CheeseLork on the ClorfJoin Date: 2003-12-15Member: 24396Members, Constellation
?? WTH ?? what shall this be good for? it wastes res for the relocate, has the danger of your marines dying while tryin to reloate and it takes more time than if you would build in the base... Oh and perhaps i should also say that: one lonely skulk who sees your new base or the marines relocating-->Skulkrush to this place. Oh Marines dead...well we have our lonely Marine in the Base, No Res nodes...yeah i guess we will win this game.
I did these nonsense relocatas when i started to comm but i found out that they won´t bring you a win. So just stay in the base and build there or check a map overview and search for a good position to relocate
yea Relocation is crappy most of the time if you do it though try to pick a good spot and send some marines there and then send marines to other places while some go to that base so you can get more rts up also try to have them stop and put up any rts on there way to the spot if they dont get any aliens around them.
<!--QuoteBegin-Sm|o||o|th+Mar 18 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sm|o||o|th @ Mar 18 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocation can work very well if you have competant marines and a good spot... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I see relocations work on pubs, but never, ever, have I seen it work on a scrim unless teams are grossly unfair.
Reason being is that you waste so much res/time on the relocation aliens are halfway towards the 50 res mark... and you won't even have lv. 1 armor...
Talk about a GG.
I suppose it works on a large server because aliens get res so much slower, so marines can still match their rate of tech sufficiently.
Yes big servers like 20 player and above relocation works great unless the whole team decides to rush you but youll probably have people scattered around the map
<!--QuoteBegin-Forlorn+Mar 18 2004, 12:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 18 2004, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Reason being is that you waste so much res/time on the relocation aliens are halfway towards the 50 res mark... and you won't even have lv. 1 armor...
But still, I understand what you meant, and its true. Most of the marine starts serve their purpose just fine anyway. Most of the relocations I see nowadays just don't work at all.
<!--QuoteBegin-Sm|o||o|th+Mar 18 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sm|o||o|th @ Mar 18 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocation can work very well if you have competant marines and a good spot... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I have seen it work in some cases, but usually it is touch-and-go for a while. Particularly when the dirty aliens have their **** together. I personally feel the relocate is too risky. I've never seen it go off without some serious glitches...
Only time I would relocate is if I commited at least 4 marines to an all out hive rush that was successful, but at the cost of our base. However, some people might simply call that rebuilding and not relocation, but I defer.
CheeseLork on the ClorfJoin Date: 2003-12-15Member: 24396Members, Constellation
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Relocation can work very well if you have competant marines and a good spot...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> as you said...you need a good spot. But the next RT isn´t often a good spot *g*
the idea is the one rine remaining at the first base makes the ip u set up and provides a little cover while the other rines make the rt and the cc primarily then expand further after reading my quotes i know they SOUND stupid but i have been in many of these relocates and commanded quite a few too and have rarely seen it lose its not a case of relocing then making a huge base there its more like making your MAIN base in a diff location and then making many smaller bases using up a lot of rts flame at will <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
CheeseLork on the ClorfJoin Date: 2003-12-15Member: 24396Members, Constellation
hmm...didn´t want to flame you if you think i did. Just wanted to show you that its not really worth to do...but hey...perhaps it works for you. Thats good. Unfortunately i ve never seen it, working.
<!--QuoteBegin-Jragon+Mar 19 2004, 03:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jragon @ Mar 19 2004, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the idea is the one rine remaining at the first base makes the ip u set up and provides a little cover while the other rines make the rt and the cc primarily then expand further after reading my quotes i know they SOUND stupid but i have been in many of these relocates and commanded quite a few too and have rarely seen it lose its not a case of relocing then making a huge base there its more like making your MAIN base in a diff location and then making many smaller bases using up a lot of rts flame at will <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Won't work, if you spread out your marines smart aliens will stay and groups and kill each one of them, singling them out till you lost your last base. Meanwhile, this is so expensive you won't be getting any tech, nor stopping their tech... it's just doomed to fail IMO.
On the other hand, it makes some very very fun games for the aliens, more of a seek and destroy sorta thing.
Unfortunately, the 3.0 distress beacon has made relocating mostly worthless, even out of dismal marine start locations. If you think about it, the new beacon is sort of a counter to the cheap onos. Besides, one of the previosuly worst marine start locations (Hera) is now one of the best, Bast isn't around (at least at the moment), Lost is obviously a terrible MS but the rest of the map isn't much better (all the good relocates are a long way away and too risky), and Tanith MS poor location is made up for by the openness, lighting, and phase gates.
I'll miss relocating, I always thought that made the game twice as fun to command, but it's just not nearly as viable as it was in 2.01.
Comments
I did these nonsense relocatas when i started to comm but i found out that they won´t bring you a win. So just stay in the base and build there or check a map overview and search for a good position to relocate
I see relocations work on pubs, but never, ever, have I seen it work on a scrim unless teams are grossly unfair.
Reason being is that you waste so much res/time on the relocation aliens are halfway towards the 50 res mark... and you won't even have lv. 1 armor...
Talk about a GG.
I suppose it works on a large server because aliens get res so much slower, so marines can still match their rate of tech sufficiently.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Lol...
Aliens start with 25 res!
But still, I understand what you meant, and its true. Most of the marine starts serve their purpose just fine anyway. Most of the relocations I see nowadays just don't work at all.
I have seen it work in some cases, but usually it is touch-and-go for a while. Particularly when the dirty aliens have their **** together. I personally feel the relocate is too risky. I've never seen it go off without some serious glitches...
-stooopsy
Relocation can work very well if you have competant marines and a good spot...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
as you said...you need a good spot. But the next RT isn´t often a good spot *g*
after reading my quotes i know they SOUND stupid but i have been in many of these relocates and commanded quite a few too and have rarely seen it lose
its not a case of relocing then making a huge base there
its more like making your MAIN base in a diff location and then making many smaller bases using up a lot of rts
flame at will <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
after reading my quotes i know they SOUND stupid but i have been in many of these relocates and commanded quite a few too and have rarely seen it lose
its not a case of relocing then making a huge base there
its more like making your MAIN base in a diff location and then making many smaller bases using up a lot of rts
flame at will <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Won't work, if you spread out your marines smart aliens will stay and groups and kill each one of them, singling them out till you lost your last base. Meanwhile, this is so expensive you won't be getting any tech, nor stopping their tech... it's just doomed to fail IMO.
On the other hand, it makes some very very fun games for the aliens, more of a seek and destroy sorta thing.
I'll miss relocating, I always thought that made the game twice as fun to command, but it's just not nearly as viable as it was in 2.01.