Relocating Between Two Hives
Sifo25
Join Date: 2003-01-28 Member: 12890Members
<div class="IPBDescription">reliable? Insane?</div> I figured this was too specific to search for, so let it die if it's been debated to death. I'll find the post eventually. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Anyway, I've not seen a lot of relocations on the marine side anymore. Saw a lot more in 1.03. I've read a lot of theories or reasons as to why the 2-hive lockdown isnt as common. My question specifically relates to this, but its not exactly the two-hive.
Has anyone ever tried locating in an area between two hives? Maybe closer to one, but not farther from the other. On most maps it seems like there are two hives closer to each other, and if the aliens were not in either one, why not build a base between them and cover each end of the base with mines/siege?
You could then have overlapping TFs, turrets, one place to mine, and short runs to your siege cannons/shorter runs to the hives in emergencies.
Impossible? Rediculous? I welcome feedback.
S
Anyway, I've not seen a lot of relocations on the marine side anymore. Saw a lot more in 1.03. I've read a lot of theories or reasons as to why the 2-hive lockdown isnt as common. My question specifically relates to this, but its not exactly the two-hive.
Has anyone ever tried locating in an area between two hives? Maybe closer to one, but not farther from the other. On most maps it seems like there are two hives closer to each other, and if the aliens were not in either one, why not build a base between them and cover each end of the base with mines/siege?
You could then have overlapping TFs, turrets, one place to mine, and short runs to your siege cannons/shorter runs to the hives in emergencies.
Impossible? Rediculous? I welcome feedback.
S
Comments
Nancy (my favorite next to Nothing) has a pair of hallways from Subspace and Port Engine. Relocating there would allow plenty of vertical building room for Arms/Obs/Proto, and each end of the hallway leads to rooms that are connected to Hives. Sieges at either end would cover/destroy hives, and turreting/mining the center of each hallway where the Armory/IP/CC is would be... effective, no?
I also believe this spot doesnt have any vent openings on the ceiling, but I could be wrong.
The only problem I see right away is, the lack of a very close res nozzle. But on some maps, isnt there an area like this where relocating to would work great? I'm gonna have to search the forums for some links to player made top down maps... unless someone has the linkage handy?
S
Yeah, that is very common in ns_hera.
One good spot could be at south loop in ns_eclipse <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Only problem is that nearest res nodes are in hive rooms. But with siege's you could at least keep one entrance in main hive clear and your marines could easily rush in there.
Now, the overall advantages of relocating are superb. If you managed a well spread-out, well-coordinated plan and your team follows it; you can get things done considered nessecary aswell as protect nodes and your base without much difficulty. One marine can take down many skulk, without range. They're mobile sentry turrets, and I think they're present advantages can be used. Plus, when you relocate to a hive you have a quicker refill/redeploy effort going which means quicker reinforcements to the areas you need them.
However, it is unfortunate. If you leave a gap open to your orginal base, the aliens can just eat their way through your efforts; however they are hintered from getting anything too special...well, a second hive is enough to mess you up. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Most effective marine installations are briefly constructed, and defended well by the actual marines and not turrets - that's not to say turrets never go up. Phase gates and good communication between comm and crew makes so much of a difference. Move quickly, move together - that's in <b>and</b> out.
However, relocations of necessity are just that - necessary. If you've restricted the aliens by setting up a good installation in processing and they eat your base, you throw down a CC and IPs and hope you've got holoroom resources to get back your tech buildings.
Are you speaking out relocations right out of the gate, or as the game progresses?
Im not sure of the map name, But there is a map that this plan would work effectivly in.
I remember some of the hive names from the map, Satalite communication , reactor, and cargo i think.
you could relocate your main base to reactor room, then lock down cargo and salatite.
that would greatly hinder the aliens expantions. If you could hold down all 3 areas. It would cut them off from alot of resource nodes if you placed turrents right. You should try it out some time and see how it goes.