All The Retarded Comms....
Crapface
Join Date: 2003-12-17 Member: 24496Members
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> I was just wondering if ANYONE has ever had a relocation work in a public server? Every single comm always seems to do it but i have never seen it work if the ailien team is not a bunch of inbred retards that think there playing cs. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Comments
ns_hera.. reloacate to hera entrance and reception.
so u can seige double from there
They happen all the time, and work about 50% IMO.
heh
ANYWAYS, im a retard comm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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ns_hera.. reloacate to hera entrance and reception.
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thx for the strat. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
I love marine smilies there so awsome!
Its in the middle of the map for tacticle advantage, and is really easy to turtle in. ROFL at teh 4 oni that were rushing us up the lift and this guy pressed the button so they were stuck then comm dropped gls.
Nice spots to try:
Tanith- Western acess corridor; Cargo; Chem
Eclipse: Keyhole?
Nothing: Generator Room
Bast: Main Aft Junct.
Mineshaft: Sleeping Quarters; Double node
Lost: Los paranioas
Veil: The Dome
Origin: Don't relocate here (If so try double, but no garuentees)
Hera: Entrance or Processing(Only if your team isnt nubby)
Caged: (Double is sometimes Okay, but I like the spot near aux gen and double.
personally,
mineshaft + sewer hive = gg rines lets play another round if you relocate to double. BECAUSE: you get dbl, tram tunnel, usually generator and MS as well. if aliens dont respond asap you will also have u turn, drill, and sleeping quarters early on. 2 hive lockdown, 7 vs 2 rt. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i swear it works all the time! even with mediocre marine teams
for hera, i go for in between holo and hera (quicker access to dbl than plain hera) or cargo if archiving happens to be hive
eclipse yeah keyhole is pretty good, but more to the horseshoe side. should give more mapcontrol
and bast i go tram maintenance (bottom of feed), thats usually gg if engine happens to be hive, but it works with refinery as well
almost forgot origin: double res, but not in it. beside it at the top of elevator/weldable vent. thats LOADS of mapcontrol, but it only works if biodome aint hive
so erm, i dunno but relocs work loads of the time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
On lost, I was forced to relocate to External Overlook (the place right next to the cargo hive, up that elevator), and it worked very well, aliens had equilibrium and we had 2 hives locked down, along with MS resnode, Los Paranoias, Alpha, Eternal, External, and Cargo.
Lateron in the game we got temp control and docking access, a phasegate in cargo, alpha, MS, temp control, and we dominated the entire map with ease.
But when I do relocate there are key things you gotta look for: Near/In a hive, resnodes, and easily defendable. I can name probably 30+ locations on the official ns maps that are great to relocate to. I'll only give the fun ones:
ns_nothing; PowerSilo Hive:
**YOU NEED JPS FOR THIS TO WORK IF YOU DONT HAVE EM DONT RELOCATE ANYWHERE BUT GENERATOR**
You get 5-6 Tf's in the hive. 1 on each segment by the ceiling. You get 1 or 2 by the RT on the ground. You get 6 turrets on the ground and 3 on each top segment. You get a CC and IPs by one segment and put the armory and protolab on the adjacent segment (incase you didnt know you can move from one segment to the other by crawling as long as you arent goign to a segment that is acrross a ground entrance to powersilo). get a PG by the IPs and an obs and armslab on a diffrent segment than the armory, proto or cc, ips. Get a PG on the ground level. Electrify every TF and RT.
Congratulations! Save for a HA train and you win. You cant lose. I repeat you can NOT lose. Your marines can go AFK for infinity and as long as no one F4s you can not lose the game. You dont even need to electrify anything, its just there to really **** off the aliens and garuntee your success!
ns_origin; Computer Lab:
Just 8 Turrets, 3 at the stais so that Onos can't escape easy or you can build up above if you have JPs, and you got a secure base for a good while. Easy access to biodome and to marine start. It's a good place to relocate as you can hide your essential buildings behind boxes and still give them cover from turrets. Fuggin great IMO.
ns_origin; Red's Crib:
My favorite place to relocate in a friendly game. Has to be a small game. 8v8 is kinda big for it. But there is a room by marine start in the vents, DCs are usualy built there so the aliens can heal by the marine start RT, you can fit every building you need, 6 turrets and 2 IPs in their with ease. You can siege most of Cargo, you can get to xeno, double, and marine start with easy. Onos free, fades can be bad but 1 marine gaurd will fix that and lerks gassin are just annoying. I love this place when you get JPs. Did i mention 2 arms labs and a pg fit with the proto,armory, obs, cc, and 2 ips? dont do this with nubs and its just for fun.
ns_caged; Upper Sewer:
I hate this map for some reason, but if you relocate to upper sewer and get 4 turrets Onos have trouble getting you. So far Ive played games with this relocation 6 times and lsot only once or twice.
ns_caged; Sewer Hive:
Fun fun fun if you got JPs! Or a LOT of marines...on a turret factory...you can relcoate onto the top bar. Fit everything you need up there and what not. Plus with the TF up there and 2 turrets up there and the rest on teh ground nothing can kill you. You just sit around after awhile if you dont lock down another hive or manage tokeep your RTs as uppersewer and purification are in other rooms, and onoses can keep you from them but you can't lose anyways....
ns_veil; Nanogrid:
JP fun again. (I dont like to lose especially on this map, personal record is 12 relocations in one game thanks to a guy with a JP and a lot of kills by my team. Never want to play another 4 hr ns game ever again, half the people on the server were diffrent than the ones that came in half way through the game...) Put a CC and a TF in one of the vents of NanoGrid. You can put turrets up above in Nano and IPs. Heck you can do this and relocate to the monitoring pods in MS (I told soemone this and they had an IP in Nano and in Marine Start. Wasn't that an interesting game) and you get 2 RTs. Elec the TF and get 1 or 2 turrets down there and you wont have to worry bout anything short of fades. And then thats why you can get out of the chair. Fades attacking 2 turrets and an elec RT at the same time tend to be hurtin and a lmg can kill em easy then.
Anyways I just realised i gave pretty much no good places to relocate at the start of the game, but then again I only relocate when Im bored or marinestart is dead/dying. So there ya go.
-Red
origin: go to xeno research. i've seen this work quite well.
hera: hera entrance or cargo. depends on the hive.
lost: temperature control is awesome, but pretty hard to pull off.
mineshaft: double, or sleeping quarters. because if tram is hive it's propably better to go to sleeping.
aaaaaaaaand if you really need ideas for silly reloc's, come to me.
If you have jetpaks, you shouldn't be worrying about relocation, you should be working on ridding yourself of the alien menace. Turtling doesn't work unless your opponents are fools. You can be in your base with your massive turret farm and no upgrades while they get either onos to break your turtle, or just acid rocket spam you.
DO NOT USE TURRETS TO COUNTER ONOS, (all you seem to mention is onos) onos only take half damage from turrets and I believe gore has a bonus against buildings but I dont remember. Onii are the counter to turret farms.
Saying that the sewer reloc can't lose because you have turrets and onos can't reach it or whatever, is foolish.
My god, that is the longest piece of flamebait I have ever read.
Silly relocs, fine, if you are losing it can be fun relocating to make it a game of hide and seek for awhile.
ns_origin - xenoform research
ns_bast - Main Aft
ns_eclipse - Just south of T-Junction
ns_hera - Sometimes maint but usually stay where I am and just take holo if needed
ns_nothing - Gen / Miasma or Foreboding Antechamber
ns_tanith - Has to be cargo or chem transport...sometimes even in acidic...better protection, closer to one node and with one either side thats nice and close
Thank you I had that word in mind. Do most servers promote that relocation anyways? I noticed that every time we relocate there the game's time always succeeds over 1 hour and 30 minutes.
West Access corridor is the same also. The....Oni (It won, I'm going to give in) get r0x0red at that ladder on the right. If you could get about 5 turrets on both entrances also with a GL'er you can hold out till you have enough res to outfit your team with HA and push out. Aren't you able to siege double from West Access Corridor also?
If you find it hard, try dropping an IP in your base at first, then move out. Recycle the IP when you've gotten new one in the relocation spot.
Also, typing out "RELOC TO ______", yelling it over voice comm, and then giving all your marines a waypoint really helps ... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
However, be sure that you relocate for the right reasons:
- Relocate to position you close to rts and hives, and to cut off alien routes.
- Relocate so that your marines can be everywhere on the map easily.
- Do not relocate to an "onos unfriendly spot" just because you're afraid of those big chunks of walking beef -- if you're down to just that spot, you will still lose the game.
The most important thing is checking what will get their attention.
If the best player of the alien team is better then the average marine
FORGET ABOUT DOUBLE, it'll be bolted down.
But at the same time, this means they'll be wasting time and res building here and
u can capture the rest of the map with elec rt's.