Different Reloc?

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">inspired by main aft...</div> I've played a number of ns_bast games and generally only see wins when marines use a relocation to main aft junction. The reason for this is that aliens don't see it as relocation to a hive as its not <b>in</b> a hive. However because you are in (relatively) easy rushing distance of Engine Room you can effectively keep that hive down unless aliens invest serious res (and time) in laming it up before hand. I generally manage to lockdown one other hive asap (Ref in this case). That way you have two hives but aliens <i>think</i> you only have one.

In the game I just played aliens tried to put it up 3-4 times but we managed to get it down (shotguns are a godsend) and after that we had enough for a TF + seige.

My point is that perhaps this is possibly a new type of relocation which can be used on other maps, for example I've found purification station to be quite a good place to relocate to on ns_caged especially once you weld 2 doors leading to dual res and vent.

Another reason I like relocations in general is they add variety and make your team work together or fail right away.

Anyone else tried this, like it or got any good spots?

Comments

  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Yeah that is a good spot. Hard to be bile bombed, unlike atmos :/

    We relocated to south loop the other day on eclipse, when the aliens had eclipse command as their hive. It worked and we won. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Strangest effective relocation that one.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    South Loop has always been bloody sick... Less so now, with that annoying vent. However, it's fairly easy to extend yourself out and siege both maint and comp core, with or without phase gates.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Unfortunately, in south loop you can easily get boxed in from both sides and then brutally gassed.

    Bast's main aft has several tactical advantages. These make it an awsome relocation if properly set-up.

    1. There are 7 (<b>seven!!!</b>) ways out of this relocation area, namely:

    I. revolving door
    II. vent to MS
    III. crawlspace to tram tunnel
    IV. door to engine
    V. slanted shaft to refinery
    VI. elevator to refinery
    VII. observation deck crawlspace to refinery

    Besides providing for easy mobilization, these allow for easy access to all three hives.

    2. Immediate access to three resource nodes: at engine, marine start, and main aft

    3. Comfortable positioning of defenses (place the turret factory in the niche against the wall to ER drill)

    4. Makes Kharaa mobilization very difficult


    The disadvantage is that you're leaving the feedwater/atmospheric processing area up for grabs. So probably a good idea would be to go secure feedwater first so you can get your hands on atmospheric. Engine is relatively close, so you could pretty much walk there. If it is their hive, then great. To get to refinery, they'd have to go through either aft or atmospheric - and if you have feed locked down, all the better. If refinery is their hive, and you secure feed - then their chances of getting to engine are cut down even more, although even if they got there you could take them out very easily. Engine is so close to aft that you could walk there with a few shotgunners and fix any problems.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->Unfortunately, in south loop you can easily get boxed in from both sides and then brutally gassed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Assuming you're using it for a siege strategy, which you definitely should if relocating there, your base tfac is essentially one of three... Good luck to a lerk wanting to spore guys there, since the other two tfacs block off the entrances (except for, as I said, the annoying vent, which needs to be boost-mined). It was better in 1.04, though, if you knew how to build.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    As I keep saying, the trick isn't to lockdown any one area, but locking down the routes to several areas. Aliens are very sloppy. If you lockdown their hive, they'll mash everything. Lockdown somewhere near their hive, and it'll be relatively untouched. At least long enough for you to square it away.

    I am of the opinion that it is impossible to lock down any hive for a prolonged period unless you rush straight for hives 2 and 3.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I don't like two hive lock downs, makes the game boring as hell for the aliens.... But I may start doing some relocations.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    place ip's in main aft... and turret farm atmos...... and you get 5 rt.. and 1... possibly 2 turret farms

    Main aft and your Spawn Rt are within easy defending distance of each other.

    Double res is turret farmed.. And because you hold main aft and atmos... if you control the vents in marine spawn there is NO way for aliens to make it to engine room.... you effectively control that hive too....

    ~Jason
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    On nothing, relocate to the ventilation chamber. It cuts off gen, cargo and ominous kismet, there is 4 nodes you now control, forcing them to either get movements to move around you, or go the long way around. This strat is even better now as aliens are getting 3-5 gorges right off. (depending on the size of the server). Mines own with this relocate. you relocate there, and get a tf upstairs between the 2 elevators to forboding and the middle one, thus blocking that off, mine the vent, and walla, you pinched the aliens in that they only have access to 3 rt's.. GG marines..
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    Two hive lockdowns are slightly less boring for aliens due to the fact that they have access to all lifeforms with only one hive. But, then you don't get all the fun abilities.

    Main aft...mmmm....7 ways out and so easy to defend. Its hilarious when their hive is engine and you relocate main aft, cuz then they're essentially boxed in, unable to do jack unless they use the vents...which is why you wanna go and put turrets in there too, or maybe a bunch of mines for fun.
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