Relocates

CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
<div class="IPBDescription">easier than ever before</div> Now that we have 30 Armorpoints at the beginning of the game it takes 3 bites to kill us. Or 1 Para and 2 Bites.

Here is what happened to me:

Marines rush System waypointing at ns_veil to build a commchair there.
At this server we have about 12 players in every team.
However most of them are noobs so only 3 guys rushed the relocate spot.

Before 3.0.3 i would have killed all of them sicne they were all building that cc.
Here is the thing...I had no time to parasite them, because if i would ahve parasited them they would have shot me right away. So i needed to attack fast. Which didnt work because i landed 3 hits at the first marine which is a looong time if 2 other guys keep shooting you. and after that one i was down.

Fact is that there was no time to parasite them so i had no chance (they were armor 1 marines for me...)

And that leads me to say "Relocates are more valuable now because if the aliens want to wipe you out before you get the base up they ll most likely have no time to parasite everyone of you which makes it much harder for them in close combat"

Voila. So go out my little frontiersmen and do a loooot of relocates. Weeeeee

Comments

  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    Yeah but the problem still is that you cant beacon!

    Also, in a more realistic scenerio, think lower numbers.
    As much as I hate to say this, think as like a number you'd have in a scrim, 6v6 to 8v8

    Now mind you, you only have 3 guys going anyway.
    But.

    What if more then one skulk goes in, you run in and para them and jump around while they waste ammo, second skulk runs in while they're reloading.

    Generally when rines try to relocate, every single skulk rushes the rines on the field for an easy win.

    ps. Though I say this, I still do love relocation with all my heart <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    edited May 2005
    If you're playing such a big game, and you're the only skulk in position to stop 3 relocating marines, well, there's something wrong.

    Shouldn't be hard to get at least TWO skulks to stop the 3 marines, with a fair chance of success.

    But yes, I do agree that relocating can be done more easily now. But whether relocating is worth the loss of distress + time + rez depends on the map, and whether it balances at all.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What if more then one skulk goes in, you run in and para them and jump around while they waste ammo, second skulk runs in while they're reloading.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Public players do this? i dont think so...
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Public players do this? i dont think so...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I know a fair amout of people who do this, but i do play clan servers who have a good number of clan players on at any given time.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    in most 3.03 games at least my first 4 kills are parasite kills
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    <!--QuoteBegin-Gigabane+May 6 2005, 12:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gigabane @ May 6 2005, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah but the problem still is that you cant beacon!

    Also, in a more realistic scenerio, think lower numbers.
    As much as I hate to say this, think as like a number you'd have in a scrim, 6v6 to 8v8

    Now mind you, you only have 3 guys going anyway.
    But.

    What if more then one skulk goes in, you run in and para them and jump around while they waste ammo, second skulk runs in while they're reloading.

    Generally when rines try to relocate, every single skulk rushes the rines on the field for an easy win.

    ps. Though I say this, I still do love relocation with all my heart <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, beaconing 12 marines back is very economical!
    do the math.
    in a 8 players team, distressing one marine cost 15/8=1.875res
    in a 12 players team, distressing 12 marine cost 15/12=1.25res
    it keeps your mouth from getting too tired shouting at all those pubs to go back to base, and most importantly, it buys u time.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=93044' target='_blank'>http://www.unknownworlds.com/forums/index....ST&f=20&t=93044</a>

    Basically: risk vs. reward. It's decently hard to get 6 marines, 3 of whom know what they're doing, out of a large open area - especially if the comm takes care of them with meds and ammo and yells at them to build. The hard part is getting the cc and that first ip up.
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