MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
<div class="IPBDescription">My Favorites</div> List of my favorite relocation spots, and why I don't relocate to other common spots follows, feel free to add any of your own suggestions

<b>ns_nancy:</b>
Port Engine: An alright relocation spot, not optimal because the RT is on the other side of the hive so aliens can chomp it easily, it has only one exit, and a vent that leads into it that cannot be welded.

<b>ns_bast:</b>
Main Aft Junction: By far best relocation spot on the map, you can pretty much lock off engine hive and take it as an easy RT, it is fairly easy for the marines to defend against, and best of all you can relocate there without dropping another comm chair.

Refinery: Not actually inside refinery, but near the node in the hallway to the upper right corner of refinery. This way, you get a triple res node (ref has 3 nodes inside it), and lerks won't be able to spike you like they do inside the actual refinery hive.

I see many people relocate to atmospheric processing on this map, but I have decided I don't like it at all. It puts you way out in the corner of the map, and all you get is a double res point, which I find very overrated. It is also not a good idea to relocate to engine, if the aliens wall up main aft junction, your stuck there unless you have a jetpack to get out thru the vents.

<b>ns_hera:</b>
Processing: Duh...You can siege two hives from it.

Holoroom: You get a double res node and you are in the center of the map. If you weld up all the vents and the door going to reception, you make it very difficult for the aliens to get to you.

<b>ns_caged:</b>
Freight elevator access: You get two res nodes, and you are in the center of the map, close to all three hives. Not a great relocation spot because of all the entrances.

It is a very bad idea to relocate to generator or sewer because there is no RT inside your hive. This can spell disaster if you get caught low on res and all your resource towers are down. Caged is not a very good map for relocations...

<b>ns_nothing:</b>
Cargo: Triple res node and a hive, who could want more? If you mine up the vent that leads from cargo to viaduct, there are only two entrances to your location.

I don't like relocating to powersilo on this map, your far from all the res and lerks and skulks can sit on the top of it and annoy the hell out of you, worse yet gorges can build up there and you are unable to siege because it is almost straight above you.

<b>ns_eclipse:</b>
Computer Core: This is really the only decent relocation spot on this map. It isnt surrounded by much res and it has that vent right above you, but if you successfully relocate there it makes it really tough for the gorge to be able to safely take resources.

I don't like relocating to generator on this map, it's too easy to get trapped and you leave alot of the map for the gorge if you don't control computer core.

<b>ns_tanith:</b>
Reactor Room: A double res point in itelf, and close to waste which gives you a total of 4 res nodes (inclusing west access). Centrally located so you aren't too far from all 3 hives, but also somewhat dark with 3 entrances and a weldable vent.

Cargo: Siege range from fusion, gives you two res nodes, and acidic is just a hallway away. Also fairly easy to defend, and two of the entrances are doors so they can be easily mined and you know when something's coming in.

Relocating to sat or waste I have found to be rather unsuccessul, I can't really tell you why though, maybe it was just my bad luck at the time.


Well thats it, hope you enjoyed reading it, add your own relocation secrets please <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Scarface121+Jul 10 2003, 02:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jul 10 2003, 02:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>ns_eclipse:</b>
    Computer Core: This is really the only decent relocation spot on this map. It isnt surrounded by much res and it has that vent right above you, but if you successfully relocate there it makes it really tough for the gorge to be able to safely take resources.

    I don't like relocating to generator on this map, it's too easy to get trapped and you leave alot of the map for the gorge if you don't control computer core. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There is another place to relocate which has worked pretty well.
    If aliens start in eclipse, keyhole is pretty good place to relocate.
    Cuz you will get horseshoe, south loop, and mainentance res nodes. And eclipse is pretty far, so it takes some time for aliens to attack.

    And of course if aliens start in main, you can siege them from keyhole, but that is uber lame. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Port Engine: An alright relocation spot, not optimal because the RT is on the other side of the hive so aliens can chomp it easily<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Common mistake of comm is assuming a hive relocation = DIRECTLY BENEATH the hive. As long as your in siege range, the hive is locked.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    My favorite relocation spot is in base. Its called not moving at all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Actually, I like that room above Mess Hall on Nancy.
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    thats a good post there worth reading.

    on nancy the room is cargo??? or mother interface??? both are pretty good... i think mess hall is overrated as a relo spot but it certainly is an importan one to own...
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    Khaz: I've never seen anyone relocate to mess, but in proably 9/10 of the winning, non jp/hmg marines games they hold it. Mess is teh uber necessary!



    I would disagree with you about Atmos. on Bast. Atmos is readily defendable with minimal resourse/time cost, and it *IS* far away... meaning you don't have to fear skulk after skulk coming at you. They'll either organize a rush, which will take a good long time to get back from if it fails, or they will trickle at your base feebly hehe.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Why relocate at Port Engine when you can drop a sieging lock base right next to it , near long corridors , skulk handicapping architecture and a res node ? The aliens will have a very hard time completing the 2nd hive if they start in Noname... If they start at Sub you can aggressively claim territory near mother interface or the very entrance of the hive room , by teching or even drop TF after TF to secure thoses long corridors and large rooms with ease then siege the hive.

    Mother Interface in Nancy is a very valuable place too... so easy to control...

    I tried relocating to Generator in Nothing , but it is usually quite hard to hold unless the aliens start at Silo. Marines tend to directly move to cargo even if you give them waypoints elsewhere though... This place lets you protect the cargo / docking / miasma ressources quite well , and deny the aliens of 2 res spots as well (viaduct/cargo vent one and ominous kismet) so their only hope is to crush and defend the marine start node early. Though cargo can't be directly attacked from Generator until the HA GL come by , most of the nodes and defenses can be sieged from here.

    Bast has interesting spots like Tram. If carefully mined , this place can lock up to 4 ressources. Especially effective if the aliens start at Engine , as Refinery is right next with 3 easy to cap nodes (or you can directly aim at Junction and put the pressure on the aliens while teching)

    Dropping IPs directly at the Holoroom in Hera is horribly dangerous because of the corridor architecture and lighting (skulk bait spot) , you can't see the aliens coming in the Holoroom from here so the comm needs to drop an armory and TF inside it or near the Entrance node.
  • Opt1musOpt1mus Join Date: 2003-06-02 Member: 16929Members
    yeah, some interesting reloc spots:

    mess is a very good one, i've had a number of successes on that...as you're close to mother int. (and as a result, can lock off subspace with a siege), you just need a phase to one other hive and you're all set..

    processing is lame....just because it makes for highly boring/predictable gameplay, as is cargo.

    i like to keep it interesting, even if it means losing, i just know i hate it when i play aliens and there's just a stalemate-2 hive lockdown situation <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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