Relocation Guide

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Comments

  • ScyllaScylla Join Date: 2003-08-05 Member: 18942Members
    Hmm within reloc strats u have to consider the main hive of the alien:

    Hera:
    Archiving: General Cargo Storage
    Datacore: Hera or General Cargo Storage (witch get a hard reloc)
    Ventilation: Hera

    Bast:
    Refinery: Atmos (u have to control Tram Maintenance to win the game normally)
    Engine: Atmos (u have to control Tram Maintenance to win the game normally)
    Feed: Main Aft

    Tanith:
    Satelite: Dbl Res or Cargo
    Fusion: Dbl Res or Chemical
    Waste: Cargo

    Eclipse:
    Maint: Stay in Base
    CC: Stay in Base or try Keyhole or Station Access Alpha
    Eclipse: Keyhole or better South Loop

    Mineshaft:
    Tram: Stay in Base or Slepping Quaters (but thats a death trap if you fall back a little)
    Drill: Dbl Res or Tram (but if you reloc to Tram u have to hold Dbl Res)
    Sewer: Dbl Res or Tram

    Nothing:
    Cargo: Generator Room (but thats hard) or Stay in Base
    Viaduct: Room with things or Generator
    Power: Room with things or Generator

    Origin:
    Funace: Xeno
    Ventilation: Xeno or Stay in Base
    Biodome: Stay in Base

    Lost:
    Equi: Paranoias or just befor Alpha or my Favorite: Eternal Requim
    Cargo: Just before Alpha or my Favorite: Eternal Requim
    Alpha: Stay in Base


    just my favorites
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Eternal Requiem? That would be interesting...

    Kinda makes you wish beacon spawned marines wherever you relocated to, so you could use the beacon and watch everyone fall into the pit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ScyllaScylla Join Date: 2003-08-05 Member: 18942Members
    <!--QuoteBegin--Doobie Dan+Dec 12 2003, 04:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Doobie Dan @ Dec 12 2003, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Eternal Requiem? That would be interesting... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yea ... it works fine and its a pretty secure base. You just need one rine good in jumping. Build the CC and all important building on the other side of the pit. The IPs, TF and Armoury at the RT. Skulks have no chance to attack the important building and are open for target shooting if they try. Fades cannot hide behind buildings. Onos even cant reach em. Later 6 Turrets and you have secured the Gangway.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    Tanith:is it possible to siege reactor room from the room between Waste handling and West Side Access? if yes this would be a good place to relocate. 1 Hive/2 ResTowers and DoubleRes under Control
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin--ThE HeRo+Nov 8 2003, 03:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Nov 8 2003, 03:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That about sums it up.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--Doobie Dan+Nov 6 2003, 06:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Doobie Dan @ Nov 6 2003, 06:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bypassing some more controversial strats, what maps and what locations are standard relocations for the rines? Also, which are riskier/safer etc. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I would just like to add that eR has found no relocation for any map that is worth the extra resources to pursue. We almost chose a relocation on ns_hera to the reception room, but we found that it wasnt as benefical as it seemed.
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