Weird Relocs

2»

Comments

  • northwindnorthwind Join Date: 2003-05-06 Member: 16092Members, Constellation
    Powersilo on Nothing

    This only works mid game after upgrades/jetpacks. Place everything up the top, and the radius of the turret factories reaches the floor.

    Spam the floor with turrets, have HA walking around the top with HMGs....it's a one hive lockdown they will never break. From there send a few jetpackers up to the red room to seige Viaduct. Game over.

    Unless your team is crap =)

    (or the aliens are pretty good)
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    The tunnel at the bottom of the ramp leading to horseshoe. Surprisingly, it worked...
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    Oh shoot...just read the "Finding Nemo" thread...someone beat me to the underwater relocation... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • QwomgQwomg Join Date: 2003-11-29 Member: 23733Members
    On the highest pipe in upper sewer (i believe someone said it before me, though)

    And behind the weldable door in ns_lost, where the rt is. It's perfect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    You can build from behind the door.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    For some strange reason, I can't seem to remember this maps name, but the hives are Fusion Reactor, Satellite Communications and Waste Handling. Is it ns_tanith?

    Anyway, our team tried to relocate to double res (Reactor Room), but skulks ambushed us. Then for some reason our comm decided to relocate to the hallway just outside marine start. We won <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ColeCole Join Date: 2002-11-13 Member: 8392Members
    Monitoring Pod 2 on ns_veil. (aka: Little Room)
  • xmadcowxxmadcowx Join Date: 2002-11-02 Member: 4269Members
    FWYH about little room relocation, thats all i ever wanted in life, was for apex/ir to relocate for me, and you know what, never happened. so now i push for window ledge (marine start) in lost. woowoo
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    heres another one... it was a late game reloc after we (aliens) sacked the marine base on ns_tanith (i think... the one w great viaduct). the marines got a jper in the vent, the one with the HUGE space in it. they seiged our viaduct from there over and over again. and they had hmgs, shotties, gls and mines guarding the entrances on either side. and with only 2 hives to work with, it took FOREVER to get them out!! fades couldn't acid rocket, lerks could do one spore before having to run from grenades, skulks would get shredded. gorges couldn't bilebomb cause its too tall a vent. and onos of course wouldnt fit. we pretty much took all their res towers til we had all 10 and then wore then down by attrition - they couldn't replace very much cause they had only rfk (but it was some pretty juicy rfk). but ooooh man it took a while.
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I guess nobody's gonna question how I got into the room underneath ns_nancy. That's fine with me though, it's my unique commander "tactic" and mine alone <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    That's why...I want...NS NANCY BACK!!! AAAAH HURRY UP REMAKERS!!!
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    <!--QuoteBegin--Qwomg+Dec 2 2003, 01:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Qwomg @ Dec 2 2003, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    And behind the weldable door in ns_lost, where the rt is. It's perfect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    You can build from behind the door. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    One word: G A Y.


    Two words:

    ACID ROCKET

    gg






    Now for my favorite: ns_caged, Generator. No not what you might be thinking, I'm talking about /stucking through the grating into the pit and building sieges down there. Imagin being a gorge, throwing up generator and a few OC's, and then have it all destroyed before your very eyes without hearing or seeing anyone. . .


    pwn3d gg
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    That's not really a relocation, I'd hope. It'd be cramped to fit IPs underneath Generator's grating, and have marines spawn...
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    outside the map in ns_lost, when u look out the window u see space, then another hallway through glass, when u /stuck out there as a marine if you dont slide down the side quick you fall 100 ft to your death. very very fun spot when u have jps, the game ended with the admin banning the comm and kicking the rine team so the game ended
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    I just saw a commander relocate to the top of the pipes in that hallway outside upper sewer on caged. Worked pretty well except a structure or two fell through the pipes.
  • Raptor091288Raptor091288 Join Date: 2002-07-15 Member: 955Members, Reinforced - Shadow
    custom map called ns_gl003 i believe, theres a large pit of acid between both bases, a door only openable from marine side, and 2 ledges 1 is breakable, the acid doesnt kill you instantly or anything and the readyroom is right below it, theres a breakable block down there and theres basically 2 huge pits for each base on each side of the pit, if you scroll your screen (as comm) to the right spot, you can build under the acid in the RR, anyways, here it goes: theres the marine start, the bridge going accross, the hive room, and next to the hive room is a 2-layered 'evolve room', we had jps and hmgs, ONE guy rushed in and told comm to build there (since the marine base was being killed pretty quick), so comm dropped a pg, he built it, then a tf, ~8 turrets, upgraded to siege, then a cc and an armory, the guy was wondering what he was doing but then someone told him that the base is being killed, so he built the cc and armory, jumped in the cc, dropped an ip and a proto, upgraded the armory, jumped out and built the ip, the whole team was then ha/jp/shotty, except the 1 guy with an hmg, an arms lab was dropped, no res was left so with what was left the comm dropped 6 sieges and took all the hives, the aliens somehow didnt notice marines building in there, then finally, every marine's favorite sound started... *beep* *beep*, unfortunately they had a bunch of oc and dc in marine start, so marines capped the alien res, and started to move accross the bridge, as soon as they made it half way, server crash
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    Yes, it's a location dude. And I don't think you're sure of what I'm talking about. Go into Gen, face the exit. Left = Aux gen, Right = Stab mon. Go as far forward as you can. That's the grating.

    It goes down mayeb 25 scale feet and has plenty of room to build / spawn. Perfect for seiging gen hive (and now that I think about it, maybe stab mon too.)
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    <!--QuoteBegin--Stakhanov+Dec 1 2003, 06:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Dec 1 2003, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Loyed2k+Dec 1 2003, 07:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Loyed2k @ Dec 1 2003, 07:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lost, in the place thats equally close to alpha, los, and that on res in the middle of nowhere.. seriously, its like a triple res... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've been unsuccessful at relocating in the middle of 5 res on Lost. Alpha , Los , Requiem , Overlook , Temp ctrl , all easy to reach (or so I thought) with the CC between the large corridors and the maze. Let's say this relocation is a death trap , it never works , in pub games or pickups or clan matches. The marines can't hold the base and take ressources at the same time , the base is so exposed... even with elec and turrets there's still lerks and gorges to annoy you. In fact , you can't hold Overlook and Temp Ctrl though they are right next to your base.

    Relocations to Temp Ctrl do work in pub games , but in clan matches you're guaranteed to see your base smacked by a few onos.

    An other difficult relocation : in Eclipse , on the corner of the large corridor under Horseshoes. Relatively safe , it lets you build turrets to protect nearby nodes such as Southloop and Junction. Does work in pub games , quite risky in clan matches.

    To thoses who think they've invented the weirdest relocation on Bast : there's a spot large enough to build a whole base , inside the vent right under the marine start (between Engine and the MS ducts) , only problem is that you don't have any res directly (crouch walking takes time) so you have to move out and build phase gates very quickly... I've tried it on Roob's NTFM , was pretty hilarious , the base is 100% onos proof but lerks and fades are still a threat. Oh , and no turret farm here , mines protect the base effectively.
    You can quickly cross the N corridor to reach Atmos but you have to crater though. Not really conventional enough to succeed in pub games , and not viable enough (compared to Main Aft !) to succeed in clan matches. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I oppose that relocation point; I briefly considered as chokepoint in 1.04 but I no longer play very often much less comm.. hopefully this winter break I can get some nice, uninterrupted NS action
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    auxilary generator - the pillars way up there. it was onosproof, but soon the acid rockets pwned us.
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    omg, omg this topic is on the last page!
    ns_nothing, the v0id surrounded walkway near powersilo and the huge elevator, sometimes people relocate on the walkway, but if u have jps u can build structures on all the niches in the side walls. and just manage turrets on the railing keeping the tf out of reach, takes a while to setup and if u have jps u maze well just win but its still fun.
Sign In or Register to comment.