Relocations

PoofatPoofat 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)

Comments

  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    just played one

    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
  • meaniemeanie Join Date: 2003-03-25 Member: 14868Members
    i'm finding marine relocations are an essential.. but they need to be to a hive .. marine relocation to double resourses doesn't have the same effect ..

    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..
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    might sound stupid BUT "relocating early" to one of the nearest empty resnode next to marine spawn most times works.
    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.
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    IMO they were never really viable, but marines were just barely better than aliens so that you could pull a stupid strategy off vs a bad alien team. Now, aliens have the advantage, so good luck =\
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    Relocation is a waste of time and resources. It was never a good strat (IMO) you can use that time to take and defend (with marines not turret spamming) 3 nodes and then secure a hive the standrad way.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I've seen marines relocate to doubleres on ns_veil with great success. The relatively small size of veil combined with the central location of doubleres means that the only place the rines are gonna be far away from is... rine start! Any marine win on that map I've seen was preceded by a doubleress reloc.
  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    edited August 2003
    Relocating to double res node is almost always suicide. Aliens aren't going to rush a single-res room like start. They'll just rush hive if any notice that you're there, and they'll definantly rush a double-res room. I think the res wasted trying to maintain double-nodes at the start isn't worth it - mainly since you can go in and tear the place down later once you get upgrades.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin--lolfighter+Aug 15 2003, 12:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lolfighter @ Aug 15 2003, 12:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen marines relocate to doubleres on ns_veil with great success. The relatively small size of veil combined with the central location of doubleres means that the only place the rines are gonna be far away from is... rine start! Any marine win on that map I've seen was preceded by a doubleress reloc. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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
  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    An early relocate has spelled death for the marines all the times I've seen it. Why? Because the relocation spot usually isn't very well protected from spore guerillas. The last time I saw a relocate it was on ns_bast to Atmo Pro. There were literally 3 regenning lerks within the first minute of the game getting a spore kill every twenty seconds or so. Sure the marines got those two RTs, but they were never able to get any more than that, not even Feedwater.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Relocations work IF, and only IF, you pick a good place to relocate to.

    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.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    A major point to consider is, "Is this relocation a sufficient improvement over Marine Start?"

    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.
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    I actually have about an 80% success rate when doing a relocation to cargo on Tanith. I get there and get my marine in position, it a nice open room so stock marines can hold it by themselves while some other marines lock down the other hive with turrets and a phase. Then I just hold my ground while I tech. I literally jump for joy if scan and see the aliens dropped sens because any Onos they manage to scrap together can be dropped easily by maybe 50 res worth of shotguns. Def onos are a little harder but I still win about 1/2 the time against them too. relocations are still definately viable. you just have to find a spot where you can control a hive AND have favorable terrain to fight in. SOOOO many relocs to reactor fail because the room itself is a deathtrap.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    edited August 2003
    Just played a great game on Lunix (w00tw00t) where the commander relocated to biodome. Well, reloaction is a bad word, more like: Zerged it shut. Just threw a PG up and lots of base toys in there, and we were pinned out of their spawn AND the biodome. Every res node had a PG, a TF and 5 or 6 turrets. It was obscene.

    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!
  • PoofatPoofat Join Date: 2003-06-17 Member: 17434Members
    <!--QuoteBegin--GreyPaws+Aug 14 2003, 05:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Aug 14 2003, 05:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Relocation is a waste of time and resources. It was never a good strat (IMO) you can use that time to take and defend (with marines not turret spamming) 3 nodes and then secure a hive the standrad way.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
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