<!--QuoteBegin--Align+Sep 1 2003, 11:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Sep 1 2003, 11:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Geronimo+Sep 1 2003, 05:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Sep 1 2003, 05:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Id say that the benefit of staying in a base is that you can secure one RT that would otherwise be killed the moment aliens see you build that CC... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> ...but hive locations usually have one too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> But thats more resources needed to spend on it. Its too expensive.
I agree with holding marine start. Except on a few maps, marine start is usually in a key location or intersection that cannot be bypassed by aliens, and can ask as a good a chokepoint as any other. Since you already have a CC there, why not just save your time, and res, and just secure that area? Relocating is always risky. I suppose if you fail a relocation though, your team probably isn't good enough to stand up if you had played the "real game". That's just an interesting thought though...
Like Chem transport. Satcom res, Chem trans res, and acidic proccessing res, and a hive to boot. because 90% of the time, if marines have alot of res, chances are, they're going to win.
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...but hive locations usually have one too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
But thats more resources needed to spend on it. Its too expensive.
Like Chem transport. Satcom res, Chem trans res, and acidic proccessing res, and a hive to boot.
because 90% of the time, if marines have alot of res, chances are, they're going to win.