<div class="IPBDescription">Help me out vets.</div> Bypassing some more controversial strats, what maps and what locations are standard relocations for the rines? Also, which are riskier/safer etc.
almost every game i've played where a comm has tried to relocate, we've lost like 3 out of 5 times.
relocating itself is pretty risky.
as to the common places, on bast, everybody relocates to atmospheric for the double. one that i've been seeing more recently(and seems to be effective) is relocating to main aft instead.
pretty much any map that has a double res node is where the rines like to relocate to. they lock down two nodes and are usually in close range to another 2-3 nodes and a hive.
i personally dont think relocates are as effective as they were in the 1.0x patches, but if you're hellbent on doing it, the best places are ones where you can get 2 nodes in the room, and easy access to more nodes and at least one hive.
and if you relocate to an area where you can weld things, do it immediately to deny the aliens another route into your new base.
Here are some of my favorite places to relocate...
ns_hera...
Hera Entrance and Reception:
Pros: Easily Defendable - Steps and railing are a pain for onos. Close to Double - Securing Holoroom (a.k.a. dblres) is easy because of close proximity. Hive Routes - From Holo you can attack Archiving and Data Core Close to original res - if electrified it will stand on its own for a while
Cons: Risky if skulk rush comes from that route. If aliens take double, you are pretty much locked in (you can always siege from hera rec though)
ns_tanith...
Cargo:
Pros: Two res towers - Cargo and Fusion Hive lockdown - Aliens can't build fusion without taking cargo Close to Satellite - Possible second hive lockdown
Cons: Distance - Far trek, especially if aliens take double right off Skulkrush - if hive is waste, aliens will meet you in RR, and marines will usually lose.
I have class now, but I promise to get back to you with some more.
On Hera, a relocation to the Ventilation hive can also work wonders.
You see, the raised platform in Ventilation is great for marines as Oni take several seconds to get up there - seconds in which they are completly vulnerable to fire from above. Also, the upper ledge (with the res node) can be sealed with an electrified turret factory and a few turrets on each end.
ns_nothing: Generator is my personal favorite. mainly because you can have gen and miasma RTs, and are within harrassing range of Ominous Kismet and Viaduct Access West RT. you can also easily control cargo hive RTs. so if you have reins that just constantly spawn and attack these areas, it's a really short walk, and you leave the aliens with 3 RTs to your 4-6 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
For Tanith people seem to be divided between relocating to cargo or waste... I personally like cargo because of its easy access to the entire map. Waste only seems to result in a stalemate end game, where marines can't get out but the onoses can't get up the ladder without being shredded by HMG fire.
Then again that's an easily defendable marine start...
I'm curious if anybody has any suggestions for eclipse.
<u>Bast</u>: Main Aft - Its just way better than MS.
<u>Caged</u>: Central Processing - bit of a no brainer there. Pretty safe.
<u>Eclipse</u>: I've been fond of relocating to Station Access Alpha from time to time, doesnt seem like a large jump but you'd be surprised. Aside keep an eye on the vents below for chambers and the power sub for lerks, pretty safe other than that.
<u>Hera</u>: Cargo Bay - I find it far more effective than Entrance and Reception, not bottle-necked in as much and easier access to more nodes. Easy to defend except from a big final push.
<u>Mineshaft</u>: Double Node or sleeping quarters, mostly depending on which hive they have and how fast you want to try to end the game. Both are pretty safe bets.
<u>Nothing</u>: Generator Room. Possibly Ominous kismet, but that's really tricky.
<u>Origin</u>: Double Node if you can pull it off, but its very hard to get to early game. If their in furnace you could relocate to Xenoform and get a quick 4 nodes under your belt, fast tech after that.
<u>Veil</u>: The Dome is an interesting relocation, but lacks close by nodes. Double Node is pretty standard.
Those are all my personal places for relocations and have worked out fairly well for me.
Some spots NOT to relocate to. Tanith- Reactor Room. Sure, it's a double node with access to almost all the hives. The problem, that upper vent you can't close. Lerks will get in there and gas you, leaving your marines partially damaged. Not to mention that even with the vent to satcom welded, there's 4 ways aliens can get in, and marines can truely only effectively cover 3, if they're good.
Eclipse- Unless it's close by, relocations are usually met on this map with failure.
Nothing- There are enough places close by that you can relocate too and are effective. Only bad places are ones with not a single res node or too much (or little) access.
Mineshaft- Tram Hive. It is a DEATH trap. Wide open and plenty of cover for aliens, not to mention that access ways are big enough to allow an onos, fade and gorge in. Of course, MS isn't much better...
Bast- Refinery, I've seen relocations to there before, all were horrible failures. Despite the obstacles, there's plenty of room for Onos, not to mention that lerks in there = death.
Veil- Subsector 5. I don't know why some commanders like to, but they relocate here. It's too open, and cargo, if it's open, is just a short hop away.
Relocating to sleeping quarters, or anywhere on mineshaft can be a nightmare, mainly because many of the good areas are buggy as hell. I remember a sleeping quarters relocate one time, where we had to upgrade HA over ten times, and finally it worked. Same with the armory and TF.
Los Paranoias or Internal Access are good relocates on ns_lost, err i think its lost, anyway, better to relocate to Los, then set up a turret farm in Internal Access. Seriously pisses the aliens off <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.
Relocation is risky at best. No matter where you are and how good the spot. 2 reasons
1. An attentive alien team, even if they don't stop you, can make you waste so much res. You've just spent all that time and made youself a nice little coffin. 2. Spores. Plain and simple. they are 5 res from making it impossible for you to stand in one place and build your new base. Without spores, you could do it.
Hopefully, the RFK from mines will help. I'm interested in seeing if one could make a decent return on their mine investment this way.
That being said, on hera, one could pull of a decent relocatoin to upper processing or upper cargo with a good marine team. But that also being said, it's tough to pull off.
Reactor room itself is bad, but the upper part of it by the box on the way to waste and cargo seems to be very good. I've also done a strange but successful one in the area between Reactor Room and west access. Hell if you can make it to waste unharmed, relocate there on the platform. It will almost definately secure a win in the long game.
Origin: I've seen a successful relocation to Industrial Sector (whatever it is, the place between Cargo and Xenoform). That way, Xenoform is in control, and Cargo can be harassed - and then gotten under control as well. Biodome and Computer Lab aren't that far away either.
I've yet to try it out against a compedent alien team, but down the bottom of equilibrium in the corridor towards temperature control is quite good. Easy access to the center of the map, "Temperature control" and close to cargo hive and nearly half the map to yourselfs. Between MS and *last hive (forgot name) is a long corridor that sort of devides the aliens. Going that way for them is the longer way to the base. The three rts there are easily elected.
Caged double node (Central Processing) but not in the double node itself, if u relocate inside the double node ull have a lurk in the vent within 30seconds gassing all ur spawning marines. u should relocate just outside double itself out of view of that vent. aliens can have any hive and this relocation will work.
Tanith if the aliens have waste hive i somtimes like to relocate to chemical transport, i havent tried this in v2.x but was a killer in 1.0x, being right between fusion and sat comms the ability to cover 2 RTs with 1 TF and be able to siege cargo from the same TF!!. if the aliens start in sat comms though forget it. if the aliens start in sat comms a relocation between cargo and RR (central access corridor?) less lurk spots to worry about and quick access to RR and cargo and watse. if the teams are small around 5 v 5 or 6 v6 and aliens start in fusion u can actually get away with a relocation to cargo. ive seen this done a few times and is nasty.
Bast. aliens start if ref u can take atmospheric because they will take ages to get there. if they start in feed id suggest main aft junction.
Eclipse hard to relocate on and no obvios places to do it, but im looking for a decent spot between EC and CC hives atm. the area im looking at offers very fast access to EC hive Triad res PSJ3 res and access alpha res and i mean very quick access, but its a hard place to relocate to and i think id only try it if aliens started in maint.
Nothig cargo seems sensible because of double node, but gen room is better its double and in a more offensive postion.
Veil no point reloating on veil its a very easy map for the marines to dominate early, all corridors are long and dont have many hiding spots for skulks
Origin Double seems most attractive right in the middle of the map with good access to hives and RTs but lurk freindly basemin
mineshaft double, if they have tram and u successfully reloc to double u pretty much cut em off from the rest of the map. if they have the others u cut em off from tram hive and are close to drill hive.
Lost hard map for relocation a successful relocation between alpha and overlook (close to overlook is very good) can lget u 2 hives very early.
hera if they have vent hive go to reception lots of Rts and easy access to processing. if they have arch hive go to gen cargo storage, weldable door to marine start easy access to processing and in siege range of holoroom.
but ive seen all of these relocations work and all of these relocations fail, it allways usually depends on which hive aliens start with, most relocations fail on pubs because the whole team goes to location X to relocate without comm asking and comm gets forced into it as there is no1 left in rine start any longer (this i see happen to often!!!). ppl need to not leave base until comm has knows alien hive and has decided on a corse of action.
take hera reception for example time after time i see the whole team go there at start of map without comm asking and then they find out arch is thier hive and they have a constant stream of skulks rushing them. and 8/10 the reloc fails. just wait for the comm to tell u where to go before u rush off from base!
for bast, i like to reloc to atmos, get feed, and then put a lot of d and a phase down in tram tunnel. its a long tunnel that onos get shredded on. grenades in the tram car, and its really hard to take. as long as nothing comes behind you, you're set.
Relocation is usually a bad idea on pubs... except on hera, in which you always relocate to hera reception. Most of the marine bases arn't too horrible, and are usually tolerable. If you can pull of a relocation on a pub, my props to you and your marines, they listen. Listening marines = winnar
Relocate anywhere that allows you to control 2-3 res nodes, at least one hive, have a fast foot route to a second hive, has bright lighting, and has wide open space for gunning down aliens before they can melee you. Also, any area which has the above criteria, make sure you are holding the high ground.
Don't be in a rush to relocate. Most marine start locations are fine if you have someone on guard and building duty.
I think everybody has got everything covered. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
On bast, you should always relocate to atmos. The whole side of this map is so advantageous to marine its almost as good as a double siege point. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Tram is long, easy to defend. Tram leads to feed (+rt, +hive!). Atmospheric leads straight into feed. If they have feed, siege it or rush it with brute force. Only concern is to make sure atmopheric is well defended. #1 mistake of all games relocating here. #2 is not taking tram fast enough. #3 is panicking cause they have feed. If they have feed you need to take care of it ASAP.
Also, like a few people pointed out. Never ever relocate to reactor room on tanith. It's not the awesome relocate point it used to be.
I Know plenty of good reloc places most of those what have been said but i never reloc why? Because simple you slow your beginning to much You spend at least 50 for ip`s and cc and you have big risk for losing them or even get them done and if you get base there then its easy for kharaa if they response quickly because you have jsut emptied allmost all of your starting res to the reloc. and if theres even one lerk hangiing out your completely gone.
Honestly, relocations are pretty nifty, but you're putting a whole lot of res into something you really shouldn't need to do. A good relocation isn't going to guarantee you the win. If you can pull it off, you may end up in a much better position to attack the aliens, but if your team can pull off a decent reloc, chances are your team is already better than the aliens, and the win is inevitable anyway.
Also, reactor room is still as fine a place to relocate to as any other, you just need to follow the number one guide to relocations: Build AWAY from doors and vents. Instead of building right under the vent, build over in the upper corner, within reach of the weldable door and the ramp. Plenty of long hallway to shoot at skulks, makes the lerks have to peek their heads out to spore from the vent, and it's still close enough to the res to rush biting skulks and keep them off. It also gives you the high ground. Never build low when you can build high, and never build near doors and vents when you can build in a corner and have lots of room.
<!--QuoteBegin--Buggy+Nov 8 2003, 05:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Nov 8 2003, 05:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you relocate to a hive you always have one locked down, unless you lose...so you can hold out longer while saving up for HA lvl3 team...no? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> True, but that can often result in long, drawn-out games that everyone gets bored of. In many cases, though, it is easier to secure an area outside of the hive, but within sieging range, since there are less alien access points.
As for the success of a relocation, it really depends on how the aliens prepare before you get there. If you try to relocated to hera entrance, the aliens are probably expecting it. If they all get there and prepare an ambush (which they can do no matter what their starting hive is), then your marines will have to be pretty good to actually succeed. If half the aliens go gorge and put up rt's, then you will probably be successful in relocating.
On the other hand, if you choose a spot that is just a little bit better in terms of where you relocate to (such as horseshoe on ns_eclipse), then the aliens probably won't expect it, and it should succeed.
1)- Waste of Time: The time u waste to relocate a base could be enough to build up a pretty base, and begin search for RTs and enemy hive...
2)- Waste of Resources: In an early game, where the credits are very low, and u dont have enough Rts to replenish them, and u stilll have the chance to lose ur relocated base while building it out in the nowhere, I dont take the risk.
3)- Waaste of Marines: U might be fortunated enough not to lose any marine, but every marine lost in a short amount of time, could mean the ruin of the game, once the place u r trying to relocate your base will be defended by less marines...
For me it could be considered a desperate action, but sometimes it might work (SOMETIMES!!!) <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Effects of a relocation, broken down into two categories, assuming you successfully relocate.
Initially: Setbacks- You lose time, since it takes over a minute before you can start building the base, and a comm chair takes some time to build. You lose some resources, since you have to place a new comm chair. If you want to keep the rt at marine start, you have to electrify it. Benefits- You gain position, since you should be by more than 1 rt that you can easily secure without electricity. Or, you might be in a position to lockdown a hive. Or you might do both at once.
Later on: The effects vary. You should be closer to alien hives due to your relocation. You can get to them faster, and they can get to you faster. If the aliens are good enough, they can use this to pin you into your new base. If you are good enough, you can constantly pressure them and keep them defending a small area while you take the res all over the map.
Well, if the reloc fails and you have that IP you haven't lost at all unless the skulk party is divided between your main base and where you were relocating to (which happens sometimes, but not too often in pubs). Usually they're at your base (reloc successful, recycle IP for 10 res loss), or where you're relocating to (failed reloc, keep building your base, no res loss but a slow start). Most pubbers would rather go all or nothing though, as there's no consequences to a quick loss, you just try again.
A failed relocation with a backup ip does not lose you res, only time. Losing this time without the benefits of a successful relocation can be very critical. However, in a pub game you can probably get away with that setback and still have a decent chance at winning.
IMHO if you're relocating at midgame, its because you're getting owned.
Solution? Send one rine charging toward a hive. IPs up, spawn in marines, rush the hive. All the aliens will be in your original spawn, so you should have an easy time of raping the hive.
If you're relocating at game start, go at it right away. No stalling. Give the order before you're even in the chair.
IMHO you don't relocate to another base, because the aliens will KNOW where those bases are. Get your backside to a vent or other sneaky location. Second, if you're doing a game start relocate, don't pick somewhere like a dbl node, which takes forever to really build up defence on.
I'd say you go for chokepoints, which are more powerful if held, and somewhere easier to defend since the best chokepoints can't be vent accessed - thus a circle of rines can hold out for some time.
Relocs to hives or dbl nodes only end up as Last Stands in my experience. You lame it up to hell and by that point the aliens are all over you. Sure you drag the game out by 10-30 minutes or longer, but fact of the matter is that unless aliens get bored (or were lucky in their first base rush) you WILL lose eventually.
<!--QuoteBegin--Necrosis+Dec 9 2003, 04:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Dec 9 2003, 04:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocs to hives or dbl nodes only end up as Last Stands in my experience. You lame it up to hell and by that point the aliens are all over you. Sure you drag the game out by 10-30 minutes or longer, but fact of the matter is that unless aliens get bored (or were lucky in their first base rush) you WILL lose eventually. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Unless the map sucks and the area can't be taken down (Waste Handling on tanith, for example), in which case you can break out 5 hours later and win, but that is still a boring game.
Who says you have to lame it up to hell just because you relocated to a double node? You're no longer in a corner of the map (mineshaft excluded but that double gives you a hive) so you can put pressure on the aliens in many different places. I like relocating to choke points just outside double res (mineshaft again excluded) so you put up about 4 turrets and proceed to attacking key alien locations immediately. You've pulled off the relocation to give you better attack position, so you might as well use it right away. Relocating is the opposite of turtling - trying to do both like you said never works. Keep the energy you had at the beginning going the whole game and they'll be too busy defending to attack your base.
Personally, in a game I played yesterday, a comm found an amazing spot on ns_Hera which can be a real thorn for the aliens. Head out to processing, and go into the corner walkway near the Data Core hive, but not exactly in it. Here's what it looks like on the map:
This relocation is pretty much unstoppable. You build your base in the lower right corner, with turrets facing the left and northern flank. You then upgrade the TF, plant about 6 sieges (around the base), and you can siege both the Ventilation & Data Core hives without moving a bee-bop. All you have to do is drop proxy mines every so often, and plant them at the ends of each of the corridors. This will stop <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> / <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> from walking into your base. You also have a starting res node next to the base, and can expand towards processing, and roughly around 4-5 resource nodes. Truly amazing as you can hold 2 hives for the price of one base.
The only tough part is actually trying to get there, and successfully relocating. If the enemy has a starting hive in Data Core, you're going to need a large group of rines, and fast building on your part to establish your presence. The proxy mines are crucial to survival, and the only weakness is an unweldeable vent above the base (but it can easily be defended with turrets).
Comments
relocating itself is pretty risky.
as to the common places, on bast, everybody relocates to atmospheric for the double. one that i've been seeing more recently(and seems to be effective) is relocating to main aft instead.
pretty much any map that has a double res node is where the rines like to relocate to. they lock down two nodes and are usually in close range to another 2-3 nodes and a hive.
i personally dont think relocates are as effective as they were in the 1.0x patches, but if you're hellbent on doing it, the best places are ones where you can get 2 nodes in the room, and easy access to more nodes and at least one hive.
and if you relocate to an area where you can weld things, do it immediately to deny the aliens another route into your new base.
ns_hera...
Hera Entrance and Reception:
Pros: Easily Defendable - Steps and railing are a pain for onos.
Close to Double - Securing Holoroom (a.k.a. dblres) is easy because of close proximity.
Hive Routes - From Holo you can attack Archiving and Data Core
Close to original res - if electrified it will stand on its own for a while
Cons: Risky if skulk rush comes from that route.
If aliens take double, you are pretty much locked in (you can always siege from hera rec though)
ns_tanith...
Cargo:
Pros: Two res towers - Cargo and Fusion
Hive lockdown - Aliens can't build fusion without taking cargo
Close to Satellite - Possible second hive lockdown
Cons: Distance - Far trek, especially if aliens take double right off
Skulkrush - if hive is waste, aliens will meet you in RR, and marines will usually lose.
I have class now, but I promise to get back to you with some more.
You see, the raised platform in Ventilation is great for marines as Oni take several seconds to get up there - seconds in which they are completly vulnerable to fire from above. Also, the upper ledge (with the res node) can be sealed with an electrified turret factory and a few turrets on each end.
Generator is my personal favorite. mainly because you can have gen and miasma RTs, and are within harrassing range of Ominous Kismet and Viaduct Access West RT. you can also easily control cargo hive RTs. so if you have reins that just constantly spawn and attack these areas, it's a really short walk, and you leave the aliens with 3 RTs to your 4-6 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Then again that's an easily defendable marine start...
I'm curious if anybody has any suggestions for eclipse.
<u>Caged</u>: Central Processing - bit of a no brainer there. Pretty safe.
<u>Eclipse</u>: I've been fond of relocating to Station Access Alpha from time to time, doesnt seem like a large jump but you'd be surprised. Aside keep an eye on the vents below for chambers and the power sub for lerks, pretty safe other than that.
<u>Hera</u>: Cargo Bay - I find it far more effective than Entrance and Reception, not bottle-necked in as much and easier access to more nodes. Easy to defend except from a big final push.
<u>Mineshaft</u>: Double Node or sleeping quarters, mostly depending on which hive they have and how fast you want to try to end the game. Both are pretty safe bets.
<u>Nothing</u>: Generator Room. Possibly Ominous kismet, but that's really tricky.
<u>Origin</u>: Double Node if you can pull it off, but its very hard to get to early game. If their in furnace you could relocate to Xenoform and get a quick 4 nodes under your belt, fast tech after that.
<u>Veil</u>: The Dome is an interesting relocation, but lacks close by nodes. Double Node is pretty standard.
Those are all my personal places for relocations and have worked out fairly well for me.
Tanith- Reactor Room. Sure, it's a double node with access to almost all the hives. The problem, that upper vent you can't close. Lerks will get in there and gas you, leaving your marines partially damaged. Not to mention that even with the vent to satcom welded, there's 4 ways aliens can get in, and marines can truely only effectively cover 3, if they're good.
Eclipse- Unless it's close by, relocations are usually met on this map with failure.
Nothing- There are enough places close by that you can relocate too and are effective. Only bad places are ones with not a single res node or too much (or little) access.
Mineshaft- Tram Hive. It is a DEATH trap. Wide open and plenty of cover for aliens, not to mention that access ways are big enough to allow an onos, fade and gorge in. Of course, MS isn't much better...
Bast- Refinery, I've seen relocations to there before, all were horrible failures. Despite the obstacles, there's plenty of room for Onos, not to mention that lerks in there = death.
Veil- Subsector 5. I don't know why some commanders like to, but they relocate here. It's too open, and cargo, if it's open, is just a short hop away.
Los Paranoias or Internal Access are good relocates on ns_lost, err i think its lost, anyway, better to relocate to Los, then set up a turret farm in Internal Access. Seriously pisses the aliens off <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.
2 reasons
1. An attentive alien team, even if they don't stop you, can make you waste so much res. You've just spent all that time and made youself a nice little coffin.
2. Spores. Plain and simple. they are 5 res from making it impossible for you to stand in one place and build your new base. Without spores, you could do it.
Hopefully, the RFK from mines will help. I'm interested in seeing if one could make a decent return on their mine investment this way.
That being said, on hera, one could pull of a decent relocatoin to upper processing or upper cargo with a good marine team. But that also being said, it's tough to pull off.
Reactor room itself is bad, but the upper part of it by the box on the way to waste and cargo seems to be very good. I've also done a strange but successful one in the area between Reactor Room and west access. Hell if you can make it to waste unharmed, relocate there on the platform. It will almost definately secure a win in the long game.
I've seen a successful relocation to Industrial Sector (whatever it is, the place between Cargo and Xenoform). That way, Xenoform is in control, and Cargo can be harassed - and then gotten under control as well. Biodome and Computer Lab aren't that far away either.
Easy access to the center of the map, "Temperature control" and close to cargo hive and nearly half the map to yourselfs. Between MS and *last hive (forgot name) is a long corridor that sort of devides the aliens. Going that way for them is the longer way to the base. The three rts there are easily elected.
Caged
double node (Central Processing) but not in the double node itself, if u relocate inside the double node ull have a lurk in the vent within 30seconds gassing all ur spawning marines. u should relocate just outside double itself out of view of that vent. aliens can have any hive and this relocation will work.
Tanith
if the aliens have waste hive i somtimes like to relocate to chemical transport, i havent tried this in v2.x but was a killer in 1.0x, being right between fusion and sat comms the ability to cover 2 RTs with 1 TF and be able to siege cargo from the same TF!!. if the aliens start in sat comms though forget it. if the aliens start in sat comms a relocation between cargo and RR (central access corridor?) less lurk spots to worry about and quick access to RR and cargo and watse. if the teams are small around 5 v 5 or 6 v6 and aliens start in fusion u can actually get away with a relocation to cargo. ive seen this done a few times and is nasty.
Bast.
aliens start if ref u can take atmospheric because they will take ages to get there. if they start in feed id suggest main aft junction.
Eclipse
hard to relocate on and no obvios places to do it, but im looking for a decent spot between EC and CC hives atm. the area im looking at offers very fast access to EC hive Triad res PSJ3 res and access alpha res and i mean very quick access, but its a hard place to relocate to and i think id only try it if aliens started in maint.
Nothig
cargo seems sensible because of double node, but gen room is better its double and in a more offensive postion.
Veil
no point reloating on veil its a very easy map for the marines to dominate early, all corridors are long and dont have many hiding spots for skulks
Origin
Double seems most attractive right in the middle of the map with good access to hives and RTs but lurk freindly basemin
mineshaft
double, if they have tram and u successfully reloc to double u pretty much cut em off from the rest of the map. if they have the others u cut em off from tram hive and are close to drill hive.
Lost
hard map for relocation a successful relocation between alpha and overlook (close to overlook is very good) can lget u 2 hives very early.
hera
if they have vent hive go to reception lots of Rts and easy access to processing.
if they have arch hive go to gen cargo storage, weldable door to marine start easy access to processing and in siege range of holoroom.
but ive seen all of these relocations work and all of these relocations fail, it allways usually depends on which hive aliens start with, most relocations fail on pubs because the whole team goes to location X to relocate without comm asking and comm gets forced into it as there is no1 left in rine start any longer (this i see happen to often!!!). ppl need to not leave base until comm has knows alien hive and has decided on a corse of action.
take hera reception for example time after time i see the whole team go there at start of map without comm asking and then they find out arch is thier hive and they have a constant stream of skulks rushing them. and 8/10 the reloc fails. just wait for the comm to tell u where to go before u rush off from base!
Don't be in a rush to relocate. Most marine start locations are fine if you have someone on guard and building duty.
On bast, you should always relocate to atmos. The whole side of this map is so advantageous to marine its almost as good as a double siege point. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Tram is long, easy to defend. Tram leads to feed (+rt, +hive!). Atmospheric leads straight into feed. If they have feed, siege it or rush it with brute force. Only concern is to make sure atmopheric is well defended. #1 mistake of all games relocating here. #2 is not taking tram fast enough. #3 is panicking cause they have feed. If they have feed you need to take care of it ASAP.
Also, like a few people pointed out. Never ever relocate to reactor room on tanith. It's not the awesome relocate point it used to be.
Because simple you slow your beginning to much You spend at least 50 for ip`s and cc and you have big risk for losing them or even get them done and if you get base there then its easy for kharaa if they response quickly
because you have jsut emptied allmost all of your starting res to the reloc. and if theres even one lerk hangiing out
your completely gone.
Also, reactor room is still as fine a place to relocate to as any other, you just need to follow the number one guide to relocations: Build AWAY from doors and vents. Instead of building right under the vent, build over in the upper corner, within reach of the weldable door and the ramp. Plenty of long hallway to shoot at skulks, makes the lerks have to peek their heads out to spore from the vent, and it's still close enough to the res to rush biting skulks and keep them off. It also gives you the high ground. Never build low when you can build high, and never build near doors and vents when you can build in a corner and have lots of room.
True, but that can often result in long, drawn-out games that everyone gets bored of. In many cases, though, it is easier to secure an area outside of the hive, but within sieging range, since there are less alien access points.
As for the success of a relocation, it really depends on how the aliens prepare before you get there. If you try to relocated to hera entrance, the aliens are probably expecting it. If they all get there and prepare an ambush (which they can do no matter what their starting hive is), then your marines will have to be pretty good to actually succeed. If half the aliens go gorge and put up rt's, then you will probably be successful in relocating.
On the other hand, if you choose a spot that is just a little bit better in terms of where you relocate to (such as horseshoe on ns_eclipse), then the aliens probably won't expect it, and it should succeed.
1)- Waste of Time: The time u waste to relocate a base could be enough to build up a pretty base, and begin search for RTs and enemy hive...
2)- Waste of Resources: In an early game, where the credits are very low, and u dont have enough Rts to replenish them, and u stilll have the chance to lose ur relocated base while building it out in the nowhere, I dont take the risk.
3)- Waaste of Marines: U might be fortunated enough not to lose any marine, but every marine lost in a short amount of time, could mean the ruin of the game, once the place u r trying to relocate your base will be defended by less marines...
For me it could be considered a desperate action, but sometimes it might work (SOMETIMES!!!) <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Initially:
Setbacks- You lose time, since it takes over a minute before you can start building the base, and a comm chair takes some time to build. You lose some resources, since you have to place a new comm chair. If you want to keep the rt at marine start, you have to electrify it.
Benefits- You gain position, since you should be by more than 1 rt that you can easily secure without electricity. Or, you might be in a position to lockdown a hive. Or you might do both at once.
Later on:
The effects vary. You should be closer to alien hives due to your relocation. You can get to them faster, and they can get to you faster. If the aliens are good enough, they can use this to pin you into your new base. If you are good enough, you can constantly pressure them and keep them defending a small area while you take the res all over the map.
When relocating, do you think it is a good idea to build the single IP in your base for backup first, or just hope you don't get ambushed on the way?
If the reloc failes, you lost the game anyway.
Solution? Send one rine charging toward a hive. IPs up, spawn in marines, rush the hive. All the aliens will be in your original spawn, so you should have an easy time of raping the hive.
If you're relocating at game start, go at it right away. No stalling. Give the order before you're even in the chair.
IMHO you don't relocate to another base, because the aliens will KNOW where those bases are. Get your backside to a vent or other sneaky location. Second, if you're doing a game start relocate, don't pick somewhere like a dbl node, which takes forever to really build up defence on.
I'd say you go for chokepoints, which are more powerful if held, and somewhere easier to defend since the best chokepoints can't be vent accessed - thus a circle of rines can hold out for some time.
Relocs to hives or dbl nodes only end up as Last Stands in my experience. You lame it up to hell and by that point the aliens are all over you. Sure you drag the game out by 10-30 minutes or longer, but fact of the matter is that unless aliens get bored (or were lucky in their first base rush) you WILL lose eventually.
Unless the map sucks and the area can't be taken down (Waste Handling on tanith, for example), in which case you can break out 5 hours later and win, but that is still a boring game.
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This relocation is pretty much unstoppable. You build your base in the lower right corner, with turrets facing the left and northern flank. You then upgrade the TF, plant about 6 sieges (around the base), and you can siege both the Ventilation & Data Core hives without moving a bee-bop. All you have to do is drop proxy mines every so often, and plant them at the ends of each of the corridors. This will stop <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> / <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> from walking into your base. You also have a starting res node next to the base, and can expand towards processing, and roughly around 4-5 resource nodes. Truly amazing as you can hold 2 hives for the price of one base.
The only tough part is actually trying to get there, and successfully relocating. If the enemy has a starting hive in Data Core, you're going to need a large group of rines, and fast building on your part to establish your presence. The proxy mines are crucial to survival, and the only weakness is an unweldeable vent above the base (but it can easily be defended with turrets).