Relocate To Refinery
SDJason
Join Date: 2003-05-29 Member: 16841Members
<div class="IPBDescription">worked excellent for me.... :)</div> So the other day i was playin whatever map refinery is on and i got the idea to relocate there.... hand half the team stay at base to guard initial rush, and half the team go to refinery, one thru vents.. one thru rotating door thingie.... upon getting there i built armory, ip, cc, not in that order
I then Capped all three res around refinery and mined it, by this time my old base team was dead so i recycled the res node there.......
Build an observatory, 2 arms labs, and capped the res between engine and refinery by the circle lift... had 2 people guard that and then phased to engine from refinery, capped engine res, so now i had 5 res, my 2 armories were pumping out upgrades so that we had both level 2 upgrades by the time they ahd level 3 cara.....
capped old base res node again so now i had 6 res nodes.. built a proto and got heavy armor
Capped tram maintenance res node... now i had 7 and they were stuck in feed, built a tf down there with 4 turrets... any skulk that jumped died before he got down with level 3 turrets.....
killed the hive... and had 7 res
Despite my soldiers claims that we would get lerked to death, i believe it worked out good... maybe ti was a bad team i dunno
ANy thoughts?
~Jason
I then Capped all three res around refinery and mined it, by this time my old base team was dead so i recycled the res node there.......
Build an observatory, 2 arms labs, and capped the res between engine and refinery by the circle lift... had 2 people guard that and then phased to engine from refinery, capped engine res, so now i had 5 res, my 2 armories were pumping out upgrades so that we had both level 2 upgrades by the time they ahd level 3 cara.....
capped old base res node again so now i had 6 res nodes.. built a proto and got heavy armor
Capped tram maintenance res node... now i had 7 and they were stuck in feed, built a tf down there with 4 turrets... any skulk that jumped died before he got down with level 3 turrets.....
killed the hive... and had 7 res
Despite my soldiers claims that we would get lerked to death, i believe it worked out good... maybe ti was a bad team i dunno
ANy thoughts?
~Jason
Comments
I thought this was an old strat?
BTW why did you build 2 arms labs? Hopefully you had plenty of money rolling in, 2 arms lab cuts your res down so much.
Your chair has a radius that extends there for IPs. Drop them there, use the vent for access back into your base, and you literally start with 2 res nodes (after capping the one in Main Aft of course). This works great for getting ahead quickly.
-OldManRipper
Also, I give Jason ups for using 2 arms labs. That's like...old school Starcraft style.
heya mast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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it is a little tricky if they have engine, but what you should do is keep the airlock door shut. When an alien comes, they need to open that so you know when they are coming. Your marines should all focus on the door and take out the aliens before they can get very far outside it. Mines also would help in the little area outside the door.
Then, you weld the vent shut there, so that the only way out of engine for the aliens is to go through atmospheric. Then they'd have to continue to feed, and come up the elevator or whatever. They wouldn't be able to run through atmosp, up through your old base, and then that vent to hit main aft. If you have a marine or two guarding your base, they shouldnt be able to harm you too much.
And by the time it takes even the quickets skulks to do this, you should be able to sufficiently secure main aft, and start moving on to another hive, grabbing rt's as they come.