Different Reloc?
Kid-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?
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
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.
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.
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.
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.
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
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.