Move The Base...there!
Faded_Tiger
Join Date: 2003-01-25 Member: 12713Members
<div class="IPBDescription">"It's got better wallpaper"</div> Hi all,
Now is it me or is there a sudden need for Marine Commanders to move base.
I have just played two games one after the other where the marines decided to move.
The first game I was Kharaa so I cannot say if both games had the same marine commander or not but this is what happened. I and my fellow Kharaa spent well over an hour as gorges, skulks or lerks. We had control off 90% of the map but the pesky marines had two of our hives. Unfortunatly even when they upgraded to HA/HMG they had so little rp only one or two HA's appeared at a time. Everytime they tried to set up a seige we rushed it. All in all it became a stand off with neither team really enjoying it so we declared it a draw as Marines would eventually win by saving up their single rps and moving out en masse to our one hive. Now whilst the game was fun for Kharaa how much fun could the poor marines have had sat in a hive twiddling their thumbs waiting for rps.
The second game I went marine and had an irritating Commander treating us all as if we were noobs and berating us for dying under massed skulk attacks when he sent us to one room he wanted for his new base. On and on we tried to gain that room only to die and he rode us all the time saying we were doing it wrong and his was the only way to win the map. How many times have I played the map before and won by holding the base and growing carefully not losing rp on eight lost phase gates eight lost tf's and eight lost resource towers. Then to top it all after wasting all our rp and dragging us all down he suddenly went into defeatest mode crying out "That's it we've lost now" over and over again when nothing bad had happened apart from we hadn't gained his precious room.
Now the question I am asking myself is...... Is this "need to move base" due to the v1.04 (edit thx unknown) upgrade? Sure, there was always the odd base move but usually only when required not a "must do it" requirement some commanders seem to demand even if it jepodises the enjoyment of the game.
What are your thoughts?
Faded Tiger
Now is it me or is there a sudden need for Marine Commanders to move base.
I have just played two games one after the other where the marines decided to move.
The first game I was Kharaa so I cannot say if both games had the same marine commander or not but this is what happened. I and my fellow Kharaa spent well over an hour as gorges, skulks or lerks. We had control off 90% of the map but the pesky marines had two of our hives. Unfortunatly even when they upgraded to HA/HMG they had so little rp only one or two HA's appeared at a time. Everytime they tried to set up a seige we rushed it. All in all it became a stand off with neither team really enjoying it so we declared it a draw as Marines would eventually win by saving up their single rps and moving out en masse to our one hive. Now whilst the game was fun for Kharaa how much fun could the poor marines have had sat in a hive twiddling their thumbs waiting for rps.
The second game I went marine and had an irritating Commander treating us all as if we were noobs and berating us for dying under massed skulk attacks when he sent us to one room he wanted for his new base. On and on we tried to gain that room only to die and he rode us all the time saying we were doing it wrong and his was the only way to win the map. How many times have I played the map before and won by holding the base and growing carefully not losing rp on eight lost phase gates eight lost tf's and eight lost resource towers. Then to top it all after wasting all our rp and dragging us all down he suddenly went into defeatest mode crying out "That's it we've lost now" over and over again when nothing bad had happened apart from we hadn't gained his precious room.
Now the question I am asking myself is...... Is this "need to move base" due to the v1.04 (edit thx unknown) upgrade? Sure, there was always the odd base move but usually only when required not a "must do it" requirement some commanders seem to demand even if it jepodises the enjoyment of the game.
What are your thoughts?
Faded Tiger
Comments
I didn't realise it was a sin to reopen a topic which had been mentioned before... and anyway, I wanted responces on v1.04 (edit) comment and whether the relocating at the expense of enjoyment was viable.
Please if you have nothing positive to add then please don't bother posting.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I have also noticed a HUGE trend in marine commanders that move the base. Most of the time its to a hive or a room with more then 1 res tower near a hive.
Moving the base is a good idea in theory, because you'll almost never face Onos (yes, Onos is plural and singular. RTFM! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) and you'll usually beable to keep more then 1 res tower alive from the safety of your new base.
But, IMO, moving the base is a bad idea and the only map you should do it on is ns_hera (because holoroom is SO easy to defend with welders in hand AND it has 2 res towers). It not only slows down your teching, but it also is very risky and should only be attempted with avg to above avg marines. Also, you waste 30 rps to build a new comm chair and you allow the aliens to easily destroy your 1 and only RT and possibly capture it. You also redender distress beacon useless because either your marines will be to far to help save the base and/or they will be killed instantly by the alien's mini-base in your old base.
If you want to see the "USE THE SEARCH" at an epidemic level, check out the Fable (great looking X-BOX RPG) Forums at www.bigbluebox.com. The anger at newbies with old questions has gotten so bad the Mods had to post a sticky about forum politness.
Sorry for the long winded off topic rant, but I just don't want to see these lively boards die like the Fable one is. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Faded Tiger
p.s. Few posts does not always mean new to forum (in this case just new name) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Relocating depends on the map. If there's a map with a really sweet non-hive spot (hera, tanith) relocating is often well worth it. In hera there are two good spots right near each other: processing (2 hive siege spot, even in 1.04), and right around the corner is holo. It's a really easy map for remotely competant marines, if they want to win that way.
Another good reason is when the marine spawn sucks. Bast and caged are good examples, with lerk-prone vents in bad places. Sometimes it's best not to stay there, and be annoyed all game. (Even welding isn't always helpful, if either you can't get there without dying or they unweld, depending on map).
Otherwise, it's at best a weak strategy. Failure pretty much = loss. Making the game shorter doesn't really help you all that much, and it's not like hanging out in your base will let you win, no matter where it is. Go fight or something.
So: only move if you've got a great reason to, but there are indeed some great reasons to.
Location!
<i>Location!</i>
<b>Location!</b>
heh. holds true to games, as well...
Faded Tiger <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
3 nozzles that can be covered by 1 TF = win
Get enough turrets and aint nothing getting through alive.
3 turret farms.. covering 7 res nozzles.
Let them have fades.. they're not gonna assult anything up a lift shaft.
Its seriously harsh way to win tho cos it takes ages and the aliens aint got a hope in hell the second you've got a morderately large farm at each location.
BlueGhost
also i find this tactic the best way to win caged, moving to freight elevator area and securing the 2 res is much better tactic, as aliens cant do the DC's in the base vent againsted you, you secure a central area of the map, with easy access to gen vent and sewer.