Give me an Epsilon Double Negative Semi-Moron team that can shoot half decently, and I'll get you a win so long as we get those two IP's up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Vlad Dracul+May 31 2005, 03:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vlad Dracul @ May 31 2005, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 'n what will happen if an alien finds it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->= <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You'll kill them pretty quickly, because most vents can only be accessed my skulks. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> > <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> That, and 'nades and the GL are awsome. Nowhere to run = BOOM!
Then again, Once you're forced to relcate to a vent, the Aliens will probably have no problem getting all three hives. (Xeno in a tightly-packed base = roflles)
then you need a baseguard cuz every1 of the alien team would want to bash ur base <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
but yus it is funny like siege pos. in vents - for example ns_tanith ^^
I am a fan of vent relocates on very small games so it's more of a fun thing and you know that you're going to lose. But get one adren lerk in there gassing away and it's over for your base. The major benefit of a vent relocate is the element of surprise, once that's gone, practice mobility and relocate again. Otherwise you might as well be begging for lerks to come along and sap your res via medpacks.
<!--QuoteBegin-Ballisto+May 8 2005, 11:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ May 8 2005, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seems to me like relocating is a very dangerous gamble, and you should only do it if it's a really good spot. The gamble is this: if you can't secure the spot on time, then either your entire team will die, or at the very least you'll face an endless onslaugh of skulks as you try to lock it down. In that time the aliens will gain the rest of the map, spelling doom for you. So it better be a good spot.
Cargo: (lot of places have this name lol)<ul><li>LOCATION: It's in the center of the map. This 1) Means you're closer to EVERYTHING (hives, nodes) and 2) It's much harder for aliens to walk from waste to satcomm (hives) or from satcomm to waste.</li><li>HIVE: It's on top of a hive, so you also get a 1 hive lockdown!</li><li>OPENNESS: Wide open space that skulks have to run/leap across, giving your marines plenty of time to gun them down.</li></ul>Central Processing:<ul><li>LOCATION: Not quite as rocking, but in the very middle of the map. You're a short walk from sewers and a short weld from ventilation. Not on top of a hive, but within easy rushing distance of two. Generator is kind of close too. Not as open as you'd like... the hallways outside are actually a bit better as a base location.</li><li>DOUBLE RES: Two res nodes! In your base! Need I say more?</li></ul>I'd like to hear your experiences and what other reloc spots are good! And I repeat: relocating IS risky, you can all die, or you can have such a tough time that the aliens get the rest of the map! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Relocating to cargo is a great strat as it prevents fusion hive from being taken. However, it is easily countered with lerks and massive skulk rushes because there are just too many ways for aliens to get in. Same goes for double on this map.
personally I'd prefer to reloc to double instead of cargo on tanith. If you reloc to cargo, the aliens can easily walk around you to hit double and waste.
but if you reloc to double, that's two res nodes the aliens absolutely have no chance of destroying. Plus, you choke off waste and have easy access to cargo/fusion. Satellite becomes less easy to attack, but not once you've taken control of cargo.
<!--QuoteBegin-silverace+Jun 6 2005, 03:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (silverace @ Jun 6 2005, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> personally I'd prefer to reloc to double instead of cargo on tanith. If you reloc to cargo, the aliens can easily walk around you to hit double and waste.
but if you reloc to double, that's two res nodes the aliens absolutely have no chance of destroying. Plus, you choke off waste and have easy access to cargo/fusion. Satellite becomes less easy to attack, but not once you've taken control of cargo. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Reloc to double gets you two nodes. That's it.
Reloc to cargo gets you a hive, cargo node, fusion node, acid node (nearby). Chem trans is very near too.
About the easy walk around... it shouldn't be easy if your marines are out doing things. The shortest route for aliens (from sat comm to waste) is chem trans vent to double, up the ladder, up west.
They shouldn't be able to get another hive or even fades if you take advantage of your position. You have all of the central rts, kill the ones on the opposite side of the map from their hive - they have a lot of trouble saving those. That leaves them with 1, maybe 2 rts. And you should push on killing the last non-hive node.
I love ip rushing feed on bast. <!--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--> Get your rines into the vent in the roof of tt. Aliens spread out all over the map trying to find you while you setup the cc at the bottom of the ladder. Spam mines everywhere and blow the hive away. So much fun when the aliens see it going down. OMG!
<!--QuoteBegin-Router Box+May 9 2005, 01:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Router Box @ May 9 2005, 01:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you are going to reloc, and it is usually way to risky to do in any serious setting, these are the spots i've seen work really well.
Ayumi ---- Power Access III Eclipse ---- Primary Access Corridor Origen ---- right to the left of double, up that little elevator. Nancy ---- Mess hall Orbital ---- Atrium Metal ---- flight control is the more popular one, but Mineral Proc is the secret. Nothing ---- Gen (imo the best reloc in the game) Hera ---- Hera Entrance and Reception Lost ---- Above and to the left of external overlook <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Relocating to MessHall is good beacuse it is in center of map, but a few lerks will gas and gas and it can be difficult to defend because there are so many ways to get into it but being in the center of the map overpowers its negativity sometimes. I would choose not to relocate on that map because there are so many vents and ways into every hive and every room
Comments
Give me an Epsilon Double Negative Semi-Moron team that can shoot half decently, and I'll get you a win so long as we get those two IP's up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
You'll kill them pretty quickly, because most vents can only be accessed my skulks. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> > <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
That, and 'nades and the GL are awsome. Nowhere to run = BOOM!
Then again, Once you're forced to relcate to a vent, the Aliens will probably have no problem getting all three hives. (Xeno in a tightly-packed base = roflles)
alien team would want to bash ur base <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
but yus it is funny
like siege pos. in vents - for example ns_tanith ^^
Cargo: (lot of places have this name lol)<ul><li>LOCATION: It's in the center of the map. This 1) Means you're closer to EVERYTHING (hives, nodes) and 2) It's much harder for aliens to walk from waste to satcomm (hives) or from satcomm to waste.</li><li>HIVE: It's on top of a hive, so you also get a 1 hive lockdown!</li><li>OPENNESS: Wide open space that skulks have to run/leap across, giving your marines plenty of time to gun them down.</li></ul>Central Processing:<ul><li>LOCATION: Not quite as rocking, but in the very middle of the map. You're a short walk from sewers and a short weld from ventilation. Not on top of a hive, but within easy rushing distance of two. Generator is kind of close too. Not as open as you'd like... the hallways outside are actually a bit better as a base location.</li><li>DOUBLE RES: Two res nodes! In your base! Need I say more?</li></ul>I'd like to hear your experiences and what other reloc spots are good! And I repeat: relocating IS risky, you can all die, or you can have such a tough time that the aliens get the rest of the map! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Relocating to cargo is a great strat as it prevents fusion hive from being taken. However, it is easily countered with lerks and massive skulk rushes because there are just too many ways for aliens to get in. Same goes for double on this map.
but if you reloc to double, that's two res nodes the aliens absolutely have no chance of destroying. Plus, you choke off waste and have easy access to cargo/fusion. Satellite becomes less easy to attack, but not once you've taken control of cargo.
but if you reloc to double, that's two res nodes the aliens absolutely have no chance of destroying. Plus, you choke off waste and have easy access to cargo/fusion. Satellite becomes less easy to attack, but not once you've taken control of cargo. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Reloc to double gets you two nodes. That's it.
Reloc to cargo gets you a hive, cargo node, fusion node, acid node (nearby). Chem trans is very near too.
About the easy walk around... it shouldn't be easy if your marines are out doing things. The shortest route for aliens (from sat comm to waste) is chem trans vent to double, up the ladder, up west.
They shouldn't be able to get another hive or even fades if you take advantage of your position. You have all of the central rts, kill the ones on the opposite side of the map from their hive - they have a lot of trouble saving those. That leaves them with 1, maybe 2 rts. And you should push on killing the last non-hive node.
muahaha. Have to try that <!--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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
Ayumi ---- Power Access III
Eclipse ---- Primary Access Corridor
Origen ---- right to the left of double, up that little elevator.
Nancy ---- Mess hall
Orbital ---- Atrium
Metal ---- flight control is the more popular one, but Mineral Proc is the secret.
Nothing ---- Gen (imo the best reloc in the game)
Hera ---- Hera Entrance and Reception
Lost ---- Above and to the left of external overlook <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Relocating to MessHall is good beacuse it is in center of map, but a few lerks will gas and gas and it can be difficult to defend because there are so many ways to get into it but being in the center of the map overpowers its negativity sometimes. I would choose not to relocate on that map because there are so many vents and ways into every hive and every room