Note: Blue text applies to the old guide which has been removed and replaced by the new one.[/size]
That viaduct relocation spot is unrealistic other than as a 'fun' relocation.
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Yeah, it's not viable at all, but you can still do it for fun. But chances are, you already lost, if you're relocating to such a spot.
Placement of the tech structures behind the command console in marine start does have advantages, but it also precludes the possibility of getting out of the chair yourself to take out attackers. Generally, you want to place any important structures far from the command console if you are sufficiently confident in your ability that you would jump out to save structures.
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Chances are, by the time you have the Arms Lab with several upgrades and Proto Lab, you will have phase gates in MS and other locations which Marines frequent. Therefore, you can simply order a few marines to phase back to base and kill whoever is attacking.
Also, late in the game, you won't have skulks attacking your base; fades and onos are more probable, so getting out of the chair won't work well against them. Beaconing or phasing in is a better choice.
Welding the vent behind marine start isn't really that important. It's much easier to just put a mine or two in the vent, and a skulk can almost as easily come into the base through pipe room.
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Mine or two is 2.5 or 5 res, and you have to replace it each time someone comes. Welder costs 5 res, and it shuts that vent forever. Besides, welder can also be used to weld field marines.
If you relocate to cargo bay, you should place a climbable structure such as an armory or arms lab next to the vent entrance so that the vent is accessible to the marines. Fail to do so and you'll be harassed through that vent constantly.
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I agree. In my opinion, it would be best to place an electrified TF, since that will damage most careless skulks coming in through that vent (although it's possible to get through at a side or whatnot)