Relocations
Poofat
Join Date: 2003-06-17 Member: 17434Members
<div class="IPBDescription">Still viable, or a marine death march?</div> I don't see many relocations these days, but I feel that, if they can be pulled off they are a good strategy. Towards the end of the game, marines need to keep many fronts secured (a hive, the double res, their base, and probally a frontline base you are making a push from.) You need marines to defend, and marines to attack, so this creates a strain on your manpower. Since, besides the one res tower, marine start is utterly worthless on most maps, relocation can be good to consolidate forces.
I'm wondering if anyone has had any good successes with relocations, I have only done it a few times, to cargo on ns_nothing. That one worked very well, but a similar relocation to the double res on ns_veil set us back too far. These however, are early relocations. I think that a more interesting tatic would be to secure a hive/whatever normally, turret it up, get a pg, and start putting upgrade labs there. Usually before you start hardcore upgrading you will have something besides marine start to move to, then its just a matter of dumping a cc and some IPs at the new location, and abandoning marine start (or keep it as an outpost, or have a partial relocate)
I'm wondering if anyone has had any good successes with relocations, I have only done it a few times, to cargo on ns_nothing. That one worked very well, but a similar relocation to the double res on ns_veil set us back too far. These however, are early relocations. I think that a more interesting tatic would be to secure a hive/whatever normally, turret it up, get a pg, and start putting upgrade labs there. Usually before you start hardcore upgrading you will have something besides marine start to move to, then its just a matter of dumping a cc and some IPs at the new location, and abandoning marine start (or keep it as an outpost, or have a partial relocate)
Comments
commander "Zergling" on veil relocated to a hive (*middle hive)
the we secured it, and swept right, took over a hive, and moved around to double res, then teched up max, and swept to alien's main hive
40 minute game. it owned
relocating (successfully) to hive stops an alien trait and alien 4th abilities ..
i'm still finding commanders building in the silliest of places too.. like under a (gorg/bile bomb) ledge or hole..
(ie: reactor room.. the usual tf or cc in the corner)
also i think people commanding should think of these ledges and holes when placing infantry portals too..
eg: the marines are making an assault on one of the alien (my team) hives, the team is frantic .. i go lerk in a ledge above marine spawning location and just kept sporing their infantry portals and armoury.. the marines lost track of their assault, the aliens relaxed.. i got a heaps of kills/resource
another thing i hate is when commanders build their spawning setups in cluster so close that when you spawn you have to jump over turrets and other structures just to get out of base or to the armoury..
got of track a bit there.. i agree relocations aren't as common as they used to be..
again.. the games in 2.0 are getting better though..
This puts out your base closer into the map while you still have no problems defending marine spawn.
and instead of 2-3 expanding ways you now have 3-5 making you more flexible.
It works great against SC or DC first.
Do not try to relocate to a double res, it will get overrun by onos or 3 hives sooner or later most times, you cant secure a hive and doubleres easily when you relocated.
Relocating to a hive rarely makes sense, its best against SC first, the only chamber that sucks on a 2 hive lockdown.
Normally when I play on my regular server I'm mainly aliens, but a smart team will get gorges in the double res before marines can get there and get OCs before they get too close
This covers many things, including vents, back doors, and general location on the map. Its all very well relocating to a good room, but you're stuffed if you can't actually get to it.
As part of my chokepoint theory, I believe your chokepoints should be in places that would be acceptable relocations, meaning that should things go pear shaped you only need to build a comm chair and 2 IPs at them to get back up.
These are things like ledges, vents, access to other locations, defendably, height advantage, etc... For example, I find relocation on Bast very helpful, where that stupid vent with the little bilebomb hole... Eww.
However, I find relocation less useful on, say, new Eclipse, where you have Station Access and Triad in easy range, and two more res from there.
But the commander (Mouse), made one MAJOR error. He assumed we'd fight for biodome, while he teched up.
WRONG!
We had several onos distract the turrets while I skulked the TF to death. I got the last bite in and was killed and it blew up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That was it, the base fell like the Berlin Wall, and they had no Aux CC or IPs.
Then when I played Marines, CommieWithAGun kept boosting our morale by making us Very Special Squad 5!
Hmm. If you take 3 nodes and defend them with marines (I assume elec as well, because its cheap in 2.01b) you will thin out your forces way too much. In 6 v 6 you would only need one marine to guard each, leaving 2 marines to secure the hive. In 10v10 or higher you would need 2 marines to guard the res, and that would still only leave you with 3 marines to secure the hive. Besides, good luck getting people to defend ANYTHING on pubs.