Tremulous Forum
General => General Discussion => Topic started by: Stof on August 13, 2006, 12:20:04 am
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What do you think of those base locations ? I haven't got enouth time to test them against determined stage 3 aliens though.
(http://tremulous.online.fr/screens/shot0001.jpg)
(http://tremulous.online.fr/screens/shot0002.jpg)
I guess quite a few of my teammates will tell me never to touch a ckit again :)
Anyway, people always use the same base locations and layout in those maps. A few new original locations aren't to be refused :o
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top one was tried on aliens wrath by rasz_pl ( i think)
it got pwned
just say no
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You probably mean rasz_pl. Too bad it didn't work, it looked good :(
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The second base was a favorite on SST.
With 6x as many turrets, they camped to a tie 2/3 of the time. The other third, aliens won.
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for the second base, how hard is it to just go through the door on your left (in that screenshot) and through that room to the next one, you can get pretty much the same base, but your turrets don't have to be so far from the essentials.
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I think the first one sucks because your turrets dont have a good line of fire, so they are pretty much useless. An advanced Marauder could stay in the corner and zap one of your turret from time to time
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I understand the problem for the first one. The barrels actually prevent us to place turrets so that they cover correctly the base.
For the second one, we could also pack the base closer to the two doors so that the turrets aren't too spread out if needed.
What I like about that second base, is that humans get a lot of different ways out of the base and so aliens will have a much more difficult time pining the humans in their base, and two of the ways can be easily covered at the same time so that defenders don't need to spread their forces too much.
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Keep in mind though that the second base is in the direct path of where the aliens will rush at the start of the game. (Leave base, wall walk up the side of the wall in the room on the left, and charge) so actually setting up there could be problematic. I also want to know if it's possible to shove both the reactor and armory together (Will that jam up the passageway?) because the base looks rather stretched out along the corridor (and it is quite a long one)
What I want to know is if it's possible to build in the OTHER hallway (the loonnnggg one that splits into two from the starting human base there) but I've never had the ability to get one going there.
As to the first base, turrets aren't able to shoot down aren't they? Or something about only a small angle? Those guns on the doors would be redundant then no? Though if you somehow made it to S3 the base is gonna be pretty spiffy with teslas....
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Though if you somehow made it to S3 the base is gonna be pretty spiffy with teslas....
still didnt work with telsas
but bear in mind that was when we were playing against experienced humans
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Ick. Experienced humans building there tesla'ed up and still no go?
*discards base idea* oh well.
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There is quite enouth room for both Reactor on a wall and armory on the opposite wall.
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In that case, for the second base, perhaps putting the reactor where the medistation is right now would work (actually, why is the medistation seperated from the armory?) and more lightly defending the other door?
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In that case, for the second base, perhaps putting the reactor where the medistation is right now would work (actually, why is the medistation seperated from the armory?) and more lightly defending the other door?
Actually, for the medistation I'm not a big fan of puting it close to the armory. I don't see what is the advantage of such layout. The medistation is a choke point in the human base and putting it near the armory tends to block the access to it.
One idea would be to pack the base near the two close doors and only defend the other side of the corridor and not the other door. There should be space enouth to place everything in a tight base.
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I never build like that, but I played with crz_girl building the first one twice, and mega_something (sorry napkin :P) once, so it must be girl friendly design or something :]
I myselfe prefere the default base on niveus and ending the game just after getting S2, doesnt work with retards in human team tho :/
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Actually, for the medistation I'm not a big fan of puting it close to the armory. I don't see what is the advantage of such layout.
So people can heal and exchange equipment at the same time. I've never seen it choke a base before.
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Actually, for the medistation I'm not a big fan of puting it close to the armory. I don't see what is the advantage of such layout.
So people can heal and exchange equipment at the same time. I've never seen it choke a base before.
i have been trapped on the medistation many times by people buying weapons (these are the people who take the time to read the description of every weapon and piece of armor before they buy a construction kit, build a turret in the middle of nowhere, then go chasing after a goon with their blaster)
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I know medipads can be choke points. It's unfortunate, I know, but most good human bases tned to have ALOT of choke points with covering fire from turrets. My best Tremor, Arachnid and Karith bases are hell for people on the medipad.