Relocating Marine Start
slipknotkthx
Join Date: 2002-12-17 Member: 11016Members, Constellation
<div class="IPBDescription">Migrating Marines</div> In this one game i was playing the commander didnt set up turrets or anything and just told us to go to the waypoint next to the hive. he build a cc and spawns there and we just totally destroyed the aliens with no problem while they were at our old base. Awesome tactic
Comments
It makes no sense whatsoever
I do something quite like this. 2 inf. portals, armory, obs and phase at base. select all the marines except one and set wp for a clear hive, checked with scanner sweep. After the first gets to the hive, I should have around 30+ res. I place a phase gate, by the time they are done building that I should have 22 res. The TF is placed. 2 turrets can guard the entire hive. Moving on to the next hive. Aliens should have set up a res tower. Scanner sweep the area. If none, I tell the marines to set a base up inside, same deal as the first hive, if there is then I tell them to make a phase to get ready for seiging. After the initial hive and its closest res point are found, I set up a base in between the two and start sieging like a madman. Its a 30 min game. Quite boring. Needs more action. Even with no upgrades, besides motion tracking, this is still the easiest strategy to implement.
i think thatd be a pointless risk..... and ud also lose an extra Resource NOde.. which ISNT a big deal.. but still...
and a CC costs 30 bucks.. ouchies.... and not to mentino ud hafta make at least one IF at base in case ur men get chewed up on the way to ur "new base"
IT COSTS 30 RESOURCES, NOT 50 OR MORE.
Hell, you would make the RT in the hive anyway, so why count it as a loss? Then take the phase gate you would have set up in your main base, and you are left with a -10 RU penalty... You can recycle the main RT when skulks move in to munch, and the marines are guaranteed to make it to a hive before they all die. Once you get there and are set up, you fully control one hive, and are at only a -10 RU penalty. Deal? Yes. Another benefit of only having two locations to defend is that you are able to have more marines at each place. Instead of 2 marines at each outpost in a 14 person server, you would have 3 at both. You also do not have to put turrets up at your main base either, and putting turrets up everywhere IS inevitable.
With the phase rush tactic, you spend minimal resources, have acess to hives much faster, can lockdown areas with insane speed, and its just a waiting game till you tech up and wipe out their initial hive.
Lets look at both in cost wise.
Phase gate rush.
IP X 2 = 30 RU (1 if you feel lucky and get out of your chair to fight)
Armoury = 25
Observatory = 25
Phase at spawn = 20
Total so far 100 (85 if you put up 1 IP)
youve made scanner sweeps to find their initial hive, 6 RU or none if you listened.
okay, now you should already have marines at a hive (send em off after armoury is up, with 2-3 base defenders/builders) base phase goes up (1 build other defend, comm looks for skulks incoming, he calls it builder stops and fights) and by now you have enough res to put up a phase at the hive. Instant lockdown of 1 hive, with phases that you can send men in groups to fight any invasion. Now you can forsake any defense and push for hive 2, but your response will be lacking so maybe put up a TF and 3 turrets to slow any alein down, then move out, or split up and move a small group to hive 2 while hive 1 is built up.
in 5 minutes of game time youve locked down 1 hive and are moving ontot eh second with great speed and efficiency. PLUS you can get marines to teh newly secured hive with phase gates much faster.
okay now relocation
Build IP or not at base, 0-15 RU
Send all marines to location, and setup CC 30 RU and a good deal fo time to build.
now IP's at new location and recycle others, 15 RU for each IP, maybe you make back 20 RU for CC and 10 for IP at base (I dont know the exact numbers of recycled stuff, I have a suspicion its far lower than this, im being generous) bang paid for your 2 IP's right there. but your behind say 3 minutes, and you might lose your initial Res tower any second.
Res Tower 22 RU
so far total cost, +30 for new comm chair, +30 for 2 new IP's at new location, +22 for Res tower = 82 -20 for recycled comm chair = 62 (-5 if you built an IP at spawn then recycled it for 10 RU, 0 if it was destroyed) = 57 cost so far, now you put up an armory 25 RU and maybe an observatory 25 RU =107 RU spent, Or a Turret factory 25 RU and 2 turrets 28 RU = 110 RU
Now you have lost a good 4 minutes of game time, have only secured 1 hive, and havent even got 1 phase up. Good Luck.
With the phase rush tactic, you spend minimal resources, have acess to hives much faster, can lockdown areas with insane speed, and its just a waiting game till you tech up and wipe out their initial hive.
Lets look at both in cost wise.
Phase gate rush.
IP X 2 = 30 RU (1 if you feel lucky and get out of your chair to fight)
Armoury = 25
Observatory = 25
Phase at spawn = 20
Total so far 100 (85 if you put up 1 IP)
youve made scanner sweeps to find their initial hive, 6 RU or none if you listened.
okay, now you should already have marines at a hive (send em off after armoury is up, with 2-3 base defenders/builders) base phase goes up (1 build other defend, comm looks for skulks incoming, he calls it builder stops and fights) and by now you have enough res to put up a phase at the hive. Instant lockdown of 1 hive, with phases that you can send men in groups to fight any invasion. Now you can forsake any defense and push for hive 2, but your response will be lacking so maybe put up a TF and 3 turrets to slow any alein down, then move out, or split up and move a small group to hive 2 while hive 1 is built up.
in 5 minutes of game time youve locked down 1 hive and are moving ontot eh second with great speed and efficiency. PLUS you can get marines to teh newly secured hive with phase gates much faster.
okay now relocation
Build IP or not at base, 0-15 RU
Send all marines to location, and setup CC 30 RU and a good deal fo time to build.
now IP's at new location and recycle others, 15 RU for each IP, maybe you make back 20 RU for CC and 10 for IP at base (I dont know the exact numbers of recycled stuff, I have a suspicion its far lower than this, im being generous) bang paid for your 2 IP's right there. but your behind say 3 minutes, and you might lose your initial Res tower any second.
Res Tower 22 RU
so far total cost, +30 for new comm chair, +30 for 2 new IP's at new location, +22 for Res tower = 82 -20 for recycled comm chair = 62 (-5 if you built an IP at spawn then recycled it for 10 RU, 0 if it was destroyed) = 57 cost so far, now you put up an armory 25 RU and maybe an observatory 25 RU =107 RU spent, Or a Turret factory 25 RU and 2 turrets 28 RU = 110 RU
Now you have lost a good 4 minutes of game time, have only secured 1 hive, and havent even got 1 phase up. Good Luck.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You have NO valid points there...
With the relocation, you move your starting base to a hive location with a -10 cost penalty. From there, all you have to do is secure ONE HIVE. That is a hell of a lot easier than trying to take and defend two. Relocating the base and taking the next hive takes LESS time for turret set-up and building costs than staying at home at the main base.
Stay at start...
2 IPs-30
Armory-25
Observatory-25
Phase gate-20
Phase gate in hive-20
Phase gate in 2nd hive-20
Tfac at home and at 2nd and 3rd hive-75
3 turrets at all 3 places-162
Total: 377
Marine relocation...
Nothing built in main base...
CC in hive-30
2 IPs-30
Armory-25
Observatory-25
Phase gates linking both hives-40
Tfac at both hives-50
3 turrets at both hives-114
Total: 314
Difference between the two: 63 RUs.
Then you take the ground that the marines have to cover into account. Defending two places is a HELL of a lot easier than defending one. A coordinated group of carapaced skulks can lay waste to almost any marine fortification with ease, and if they get the marines, and kill the phase gate before dying (easy), then the game is pretty much lost by the marines. Relocation is quicker, faster, and in most cases better than building in the marine main base.
The difference in cost is the cost to put up turrets at the main marine base.
If no turrets were purchased ever, the relocating marines would be at a -10 RU penalty. Having one place to defend instead of two is WELL WORTH 10 RUs.
Wat exactly are u defending the marine start point for anyway? Youll always lose if you def spawn.
With large sprawling maps and large teams the marines hold a distinct advantage when it comes to the rush.
Ammo dispensers. Man i HATE these things, wat better way is there to get marines standing around idle? Any excuse not to have one early is great IMHO <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> Certainly the furthur away from inf portals the better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Be honest, generally on pub matches aliens are less coordinated than marines and there vocal comms. certainly i find it more of a mission to hold skulks from rushing in solo than marines.
Simple maths, holding 2 hives is easier than 2 hives + one spawn.
As a side issue, attacking original hive is viable too, just build up outside till u get seige, BINGO. Its quicker than building a second hive.
this risk is high against skilled skulks
this risk is high against skilled skulks<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Skilled skulks are owned by skilled marines. Proven fact. At least until the skulks get carapace, but the skulks simply do not have time to move into ambush positions as long as the marines move out right off the bat.
Personally Relocation seems a poor choice to me, you wast time that could be spent securing 2 hives, and its a risky venture in itself.