Relocation...a Failed Strategy.
Harry_S_Truman
Join Date: 2002-11-21 Member: 9568Members
The only good I see about relocating, is that you will lose to only fades and not onos.
That extra time and extra resources early in the game destroys the marines advancements and gives the aliens that extra time needed to get a RP.
As an alien player, I smile when the marines relocate, then go caputre their original resource point, as they never go back. Thanks for the freebie!
I have yet to see this tactic work.
That extra time and extra resources early in the game destroys the marines advancements and gives the aliens that extra time needed to get a RP.
As an alien player, I smile when the marines relocate, then go caputre their original resource point, as they never go back. Thanks for the freebie!
I have yet to see this tactic work.
Comments
It works sometimes, but only against crap aliens.
"I AM THE THREAD POLICE! THIS HAS BEEN DISCUSSED MANY TIMES!"
Maybe I didn't feel like it. You could have always skipped it. Then again, you could have always kissed my big Marine butt too!
Regardless, it's a worthless fatalistic strategy. I just want to know how there can be soooo many noobs in the game still?
If it does not work well however, you will either lose, or be slowed down to much by the resorce cost and lose to fades quickly.
Also, on ns_nothing relocating to Cargo Bay seems to work, because of so many resorces in close enough proximity to be defended extremly easily, aside from that, relocationg is a gamble as mentioned above.
You haven't played NS long enough than!
Also, the "at least you'll only get Fades, not Onos" is pretty much null. Those upgrades will help you grab 2 hives, and there isn't much difference between Fades and Onos, both largely spell doom. Well, Fades can easily be beaten by teching, but if you relocated, you won't have tech'd now would you? That's what I thought.
its all abouyt taking two hives before the aliens even think about it
but, in ANY strategy, it is only as good as the skill and teamwork of everyone on the team
ya I relocated there once because the main base was getting raped early and the only thing I could do was drop a CC at refinery. I Learned really quick why it's a bad bad place to relocate. An alien imediately went gorge up in the rafters and placed a few OC's and DC's up there. We spent 10 minutes trying to get siege up. Needless to say the game was well out of our hands by that point. A few attempts to take engine room failed and that was it.
You also have to take into account where you are relocating. On ns_nancy, I see many marine teams relocate to the subspace hive. That I dont quite understand. Yes, its a big wide open space and is easy to shoot oncoming skulks, but unless you have jetpacks, it only has one exit. A gorge comes by and decides to slap down a wall of lame, and your forced to spend even more res (and time) putting up a siege. You have to choose the most effective location to relocate to. Its a risky strategy, but if pulled off right (and you have half-assed marines) it can be very effective.
Yes.....buy my thead is against relocation where theres is definately for it.
The relocation strategy CAN be successful, but only when it is used QUICKLY, by a team of good marines. So what if it costs an extra 30 res-thats TWO less turets! *Cry*
The turrets can EASILY be replaced by marines. Marines aim better, are able to get more concentrated fire in one area, and last a lot longer (depending on said marine's skill, again). There is really nothing gamebreaking about taking the original marine resource tower-oftentimes this tower will be completely unguarded and can EASILY be taken back by the marines a bit later. Making the aliens focus on defending TWO spots (marine base and ffirst hive) can prove to make the difference in a game.
More realistically, the abandoned marine spawn will be either:
1: completely Neglected, or...
2: The main focus of the aliens.
Making the aliens focus on a goal OTHER than the second hive can slow their game up greatly, allowing the marines to gain any lost resources back rapidly.
Therefore, the relocation is like booze - awesome; but in moderation only. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
All hail the one who knows everything!
So you continue to add to the tread...LOL. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> Last time I checked, you were allowed to post your opinions regardless if someone else has a thread or not.
Ok, I've played my first game where relocation worked but it turns into a map issue. In the instance that it worked, it would only have worked where it did. Still, if it wasn't for a fairly competent team of Marines and an excellent commander, we would have failed.
On maps like Caged it's a BAD IDEA if you chose to relocate to Sewer or Generator, since they have no immediate ressoruce node that you can easily defend. The node in sewer is within comfortable vent distance of Via hive, and the generator nozzle is a good walk away, down laddesr and through tunnels from the hive itself. No, definitely not a good idea. Via is so far away from marine base that an early relocation is difficult.
On most other maps you lose out your base RP and dont gain anything extra in the new hive base but 30 lost res for your CC.
Only on Nothing can a relocation be a good idea IMO. On other maps or places its at best a risky tactic, more risky than attempting a 2 hive lockdown.
Relocation is a fine strategy in and of itself. Its creative, it gets your marines to work together, it even makes the beginning of the game very tense and exciting as you hang between survival and death. However, in all its glory, the relocation strat is not a good one. All hives are harder to defend than the corresponding marine start. Plus, if you want to win games faster, you should work on attacking the existing alien hives instead of deterring them from putting up a new hive. So many things can go wrong with your defense in relocation rushes, but as they say, the best defense is a good offense. And that's no lie =)
Aliens had won at least 3 times in a row before (i wasn't comm btw). We got vent very quickly after securing sewer and proceeded to win with a very slow two hive lockdown. We only had two res and it took a long time to win but there you go. Personally I consider caged to be one of the most alien friendly maps so was pleased to win at all.I had to be pretty awake as they started hives 4 times, but I managed to spot it each time.
So I think it's *definately* a valid strategy to relocate, but it needs to be done quickly with some thought given to the spot. For example relocate to the res point outside datacore on hera, you have yourself a spot that you can seige two hives from. Get that and tbh it's gg aliens.
You may not rate the tactic, but "Predictability is death" so its a good idea to keep it as an option rather than writing it off completely.
No tactic survives first contact. And this is mostly true, you SHOULD learn and adapt to the opposing teams advancement.
Tech-Defence and you will fall back in resources
All out offence will result in weak defence and the possibility of being stabbed.
Offensive teching leaves you vulnerable on most spots
Its all really a balance, and although i dont like being "the one" in charge (comm) i like to know the strategies under work by both teams. Getting the great advantage... of Information!
And Information is Power!!!
I ran around with a jetpack and a welder going resource hunting, once in a while, taking our several skulks on their way to our fortified base... i rushed the second hive several times, but i failed with a jetpack and welder 2(they spammed so many OTs in the hive area... just flying around got me hit) But i finally said, screw it, and i told the comm to give every single marine HMG HA Welder combo (yes, we had over 300 RPs... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> ) then the aliens suffered a humiliating defeat... so remember, dont give up hope.... the aliens could just suck bad and you can win!
Ok I scanned thru the posts so far. here is my thoughts on relocating: this is only a viable tactic if you have a marine who can hold a hive against aliens and you can survive in the hive you moved to without turrets. everyone assumes that without turrets you will lose. this is often true. but not if you are a good team.
another thing to mention, and this may sound suicidal, but you can survive without a single IP in the beggining of the game.good defense against the first rush is crucial in this strategy, but if you can pull it off with a maximal number of marines...