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
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-->
<!--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.
CheeseLork on the ClorfJoin Date: 2003-12-15Member: 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
<!--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.
<!--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.
Comments
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
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-->
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.
That about sums it up.
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.