Overly Chatty Penguins

The Ready Room => General => Topic started by: Mr.Bill on August 03, 2004, 10:35:01 AM

Title: Bill Comm Strats
Post by: Mr.Bill on August 03, 2004, 10:35:01 AM
k, last night I had a game on hera and we relocated under the elevator in maintenance, we lost needless to say but we did good, had we actually got rts instead of mindless wandering I think we could won, so it gave me an idea.. a list of crazy relocates which no comm in their right mind would use in a seriouse game... and use those relocates and try to win with them. The list ill put down here will grow whenever I get an idea or someone has a good one, I wouldnt put them down on the list if I didnt think they were possible, so here they are.

ns_hera -

Under maintenance elevator =
Landing Platform = succeeded. - cant remember the specific comm,

Ns_Bast -

bottom of that pit of dewm, you know where =
observatory  =
in the water =
Ontop of pipes in feedwater =
Ontop of pipes in Furnace =

Ns_Ayumi

Ontop of pipes in pressure control =
Gorges hideout =
In the big vent exit =

If you have any ideas tell me and ill edit the list, and if you try one of these and succeed, tell me and ill put you on the list for doing it :)

list is small right now but ill get more, there's plenty.
Title: Bill Comm Strats
Post by: Doobie Dan on August 03, 2004, 11:02:42 AM
I don't think you can build up top in Pressure Control - I've tried to relocate there.  :)

This list could go on for miles.

Ns_Tanith:
 - Vent room between Waste and the room below it - Succeeded  ^_^
 - The vents between Waste and Fusion

Ns_Agora:
 - Room above The Pit
 - Long hallway between Cargo and Pit (back entrance)

Ns_Lost:
 - On top of the Cargo Bay crates

Ns_Eclipse:
 - Vent near Station Access Alpha
 - Hallways between SAA and PSJ3 (doesn't seem so bad, but just think how many times you've died there as marine)

Ns_Bast:
 - Marine start
 - Siege vents by Engine room

Ns_Metal:
 - Room above Storage D

Ns_Origin:
 - Vent room between Biodome and Ventilation
 - Vent room near Marine start
 - On top of the box/ledges in Cargo
 - Upper ledge in furnace (might not be possible)
 - High beam in room outside Furnace (I've done this before, but it was an end game joke.  Probably requires JP to get there in the first place)
 - Lava bridge.  Be creative with building placement :)

Ns_Nancy
 - That useless room that they took out :(
 - Below the broken floor
 - On top of the engine in Port (might not be possible)

Ns_Mineshaft
 - Sewer access (big room between Sewer and Cafe)

Ns_Nothing
 - Edge of the pit in Foreboding
 - On top of the pipes in Ominous
 - Back entrance to Cargo: on top of the pipes (yes, you can get there without JPs)
 - Below the ladder in Miasma

I tried to keep out ones that require JPs.  There's a million awesome places to relocate to with jetpacks, but that kind of defeats the purpose of this exercise.  :)
Title: Bill Comm Strats
Post by: Isamil on August 03, 2004, 11:40:54 AM
ns_bast
N-Corridor relocate.  N-Corridor can be reached by going into the vents on MS elevator, heading right, heading left, heading right, up the ladder and relocate there.

Its really cramped though.
Title: Bill Comm Strats
Post by: Necrosis on August 03, 2004, 11:52:45 AM
Let me think...





That greeny watery bit in Nancy is always good for suicidal falling.

Bast - the tiny space where you can barely drop a CC and an IP in the vent next to Feed hive.

The big lifts in Nothing.
Title: Bill Comm Strats
Post by: Kodiac on August 03, 2004, 12:04:16 PM
ns_eclipse-  The vent next to power subjunction
               -  The Big part of ms/horseshoe vent

ns_agora  -vent(s)  outside cargo hive
                vent in tunnel(not the hive, the rt outside of it)
               

thats all i can think of
Title: Bill Comm Strats
Post by: Mr.Bill on August 03, 2004, 12:36:42 PM
looks like all us crazy comms will be busy :-D

oh and I wont bother editing the first post, becaus you guys did an awsome job for ordering them.. well least doobie did :)
Title: Bill Comm Strats
Post by: Isamil on August 03, 2004, 12:53:11 PM
Whenever they make me comm this is my strat.

Find hive.
Relocate outside.
Usually I never even pull off the relocate part.
Title: Bill Comm Strats
Post by: tankefugl (in a tent) on August 04, 2004, 05:22:52 AM
Pff, you all forgot the best relocate:

ns_eclipse: keyhole

However, relocates are commanding concepts of the past. They do make for interesting games, though, and might "balance" the game to compencate for the early marine power.
Title: Bill Comm Strats
Post by: lolfighter on August 04, 2004, 06:17:54 AM
Keep this to a minimum please. If you relocate to some impossible location every single time you comm, you're holding the game hostage. You're denying everyone a normal game because you think it should be screwing around time. If we see this happening too often and people start to complain about it, you force us to make rules against it, making our ruleset even more complex and creating more work for the admins. Please remember that LM is not your personal playgroud. Yes, we want you to have fun, but we want everyone else to have fun as well. If your definition of fun goes contrary to the rest of the server's, you'll have to yield.
Title: Bill Comm Strats
Post by: Mr.Bill on August 04, 2004, 05:50:03 PM
ns_origine

Vent outside of double on top of the bigger elevator going to furnace = win, myself thanks to ym team.

To lava catwalk = win, DHP for that one :)
Title: Bill Comm Strats
Post by: EmperorPenguin on August 04, 2004, 09:05:44 PM
Yes, that lava catwalk relocate really worked out well.  So well, in fact, that I don't know if it qualifies as a crazy location anymore.  At the time though, we felt like it was.

Bill, I expect to see a bunch of these happen in the next few days...
Title: Bill Comm Strats
Post by: devicenull on August 05, 2004, 08:57:24 AM
marines.relocate(map.rndPosition())

:)
Thats what I do..
lets see. can't remember the map name..
Next to double, between generator and vent, theres a nice little square area.. Your close to 2 hives and double, doesnt get much better
Title: Bill Comm Strats
Post by: Mr.Ben on August 05, 2004, 10:09:05 AM
*MrBen goes alien*

:D:D:D:D:D
Title: Bill Comm Strats
Post by: BobTheJanitor on August 05, 2004, 10:09:47 AM
Alright, here's some real relocation theory to help you out. Everyone likes a giggle every once in a while for the 'relocate inside the kooky crazy vent TEEHEEHEHE!' but there are strategically viable and worthwhile relocates that can help win the game for you. Since we're discussing relocation, lets not forget those useful places to move to.

The basic relocs will be either for area control, or for res control. It all depends on what type of strat you're going to use. If you want to lock down a hive or two and hopefully keep the aliens from expanding so that you can take out their hive quickly before they lifeform up, you'll want a good area control relocate. Examples of this type would be relocating to main aft on bast (well, at least until the b5 bast comes out and main aft becomes less important) or a reloc to temp control on lost (hard to pull off, but if you can do it, you now have two hives controlled)

The second type of relocate is for res control. This is not quite as good as the first, honestly, because it's a bit more risky. Basically you move wherever there's the most res nearby. All relocates to double res nodes are of this type. The problem with these types of relocates is that, depending on the map, you may not have much in the way of area control. For example: a big mistake people make on bast is taking the res control reloc (atmos) over the area control reloc (main aft). Sure, atmos gives you the double node and probably feedwater. But you're completely giving up marine start, main aft, and engine. They're simply too inconvenient to get to from double if the aliens put any effort into controlling them. You can't send one marine over to recap them, it won't happen. It has to be a whole team assault. Whereas with the main aft reloc, you get to control engine and refinery, and the majority of the nodes on that side of the map. Some maps though, double is a control area, because it's centrally located (caged, tanith). But if you're going for res control, that means you're also allowing the aliens to build up territory, res, and hives, so you have to USE your res control. Keep upgrades flowing and be prepared to deal with higher lifeforms and take down multiple hives with this type of game.

When picking your relocate position, consider a few factors:

1. Is there ANY res nearby? If it comes down to a crunch, there should be at least one res node within view of your base so you still have something pumping res even if you've lost all the rest of the map after a big hive assault.

2. Is base in the middle of a main thoroughfare? You want it to be. Find the main road of the map that you're on and park your base right in the middle of it. That's the importance of choke points. That's the reason that a reloc to cargo on tanith is 100 times better than a reloc to west access. The only reason to go to west access is to get a node. It's useless as far as map control. But cargo is a hugely important point. Several paths are squeezed through it, and it allows control of fusion hive and two res nodes (cargo, fusion) with another two in easy access distance (acidic, chem), and it keeps the aliens from getting from one hive to another without having to squeeze through vents or take the long way around.

3. How are the lines of fire? There's something in most comm's heads that says that a base is more 'safe' if it's tucked away in a tiny corner. No. Tight corners are good for aliens, they're death for marines. Marines want to be in large open areas (but with low ceilings if possible; make those fades and lerks attack in two dimensions instead of three). Long hallways are nice. Long distances to the nearest cover are also nice. Assaulting aliens will have a good chance of getting blasted in the back as they run out to heal. Always remember that marines are at the advantage with distance.

So, good relocates:

Bast - main aft.
Tanith - cargo (reactor is decent, but you better end the game before they get fades, reactor is a fade playground)
Nothing - generator for map control, but don't get slowed down... gen is way too easy to assault with big lifeforums; cargo for res control with two nodes and decent access to gen, plus a hive block
Veil - double is good for res control and for denial of cargo, but it's also somewhat easy to assault - try the long hallway between double and subsector for res control + map control + area control + good lines of fire - the only disadvantage is no res node in sight, but if you can hold double you'll do okay.
Ayumi - cold turn - blocks hama hive, has two nodes close by and eastern just down the hall. Easy access to both other hives. Very hard to pull off if the hive IS hamasaki. Can also be harassed to no end by a lerk sporing from the long hall that leads towards pressure control
Nancy - mess hall - of course... actually putting most of your base in the tunnel just outside mess is preferable, just keep it towards the aux gen end of the tunnel or a bb gorge in the vent up above could really ruin your day


Relocates I'd be curious to try:
Agora - analysis lab - decent for res control and more strategically located than MS. Has the advantage of big annoying BUTTON OPERATED doors. Pretty much a free kill for any big lifeform that comes in.
Nancy - cargo - just because I wonder if it's at all possible for marines to GET here without dying at game start... maybe with a really bad alien team it would be possible, but otherwise I strongly doubt it. Would be a nice area control relocate, with res nearby in a few areas, but it's mostly theoretical.

That was a lot of typing, and I should really pretend to work some now. Feel free to add your (good, not goofy) relocate ideas as well.
Title: Bill Comm Strats
Post by: Doobie Dan on August 05, 2004, 10:42:29 AM
Well, I was purposely leaving out any relocates with strategic value.  :)  That's a whole different list.

Great post Bob, I like the area control vs. res control theory.

Quote
Tanith - cargo (reactor is decent, but you better end the game before they get fades, reactor is a fade playground)
[snapback]25022[/snapback]
Reactor is only good if you build in the corner near the ramp - never EVER build your base by the nodes.
In my experience, Cargo is a better place to lock down than to actually relocate to.  If you DO relocate here, place all your buildings near the wall towards Fusion and put turrets in the main open space.  The reason Cargo is so good for marines is that it's so open - it loses that quality when you give the aliens lots of cover with your own buildings.
Chemical Transport is a pretty good relocate too - only because Cargo is very risky considering how long it takes to get there.
Quote
Ayumi - cold turn - blocks hama hive, has two nodes close by and eastern just down the hall. Easy access to both other hives. Very hard to pull off if the hive IS hamasaki. Can also be harassed to no end by a lerk sporing from the long hall that leads towards pressure control
Oh man, what a great place.  We've relocated there together a few times and dominated.  The only thing to mention about this place is building placement, as it can kill you if you don't do it right.  Check out Rad's siege guide to get a start - TF on the inside corner, RT electrified, a couple turrets outside, armory on the outside hallway corner.  Tell your team to ignore the lerk.  Scan Hama from time to time to make sure they're not trying to pull a fast one on you.
Btw, I've relocated here when they've had Hama before.  Thanks to sieges, that was a short game.  :)
Quote
Nancy - mess hall - of course... actually putting most of your base in the tunnel just outside mess is preferable, just keep it towards the aux gen end of the tunnel or a bb gorge in the vent up above could really ruin your day
Good lord, watch out for that vent.  Really REALLY ruin your day.
Quote
Agora - analysis lab - decent for res control and more strategically located than MS. Has the advantage of big annoying BUTTON OPERATED doors. Pretty much a free kill for any big lifeform that comes in.
Those same doors can turn into a bad situation when it becomes a free kill for any marine trying to get out.  Relocates to this area are good unless you managed to get trapped in by fades, then you're screwed.
Title: Bill Comm Strats
Post by: Necrosis on August 05, 2004, 12:50:17 PM
If we're talking decent relocates then its definitely all about patrol range and defensive ability. Not unlike dropping bases in X Com.

In a nutshell, you want to cover as much res in your patrol range as possible, while at the same time being in a room that's easy to defend. Patrol range is basically what your marines can get to on foot. I find this handy not only for relocates but also for PG minibases.

For hive relocates, try not to be IN the hive, but rather CLOSE to the hive and somewhere you can defend. Remember hives are EASY to get into - if it weren't true, then marines would never win. If you lame up IN the hive, you're going to get pinned down and quickly squashed. Very few hives are favourable for defensive strats. If you're NEAR a hive, in a good room, then you force the aliens to fight on your terms. As long as you're in siege range, you can lame up your minibase and promptly siege the poo out of your target hive.

The other good thing about vacant hives is that aliens will quite frequently run in and attempt to drop it, assuming that the hive is empty and clear of rines. If you're two corridors away then you merely need to run in and trigger your sieges to instantly end the ninja hive. If you'd had your base IN the hive then you'd have been fighting a full fledged alien force dedicated to wiping everything out. If you're near the hive, then there's less drive on the alien team to wipe you out, and if you're really lucky the aliens will split up and you'll face maybe only a fade or two, as opposed to a fade or two AND a whole team.

Being near a hive also allows you to cover a lot more res - if you're IN a hive you'll find it hard to get out if the aliens are outside, and as a rule most hives are close to only 2 nodes at most. If you leave a hive, you can easily put yourself in a position to cover 4 nodes within walking distance, as well as a base that aliens will find hard to enter.




Hope that helps as a few pointers, imho some comms fall into the trap of thinking a hive lockdown means being IN the hive.
Title: Bill Comm Strats
Post by: Mr.Ben on August 05, 2004, 02:03:51 PM
You realise how big a play ground reactor is because of it's size but you say cargo is fine?! You're crazy :p
Title: Bill Comm Strats
Post by: BobTheJanitor on August 05, 2004, 02:42:34 PM
Quote
You realise how big a play ground reactor is because of it's size but you say cargo is fine?! You're crazy :p

1. Yes, I am crazy.  :help:

2. Ah, but the idea is that cargo is a map control reloc. Meaning you're going for the fast game -- denying access to the second hive and teching to rush the first hive ASAP. Reactor is a res control reloc. It's MUCH harder to deny the second hive from here, so you will very likely have to deal with two hive fades, even if your strategy is executed perfectly. You're just supposed to have enough res to be ready to deal with them when they show up.
Title: Bill Comm Strats
Post by: Kodiac on August 05, 2004, 07:14:09 PM
i have a question.

If i move most of the team to a location (say....EM drill shaft) but keep a small base in MS..is it a relocate?

If so, then if you are really lucky, yoyu dont have to worry about deciding between res relocates and area relocates.  Put a base at each one, and the aliens will be all like OMG HAXBBQ and nnot be able to decide what to kill first.

anyway, tthats the strat im working on....doulbe base FTW!
Title: Bill Comm Strats
Post by: Mr.Bill on August 05, 2004, 08:06:51 PM
I've had 3 in the same room once... worked out kinda well for a while.
Title: Bill Comm Strats
Post by: A Boojum Snark on August 05, 2004, 08:43:12 PM
Quote
Nancy - cargo - just because I wonder if it's at all possible for marines to GET here without dying at game start... maybe with a really bad alien team it would be possible, but otherwise I strongly doubt it. Would be a nice area control relocate, with res nearby in a few areas, but it's mostly theoretical.
[snapback]25022[/snapback]

Baaaaaad idea. There is a vent that exits at the very top of the ceiling along the lip that runs around the upper indentation. Bilebomb heaven :p (I am the master of the nancy vents, I know all >_> )
Title: Bill Comm Strats
Post by: fatty on August 05, 2004, 09:27:08 PM
:(

noone has said the other side of marine start on ns_eclipse?
Title: Bill Comm Strats
Post by: TheAdj on August 06, 2004, 02:55:55 AM
Quote
Keep this to a minimum please. If you relocate to some impossible location every single time you comm, you're holding the game hostage. You're denying everyone a normal game because you think it should be screwing around time. If we see this happening too often and people start to complain about it, you force us to make rules against it, making our ruleset even more complex and creating more work for the admins. Please remember that LM is not your personal playgroud. Yes, we want you to have fun, but we want everyone else to have fun as well. If your definition of fun goes contrary to the rest of the server's, you'll have to yield.
[snapback]24853[/snapback]

Oh no, let's do something besides the same thing over and over again, because that's the only way to have fun.  Seriously, the most fun you'll have is a game that doesn't follow the default way most NS pub games work out.  An odd strat on aliens will often win simply because marines don't see it coming.  I've organized both a gorge rush and a lerk rush in pubs before, and I haven't lost with either one yet.  Those really ingenious relocation spots are the same way.  I have one on caged that still hasn't lost, even in scrims or pugs.
Title: Bill Comm Strats
Post by: Magmatron on August 06, 2004, 04:17:42 AM
Fun is subject to perspective. While a commander might think relocating 15 feet away from base or in some joke location is a good time, it may (and often does) ruin a match for folks looking to have a more serious game, on both sides. Just refrain from doing this too much, as LF said. Afterall, we can't have one fellow ruining the game for both sides just because he gets a kick out of it, now can we?
Title: Bill Comm Strats
Post by: Doobie Dan on August 06, 2004, 10:42:37 AM
Quote
i have a question.

If i move most of the team to a location (say....EM drill shaft) but keep a small base in MS..is it a relocate?

If so, then if you are really lucky, yoyu dont have to worry about deciding between res relocates and area relocates.  Put a base at each one, and the aliens will be all like OMG HAXBBQ and nnot be able to decide what to kill first.

anyway, tthats the strat im working on....doulbe base FTW!
[snapback]25083[/snapback]
I did that on Metal once, relocated to the area between Supply Way and Smelter but decided to keep the original base for map control.  Ended up having IPs at both locations and the buildings divided between the two.  It was fun, we ended up winning, there's some advantages to it, but in the long run it's not very practical.
Title: Bill Comm Strats
Post by: Niteowl on August 06, 2004, 10:52:53 AM
Quote
Keep this to a minimum please. If you relocate to some impossible location every single time you comm, you're holding the game hostage.
...
Yes, we want you to have fun, but we want everyone else to have fun as well. If your definition of fun goes contrary to the rest of the server's, you'll have to yield.
[snapback]24853[/snapback]


Quote
Oh no, let's do something besides the same thing over and over again, because that's the only way to have fun.  Seriously, the most fun you'll have is a game that doesn't follow the default way most NS pub games work out. 
[snapback]25108[/snapback]

these two statements are not mutually exclusive, TheAdj, LF was talking about EVERY SINGLE time. and, really, fun is subjective. the MOST fun games i've ever had are games where the teams are even and you have to fight tooth and nail for every foot of advance.
Title: Bill Comm Strats
Post by: GrayDuck on August 06, 2004, 11:03:33 AM
Quote
Afterall, we can't have one fellow ruining the game for both sides just because he gets a kick out of it, now can we?
Come on now – that’s a bit harsh, don’t you think?

I say, if nobody is going to step up and command, and MrBill (or someone else who has…. “different” strategies) jumps in – more power to him, have fun!

In the games I’ve been in that bill has been his silly self – he didn’t race to the command chair, he went to it after he saw nobody else was going to do it.

VIVA LA MRBILL  :p
Title: Bill Comm Strats
Post by: Necrosis on August 06, 2004, 01:20:33 PM
Bill's strats often work tho.


Which is a big leap from "lololololol lets build the entire base around a hole so that if you're not lucky you might walk off an IP into it"...
Title: Bill Comm Strats
Post by: Mr.Bill on August 06, 2004, 01:50:32 PM
thanks grayduck :) I've very rarely off to the chair first, and when I do you know im going for a seriouse game... with a crazy relocate of course.

and relocating to pits are just no fun, I dont know about you guys but  I cant STAND waiting in line to spawn.



The only thing that makes me comm silly games is lack of someone else who wants to comm, and if you want a seriouse game SOO much, all you have to do iis get in the chair and annouce your a nub comm whos wants to try stuff. Unless you have assholes on your team, (or me and kodiac are trying to relocate someplace SUPER crazy ;) we usually give fair warning) there shouldnt be any objectives.


BUT ENOUGH WITH DERAILING MY THREAD!!!! GET BACK ON SUBJECT!! MORE RELOCATES FOR THE WIN!!!!
Title: Bill Comm Strats
Post by: Niteowl on August 06, 2004, 02:38:51 PM
i use beaconing much too much to make relocation feasible for me.
Title: Bill Comm Strats
Post by: BobTheJanitor on August 06, 2004, 02:51:54 PM
Quote
i use beaconing much too much to make relocation feasible for me.

Beacon, drop phase, phase back. A little more costly, but with attentive marines who will power build the phase, it only take a few seconds more than a regular beacon.
Title: Bill Comm Strats
Post by: Black Mage on August 06, 2004, 04:54:57 PM
Quote from: Niteowl,Aug 6 2004, 08:38 PM
i use beaconing much too much to make relocation feasible for me.
[snapback]25161[/snapback]
i beacon, relocate and ninjaphase/obs/ip in the same game!

when i play seriously, i tend to either play out of ms or do a quick reloc to a hive

oh, about the "silly game over and over again" i will only play a silly game if someone enters a line that conforms to 75% or more of the following
- 90%+ caps
- contains "lol" "olo" or "oll"
- contains "bm"
- contains "cornmando" "commando" or commandar"
- speaker is: lito, bijiy, mrbill, seth, anyone with NCR tags or anyone with an icon
- bm is bored of "normal games"
Title: Bill Comm Strats
Post by: Necrosis on August 06, 2004, 07:48:27 PM
Give BM mines and let him roam free. Drop CC wherever he lames up. Its a bit more random than a fixed map location but it keeps things interesting.
Title: Bill Comm Strats
Post by: lolfighter on August 07, 2004, 05:58:26 AM
Quote
[...]In the games I’ve been in that bill has been his silly self – he didn’t race to the command chair, he went to it after he saw nobody else was going to do it.[...]
[snapback]25139[/snapback]
Well, that's a different thing isn't it? If people are pissed off at fungames, they can simply command themselves. I was thinking of people who rush to the CC immediately and go "olo I declare this a fungame and you can't argue this because I'm the cornmander."
Title: Bill Comm Strats
Post by: Asurada on August 07, 2004, 07:51:53 AM
FUN GAMES!!! HOORAY!

i like bill, he is what makes NS so fun. In my personal opinion i don't care if my team win or lose as long as we had fun playing the game is alraight.

so anytime bill is playing and i am there, can you comm bill? Pleaseeeeeeee...

in ns_hera: i don't get why gorges can drop chambers on top of skywalk while the comm can't drop buildings there. if rines can relocate there, onos (what is the plural for ono) can't reach. or is this an exploit? ?_?
Title: Bill Comm Strats
Post by: A Boojum Snark on August 07, 2004, 10:45:11 AM
in ns_hera: i don't get why gorges can drop chambers on top of skywalk while the comm can't drop buildings there. if rines can relocate there, onos (what is the plural for ono) can't reach. or is this an exploit? ?_?[/quote]

I think it is a matter of the entities used to make the glass which causes problems blocking the commander from placing structures, whereas when a gorge places something the only check is that it will fit where the gorge is facing, and then be spawned there, left to fall until it hits solid ground.

(also, 'onos' is sigular, 'oni' is plural)
Title: Bill Comm Strats
Post by: Mr.Bill on August 07, 2004, 11:48:48 AM
ABS for the win!

but anyone, if this thread goes anymore derailed its off a cliff! so list crazy, (or sane ) relocates please! ...unless this thread dies.. then by all means continue
Title: Bill Comm Strats
Post by: lolfighter on August 08, 2004, 05:32:14 AM
The plural of Onos is Onos. Oni is a japanese demon.
Title: Bill Comm Strats
Post by: SheenaYanai on August 09, 2004, 01:04:36 AM
Quote
The plural of Onos is Onos. Oni is a japanese demon.
[snapback]25405[/snapback]

true..  true...

remember that his final name was created after one of the playtesters have seen the onos the first time, shouting over voice "OH NO!!   OOOH NOOOEEEESS!! A BIG FRICKEN COW!!" or something like that .


funniest relocates ive ever seen are ninja relocates into active hives like powersilo on old nothing. on top of the hive location in those dark corners. this was the third relocate after the second one on the bridge in great via (also active hive)   :lol:  ive got somewhere a funny screenshot (or even the demo) of gorge chamber stacking to reach the bridge so the 2 onos where able to get up to us.

at the half of the way we sieged the chamber tower :p
the railing were full with turrets and i was all busy to weld them. because fades were using acid rockets on them :p  we have almost lost after this 4 hour of gamimg. but then 1 jp ninja has made it to power silo and started to build a second command chair and some ip´s , siege cannons and a phase. bang, nomore fades  

after 5 hours we finished them :p  i miss the old epic battles
Title: Bill Comm Strats
Post by: Necrosis on August 09, 2004, 11:53:05 AM
Someone on LM, not Bill, tried to do a Lava Catwalk relo the other night.


It almost worked, because we were laughing to hard. But the comm was not Bill, so it failed miserably. Gave us lots of laughs tho, heheh.
Title: Bill Comm Strats
Post by: Doobie Dan on August 10, 2004, 11:26:44 AM
Quote
Someone on LM, not Bill, tried to do a Lava Catwalk relo the other night.


It almost worked, because we were laughing to hard. But the comm was not Bill, so it failed miserably. Gave us lots of laughs tho, heheh.
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I'll be back tonight.  We will relocate somewhere crazy.  And you WILL like it.
Title: Bill Comm Strats
Post by: Necrosis on August 10, 2004, 12:00:44 PM
I liked it last time. I was aliens. HAHAHAHAHAH.
Title: Bill Comm Strats
Post by: Jefe on August 10, 2004, 02:35:32 PM
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Ns_Bast -

bottom of that pit of dewm, you know where =
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mark it down as succeeded, I've done it sans jetpacks

Don't remember how, though
Title: Bill Comm Strats
Post by: BobTheJanitor on August 10, 2004, 03:10:05 PM
There's a little light fixture on the wall leading down into the pit o' dewm. You can jump to the light and then down to the central structure. A bit of medspam doesn't hurt anything though. This won't be possible in b5, I believe. The trigger_hurt is being raised up over the center thingy.
Title: Bill Comm Strats
Post by: Doobie Dan on August 11, 2004, 05:19:19 AM
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I'll be back tonight.  We will relocate somewhere crazy.  And you WILL like it.
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Doobie delivers.

First one is for teh lose.  I join the team to find everyone has already ran out of base.  I'm like "No problem, I'll just relocate to wherever they're going."  Unfortunately, they all went to Chem Transport and Sat Comm was the hive... after they all died, I panicked and dropped a CC for the last remaining living person.
(http://locker.uky.edu/~dacrow0/images/tanith_ftw0.jpg)
Well, it WAS a nice day outside.  And you can't blame the loss JUST on me ;)
(http://locker.uky.edu/~dacrow0/images/tanith_ftw1.jpg)


Next relocation actually worked out really well - top of the ramp on Thorstation.
(http://locker.uky.edu/~dacrow0/images/thor.jpg)
Title: Bill Comm Strats
Post by: Niteowl on August 11, 2004, 09:35:30 AM
imho, those teams were pretty stacked against you, even with me on aliens , gt :)
Title: Bill Comm Strats
Post by: Necrosis on August 12, 2004, 04:27:18 PM
I got slotkicked on that first game, I remember saying

"Its such a lovely day, lets comm outside!"



Never got to see what happened at the end tho..
Title: Bill Comm Strats
Post by: SgtFury on August 16, 2004, 08:04:40 AM
Something different for mineshaft rather than double.....

Relocation On Mineshaft. Comp Core.


Corner of Comp core and before you say there isn`t one its the big open room between sewer and (ninja edit) drill hive. Tram and double are a bit far away but everything else is quiet close and your`e marines can reach about 5 rts easily. Worked quiet well the other night (Saturday night english time :-) ) Didn`t lock sewer but since its on the far side they didn`t really go for it and stuck a TF station on the span near Pipeline and U Turn to discorage anyone going into there.
Title: Bill Comm Strats
Post by: Malevolent on August 16, 2004, 08:22:01 AM
Hey Fury, when you  say Pipline, you mean Drill right? There's no Pipline hive on ns_mineshaft.
Title: Bill Comm Strats
Post by: SgtFury on August 16, 2004, 08:27:14 AM
*cough cough* did i say pipeline? Good old ninjas  :ph34r:  :D
Title: Bill Comm Strats
Post by: Kodiac on August 16, 2004, 09:07:46 AM
i believe my favorite relocate is...

ns_nancy VENTS

stick a ninja rine with a pack o' mines and have him go as far as he can...there are some vents that are quite extensive, and with good placing you can fit a cc and ip in the same spot....or at least close...

Also, this worked ALOT better on the older nancy..more vents, more fun, and no gasses from lorks.   GRR!

ah well.....took the alines half an hour to find out WHERE we were....we had all the vent rats on our team and everyone else was lost.

(this wasn't LM, btw.....it was Sleepless...a good server, went down about 8 months ago.....but Lm is more fun)

EDIT  Forgot the vent part.....
Title: Bill Comm Strats
Post by: Doobie Dan on August 24, 2004, 10:41:21 AM
I shall hold the torch of Mr. Bill, for great justice!

After a debilitating loss trying to siege a hive on Hera, we found ourselves with no res nodes and a 3rd hive going up, fades camping every exit to MS.  So I did what any logical commander would do - landing pad relocate and massive turret farm with 4 IPs.  :)  We lasted about half an hour out there and even managed to ninja shotty rush a hive down.

I managed to sink a siege through the grate, and Clashen tried to jump on it so many times I eventually gave him a pack of mines to see if he could make "stepping stones" on the bottom of the pit out to it.  We ended up with a mine on the cliff about 6 feet from the bottom.  :)  These pictures tell a story!

(http://locker.uky.edu/~dacrow0/images/LandingPad1.jpg)

(http://locker.uky.edu/~dacrow0/images/LandingPad2.jpg)

(http://locker.uky.edu/~dacrow0/images/LandingPad3.jpg)

I eventually had to join the rest of the team, only to find an Onos on my head a few seconds later.  Wish I got a better screenshot, his "udder" was right on my faec  :o

(http://locker.uky.edu/~dacrow0/images/LandingPad4.jpg)

One could guess the eventual outcome of that.

(http://locker.uky.edu/~dacrow0/images/LandingPad5.jpg)

Title: Bill Comm Strats
Post by: Mr.Bill on August 24, 2004, 01:10:56 PM
*sniff sniff* Im so proud... *sniff* I... I ont know what to say!
Title: Bill Comm Strats
Post by: Doobie Dan on August 24, 2004, 02:16:47 PM
If anybody has any more relocate screenshots (preferably from commander view) send em to me or post em in this thread and I'll make a photo gallery online :)
Title: Bill Comm Strats
Post by: Mr.Bill on August 30, 2004, 09:39:28 AM
Well, I got to comm today on bast, first game in 3 weeks I think. it was fun.

I relocated to observation brigde. and won the game. totaly awsome. I must say I had a great team of marines with me, who stayed in groups and worked as a team. good stuff.
Title: Bill Comm Strats
Post by: Doobie Dan on August 30, 2004, 10:11:11 AM
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Well, I got to comm today on bast, first game in 3 weeks I think. it was fun.

I relocated to observation brigde. and won the game. totaly awsome. I must say I had a great team of marines with me, who stayed in groups and worked as a team. good stuff.
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WHERE'S YOUR SCREENSHOT, HMMMM LADDIE?  YE BEST BE PULLIN IT OUT OF YER BRITCHES OR I'LL MAKE YE WALK THE PLANK!
Title: Bill Comm Strats
Post by: Mr.Bill on August 30, 2004, 10:41:54 AM
pssh, I dont need screanshots, ask esuna, apparently the alien team was nub too :)
Title: Bill Comm Strats
Post by: Mr.Bill on August 30, 2004, 03:25:10 PM
oh and another win, I started, then let tooky take over, then finished when he misteriously disappeared.

Relocated to computer labs in mineshaft. You can ask lito or tooky about it, we won. :-D

Im really cracking on that list arnt I?
Title: Bill Comm Strats
Post by: Dark on August 30, 2004, 03:26:58 PM
man i really must join the rines when bill is comm cause i'm always looking for a comm to do some rather interesting relocate and still win >:D
Title: Bill Comm Strats
Post by: Kodiac on August 30, 2004, 07:12:10 PM
i've done the comp lab relocate once or twice and pulled it off as well.... Of course, thats what happens when you scream at your team to run for fun places....

has anyone mentioned into an active hive yet?

I watched someone do that one time (not on lm)  It was freaky.........we couldnt decide who was spawncamping who.  The aliens were spawning as fast as we were, and neither could actually attack structures, so it aws a massive free for all
Title: Bill Comm Strats
Post by: Asal on August 31, 2004, 08:44:26 AM
Here's one for ya.  Relocate for double base:

Gorge's hideout and eastern entrance.  And it WORKED.

BTW, this was under Seth's comming.....we ACTUALLY convinced him to do it!
Title: Bill Comm Strats
Post by: Mr.Bill on August 31, 2004, 08:58:37 AM
seth? wow, im impressed :)
Title: Bill Comm Strats
Post by: Avs on September 01, 2004, 06:02:22 PM
Id have to say it wouldnt have work without our excellent teamwork and the 51st marine battalion known as the Mices. It was phase-tastic.