Tremulous Forum
Community => Strategies and Tactics => Topic started by: Norfenstein on April 23, 2006, 04:47:24 am
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Purpose: Those who have played Tremulous for a long time have come to intimately know every one of the maps packaged with the first release and have more or less discovered every practical location in them for building bases. With humans especially, being able to simply call out the name of a room to your teammates and get cover while moving there in the very beginning of a game is a huge asset to winning so to help newer players and to sort of standardize on some names (to anyone currently making a tremulous map: include location ents so we don't have to come up with silly names ad hoc!) I've made some screenshot series to show these locations.
Volume 1: Niveus
Humans
The human starting base on Niveus is awful. You will not win an even game using this base. Luckily humans have a number of really good spots to choose from. The first I'll show gets called either the "long room" (my preference) or the "red room". This is the easiest spot for humans to get to and is quite defensible, so if you're not keen on taking a big risk at the beginning of a game build here.
Take this exit from the default base and head down the righthand path.
(http://img221.imageshack.us/img221/4816/secondarypath7rj.th.jpg) (http://img221.imageshack.us/my.php?image=secondarypath7rj.jpg)
The first room you come to is the one we're talking about. Here's an example of a beginning of a base:
(http://img183.imageshack.us/img183/2832/longroombase4yq.th.jpg) (http://img183.imageshack.us/my.php?image=longroombase4yq.jpg)
Either side is good, but I like to put the reactor up against one of the corners near the hallway and jam the armoury and medistation up next to it.
One important thing: stagger these turrets! Never ever build turret fronts that require jumping over. When it matters most (running back to the base with low health, no ammo, and aliens on your ass) you won't have the stamina to make it over.
(http://img81.imageshack.us/img81/4467/longroomdoor9jh.th.jpg) (http://img81.imageshack.us/my.php?image=longroomdoor9jh.jpg)
The next spot is close to the long room but a little further along and thus a slightly bigger risk. I usually call it the "intersection room" but "four-door room" is a little more appropriate.
To get there simply exit the door in the long room and take the door on your right (the other one goes back to default). Here's a starting turret placement:
(http://img221.imageshack.us/img221/4066/intersectionbase3nx.th.jpg) (http://img221.imageshack.us/my.php?image=intersectionbase3nx.jpg)
I usually stuff the reactor and teles in one of the side rooms and the med and armoury in the other (medistation always goes next to the armoury so people can heal while upgrading) but having them all in one could work. You probably don't want to leave them without at least one turret for defense (this is one of the very rare situations when a single turret can do good by itself). This is also a very decent spot for aliens, especially as a forward base when humans have holed up in the long room.
The third spot is what I consider to be the best human base location in the game. Hence I call it the "lamer spot". It is extremely difficulty to set up there without some amount of cover but quite worth it as long as your team doesn't feed exorbitantly while moving.
To get there take the route from the default human base you did in going to the long room, but this time take the lefthand path. Follow it up to the righthand turn and you'll come out here:
(http://img81.imageshack.us/img81/9826/pathtolamer25gm.th.jpg) (http://img81.imageshack.us/my.php?image=pathtolamer25gm.jpg)
Take those stairs up to the first door and you're there:
(http://img183.imageshack.us/img183/1073/lamerspot4ln.th.jpg) (http://img183.imageshack.us/my.php?image=lamerspot4ln.jpg)
Put the reactor up in that corner and build at least one telenode next to it (you can actually put on inside those barrel things). Three turrets around the door will suffice without cramping too much. All good human bases are pretty cramped, so you have to be careful how you build them. Here is basically how I put down a base here:
(http://img193.imageshack.us/img193/2824/lamerspotdoor9gv.th.jpg) (http://img193.imageshack.us/my.php?image=lamerspotdoor9gv.jpg)
(http://img193.imageshack.us/img193/3208/lamerspotbase14jj.th.jpg) (http://img193.imageshack.us/my.php?image=lamerspotbase14jj.jpg)
That door is deathtrap for any alien (yes, even tyrants) and that long hallway lets you easily chase down any aliens that dared assault your turrets. As long as you maintain it, this base is very good. Too good really...
Aliens
The alien start base is about as terrible as the human start base though good base design isn't quite as vital for aliens. Besides the intersection room, aliens have two common spots on niveus.
The first one can be used by humans very effectively, but since it's right next to the alien base you shouldn't even try to move here in a serious game. It's a fine spot for aliens in stage 1, and a common backup base for them as well so it bears mentioning. This is most often called the "window room", though you'll still see some old players referring to it as the "side room".
To get there just leave the default alien base through the lower (main) route. And take either of these two paths:
(http://img225.imageshack.us/img225/7121/pathtoside2tv.th.jpg) (http://img225.imageshack.us/my.php?image=pathtoside2tv.jpg)
Through the one on the left you'll have to go through the first door you see to enter this little hallway:
(http://img225.imageshack.us/img225/2205/pathtoside26wh.th.jpg) (http://img225.imageshack.us/my.php?image=pathtoside26wh.jpg)
The side room is through the door on the left, underneath that little red dot of a light.
Overmind goes in the corner, an egg goes in the barrels and maybe also behind the boxes. A barricade plus a large number of acid tubes can seal the door off, but as you might guess having only one entrance makes this base grenade fodder.
(http://img223.imageshack.us/img223/8066/sideroombase23xa.th.jpg) (http://img223.imageshack.us/my.php?image=sideroombase23xa.jpg)
The other alien spot is much better and I think the best choice for aliens on this map. I call it the "box room". To get there take the other route out of the default alien base, up the stairs. Take the "longer" path (the other one leads to a drop down".
(http://img81.imageshack.us/img81/8421/pathtobox15nn.th.jpg) (http://img81.imageshack.us/my.php?image=pathtobox15nn.jpg)
Following that path will lead you here:
(http://img221.imageshack.us/img221/4646/pathtobox24th.th.jpg) (http://img221.imageshack.us/my.php?image=pathtobox24th.jpg)
Go through the top door. Notice that the lower door leads to the human "lamer spot" (and no, it's not even remotely good for aliens).
Here's an example of an alien base in the box room:
(http://img221.imageshack.us/img221/263/boxbase12br.th.jpg) (http://img221.imageshack.us/my.php?image=boxbase12br.jpg)
Overmind goes in the corner. A trapper up there is stupidly effective.
Barricades are quite useful in this spot
(http://img231.imageshack.us/img231/8766/boxbase39ph.th.jpg) (http://img231.imageshack.us/my.php?image=boxbase39ph.jpg)
You'll need to be careful of jetpackers at stage 2. Make sure the boxes hides the eggs and overmind as best as possible. These two acid tubes can help a little, but make sure they can't be shot at from below.
(http://img231.imageshack.us/img231/5497/boxbase23mm.th.jpg) (http://img231.imageshack.us/my.php?image=boxbase23mm.jpg)
This is the lower route:
(http://img221.imageshack.us/img221/1355/boxlower8ne.th.jpg) (http://img221.imageshack.us/my.php?image=boxlower8ne.jpg)
There's not much you can do about this doorway until stage 2, but with a barricade on the stairs humans can't get up this way until they reach stage 2, so it's not a big problem.
One last thing for aliens. This spot may seem like a clever place to stick the overmind but it isn't. Just say no.
(http://img221.imageshack.us/img221/8784/ombad5co.th.jpg) (http://img221.imageshack.us/my.php?image=ombad5co.jpg)
Miscellaneous
We cheekily refer to this room as the "pot room".
(http://img81.imageshack.us/img81/4843/pot6ud.th.jpg) (http://img81.imageshack.us/my.php?image=pot6ud.jpg)
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*bump*
Karith
Karith is one of the bigger maps, it requires humans to relocate if they're against any decent alien team. It also has spots that can be good for both Aliens and Humans. I couldn't think of any other apart from those (and default) for Aliens, so I guess I'll start with those.
Humans and Aliens
Elevator Room: Also called "lift room". Quite known among post-1.1.0 players. Its a decent base spot for both Aliens and Humans. People mainly move there because you can build the important stuff upstairs and Tyrants can't reach it. However, for players from the 1.0.0 days (and earlier) its a known deathtrap for camping humans (just like any other 'good' base). Personally I wouldn't recommend Humans to move there in a serious game, too risky and its also a common alien spot. For aliens, its best to put the OM upstairs where it can't get shot by attackers and always remember to cover the vent with at least some wall tubes (grenades are nasty). Trappers work quite well in this spot.
(http://img105.imageshack.us/img105/3005/b310wi.th.jpg) (http://img105.imageshack.us/my.php?image=b310wi.jpg) (http://img357.imageshack.us/img357/1442/b325km.th.jpg) (http://img357.imageshack.us/my.php?image=b325km.jpg)
Dark Staircase: The dark stairs near the default alien base. Humans should only build there when they know for sure that aliens are moving somewhere else. Just place a bunch of turrets on each door (spread them out a bit so you can walk between them) and as with the elevator room, remember to cover the vent!. For Aliens this is a good spot if humans have taken elevator room, put barricades at the sides of the door to slow down humans that try to slip in without having to block the bigger aliens. Trappers also work quite well here.
(http://img509.imageshack.us/img509/4346/b40jp.th.jpg) (http://img509.imageshack.us/my.php?image=b40jp.jpg) (http://img300.imageshack.us/img300/7355/b426pk.th.jpg) (http://img300.imageshack.us/my.php?image=b426pk.jpg)
Humans Only
Door Hallway: Also known as the "slow door". I think this is the best spot for a human base in this map, and its not too far away from the default base, its in a relatively good position in the whole map (good distance from most places). A 3 turret front can ussually hold the door and whatever build points are left go for turrets in the hallway, try to build them as close to the base as you can so they can't be sniped from the hallway. As before, you spread turrets a bit so you can walk between them.
(http://img509.imageshack.us/img509/9943/hb24hl.th.jpg) (http://img509.imageshack.us/my.php?image=hb24hl.jpg)
Corner infront of human base: This spot doesn't really have a name, it's mainly for when there's no other option left. its the easiest to relocate to and can hold off quite well (as long as there is an active builder repairing the turrets). Only problem with it is that one of the sides only has room for 2 turrets, so you need defenders or a lot of attacking.
(http://img153.imageshack.us/img153/7894/hb14uv.th.jpg) (http://img153.imageshack.us/my.php?image=hb14uv.jpg)
Personally, I wouldn't recommend building teslas in any spot in this map (except in the dark staircase) or building in the outside or the high areas, its known that bases in big open areas just don't work.
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Upstairs is good also.
But the best is under the stairs, you can box everything in so tight with MGs and eventually teslas that a Tyrant will die in 3 sec.
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If you mean the upstairs area of the default human base I have to strongly disagree; it's extremely weak against dragoons.
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Yea, every game i play with some guy setting the base up upstairs ends with both teams level 3, and no one winning, or human losses. Under the stairs is by far the best place, but up on the pipes is good, because goons cannot get in, and it a few turrets take care of other bugs.
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You're probably thinking of arachnid2, not karith. Karith doesn't really have pipes to build on.
And if you are talking about arachnid2 and mean the stairs by the default human base, then again I would have to disagree: it's way too small and open. Upstairs is actually a fairly good spot to build, but not as good as the u-turn in the lower path exiting the human base. The pipes are pretty good as well but getting to them is impractical.
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In ATCS there are three common base locations: default, (middle) building and tunnel.
The default base has two entrances which can be fairly well defended. This is rather unusual as default bases commonly suck bigtime.
The middle building makes a decent base for humans, if the single exit is well defended. It's highly advisable to kick teammates who consider grenades a vital element of interior decoration before moving here. Be careful of advanced mauraders though, the cramped setup means their lightning attack can do a fair amount of damage and a few kamikaze adv mauraders could very well kill your base.
For aliens it's not recommended to move to the middle building as most humans consider grenades an excellent addition to alien interior decoration.
The tunnel is a place where some folks like to move. As a human base it's not too bad, perhaps better than the building as in the tunnel aliens can't jump away as easily and the tunnel entrance in the alien base is typically less well defended than the main entrance. You can face two fronts with the tunnel though, and that's worse than the building.
For aliens the tunnel is suicide. Human weapons can easily deal with any protections you put in from a safe distance. I've seen it work, but that was because the alien team simply never let the humans near the tunnel.
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in uncreation, imo humans should move to the room immediately infront of default base. but this would require good cover fire and works better when the team is about 5+. then around stage 2 move forward once more. opinions?
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Definitely. I usually put the reactor on the right side, closer to the alien exit than the human so that it can power the next room. There's no reason to move again though; the intersection room isn't really as good a spot for a full base but works fine with just a few turrets to seal aliens off (and the map is so small you don't even need to move the armoury/med up unless aliens are completely holed up but still surviving).
If your team can't make it to there at least move the reactor up to the other end of the bridge (behind the little pedestal thing) in the default base so it can power turrets by the entrances to that room. Even if you had repeaters to do that spreading a base so far out means certain death. Armoury goes directly behind the reactor (wide side facing the wide sides of the room so the reactor completely hides it) and medistation immediately behind that. Spread turrets more or less evenly between covering vital structures and the doorways (it's not good to let aliens into that room unmolested by turrets). The defense computer can be built up in a high spot. I suppose teleporters could go up there too, as long as people don't mind healing right after jumping down every time.
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On Transit I've seen three locations other than the default, the far edge of the balcony to the left of the starting base, the blood room down the tunnel to the right of the first base, and the escalator room down in the terminal itself. I've only played one game in the blood room, and one in the escalator, but they both seemed to be pretty solid base locations. The only problem I could see is that the move to the blood room is hard since it is directly on the route a lot of aliens take, and the escalator room is even farther along that same path. I'd like someone else with a bit more experience on those bases to give some feedback.
Also, does anyone have a base that works on Tremor? I have yet to play a game where the starting base can effectively stand up to a good alien team since goons and mara can jump right over any door defenses and blitz the reactor/armory.
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I'd say that Transit has three feasible base locations for humans: the balcony, the blood room (also known as the doughnut/donut room), and the platform (go straight from the default location, over the boxes to that long room room that ends in an opening down onto the trains, the platform is the area with the ladder on the right). The blood room is the only one I consider "solid" but the other two are easier to set up in.
The balcony seems like a great base until aliens get advanced goons, at which point it utterly falls apart. So if your team sets up there you better end the game fast.
The platform looks like it was meant to have a base but it's not much better than picking any random wall and setting up against it - meaning it's only as good as the number of players defending (without teslas or defenders a goon can fly straight onto the top of the reactor and kill it without taking significant damage).
The blood room however is a very good location because it's so tight and one of the entrances is long and straight (so attackers can be chased down easily). It is not a good base for sitting in and camping (which is why a lot of people seem to think it's bad). Just make sure to set it up so you can walk all the way around it. Reactor goes in the corner (the far one on the left if you're coming down the stairs from the default human base) with the armoury nearby against a wall (people will still stand in front of it and block everyone, but they won't have to). Three turrets per door and one near the vital structures. Teslas work well too.
Now, there happen to be quite a few other locations that make for good human bases, but getting to them and setting up isn't usually practical. So don't consider these in large, serious games.
I saw someone move a stage 3 base up to the foggy patch in the ceiling by the default location, which seems like it could actually work (see http://www.tremulous.net/phpBB2/viewtopic.php?t=873), but I'd never recommend making a move like that in a real game.
The top of the escalators makes a good base for humans too, as long as they resist the urge to stuff everything as far back as possible. You always want your important structures to be covered by turrets/teslas, which means it'd be better to put them up front where your main defense goes.
Humans can build in the train car aliens don't start out in.
The "sand area" (that place with the vent and pipes that connects to the long, wide ramp and stairs that open out to the big area adjacent to alien default) makes an excellent human base too, but aliens have to be completely oblivious to let you set up there.
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As for Tremor, the default room is the best humans have, and it really is good enough against everything if a few (a few not everyone) people defend it. The map is small enough that you can get away with having some defenders. That said, I think building in the corner between the door and the other exit might work better against marauders. I haven't really tested it yet, but you'd be able to cover both entrances, and turrets could be built up high enough to block marauders. What you don't want to do is put the reactor way back in that little hallway. All that does is prevent you from building turrets to cover the ramp entrance.
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I tested the reactor location you mentioned (in the corner between the big door and the back entrance) and it looked good. Armory and medistation jammed next to it along the wall, 1 telenode on the planter, 3 mg turrets on each door and three put on the planters to provide marauder coverage for the inner base. The door defenses can cover the inner base much better there, and with teslas it gets even better.
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Karith
Elevator Room:
Personally I wouldn't recommend Humans to move there in a serious game, too risky and its also a common alien spot.
Unfortunately , that's not the thinking of most pub humans. All they want is easy fragging , and seem to never get bored of luci spamming the door and vent. Makes for a very tedious game for aliens , usually finishing in a draw or human win if enough aliens left the game , letting them attack with maxed credits.
Therefore the map is broken , but would be so easy to fix - just make the elevator work as it should and move fast from the floor to the top. Although a roof access usable by all classes would work just as well.
If not fixed , then the only defense the aliens have against such abuse is to leave the server and wait for another map. But it is enraging to have this when humans just got their previous base trashed in a coordinated offensive.
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You really think that about elevator room? So long as humans don't get into a camping mood, it's good. The area immediately in front of the door splits in two directions, plus the vent up top is easily defended yet allows you to either go back around to the front of your base to maybe surprise attackers or pick off the wounded, or you can go the other way to the rest of the level at large. Doesn't seem like a camping deathtrap like the window room at all. It's just frustrating to set up in there with the elevator being so generally useless at S1, it takes a good coordinated effort so you can secure the top.
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Karith
Elevator Room:
Personally I wouldn't recommend Humans to move there in a serious game, too risky and its also a common alien spot.
Unfortunately , that's not the thinking of most pub humans. All they want is easy fragging , and seem to never get bored of luci spamming the door and vent. Makes for a very tedious game for aliens , usually finishing in a draw or human win if enough aliens left the game , letting them attack with maxed credits.
Therefore the map is broken , but would be so easy to fix - just make the elevator work as it should and move fast from the floor to the top. Although a roof access usable by all classes would work just as well.
If not fixed , then the only defense the aliens have against such abuse is to leave the server and wait for another map. But it is enraging to have this when humans just got their previous base trashed in a coordinated offensive.
Karith Elevator early base move => Aliens win the game. When you play alien on that map, there are 2 things you must do; The first is secure the long passage above the human base. The second is to secure ( with a single good dretch ) the evelator room.
Doing both of that will greatly increase the alien win ration on that map. If the humans do an early base move to the elevator room, kill them there ( or even wait for them to build the reactor first ;) ) and kill the original base quick. As soon as you get a dragoon or marauder, kill the telenodes.
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Norfenstein, this is a link in the faq section of the forum, a section most new players will read which later on ends up with a newbie with a granger or construction kit, trying to follow ur base ideas. now while the ideas themselves are not bad, the newbies attempting to replicate them are bad and almost always ends up in a game where the newbie gets kicked, wondering what they did wrong. im trying to say that newbies follow ur ideas and end up getting everyone killed/pissed off. im not trying to insult u and i dont want an arguement.
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im trying to say that newbies follow ur ideas and end up getting everyone killed/pissed off. im not trying to insult u and i dont want an arguement.
Um, okay, it's not like this is my fault so I wouldn't be offended. The impetus for making this post was so new players would know the names (and corresponding locations) of new bases so they could cover experience players building there. If they want to build there themselves then cover them, chances are the base will still be better than the default.
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yeah, i see ur point but 1 man covering 1 builder isnt much use if ur enemies have already reached a higher stage and are trying to finish u off.
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Nexus in the hallway on the right of the human base is very common and a very horrid spot for the human base. Why people put it there bewilders me. It's easily sniped by adv goons. Best spot is the catwalk in the hallway behind the reactor. Two turrets can be built with a little distance in between then decon the reactor and move it there. Build turret semi-circles at the doors and use the space between the pipes for your spawn and armoury. The medstation goes next to the armoury of course. That base setup has served me well (aka I've never lost nor tied with it). Anyone who has gone against me when I got it knows what I'm talking about.
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Nexus in the hallway on the right of the human base is very common and a very horrid spot for the human base. Why people put it there bewilders me. It's easily sniped by adv goons. Best spot is the catwalk in the hallway behind the reactor. Two turrets can be built with a little distance in between then decon the reactor and move it there. Build turret semi-circles at the doors and use the space between the pipes for your spawn and armoury. The medstation goes next to the armoury of course. That base setup has served me well (aka I've never lost nor tied with it). Anyone who has gone against me when I got it knows what I'm talking about.
I've always had my eye on that for a base, but never tried it.
How vulnerable is it to sniping?
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I've always had my eye on that for a base, but never tried it.
How vulnerable is it to sniping?
Which one, the catwalk? Let me put it to you this way, the third time I made it we were S1 and the aliens were S3 due to heavy human feeding. I was the only builder and the tyrant assaults never worked. Half the time the tyrants wouldn't make it out of the door. Sniping has no room because of the doors and the fact that you have to be soo close in proximity of the turrets to keep the doors open that you just get shot at and die. So it's snipe proof. The only aliens that really can penetrate and get into the base are the wallwalkers and they don't have enough life to be able to do much of any damage in the base. You usually have enough power left for the two original turrets on either side of the reactor to be left alone and still have the semi-circle of turrets at the door. So those two turrets will take care of anything that goes to attack from the middle pipelines. Basically, it's the most secure place I've ever seen for a base. The trick is not holding it, it's getting it up due to the fact that dretches can take it down much less anything bigger. So you have to be fast, coordinated, and above all else sneaky. The last time I made it I had a complete noob team and had to run back to the base on my own and decon the reactor and come back to make it. So it's possible even with a noob team. (The other builder was literally new to the game) The other advantage about a base on the catwalk is that any humans down below will be confused on the alien's radar. So if you don't literally see the person, you won't know they are downstairs. I found that out the first time I made the base and fell through one of the openings and managed to build a turret behind a waiting goon that was a couple feet in front of me. With the two turrets that cover the reactor, you can also put them right outside the alien's door below the catwalk. I've done it and just camped between them durring S1 opening the door and blasting their base. I managed to take out 3/4 of it with my blaster alone due to the protection of the two turrets.
So to tell you the truth it's a lot of fun for the base to be there. First time I made it there were like four or five guys spectating me and thought it was a great base and a very funny match (due to the very confused aliens).[/quote]
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Question:
For arachnid, what's a good base location for humans?
The first one I see many people gun for is the U shaped tunnel that's right on the same level as the base they start out at.
Another ( And probably the worst) is right under the stairs at their starting base
The third is "upstairs" in the room with a few crates (The one just up the staircase)
I've toyed with the idea of going a little further from that room to the LOONNNGGG corridor just beyond it, but what do others think?
Also, I notice a trend which supports human bases using anything that gets in the way of aliens in order to trap them (doors, sudden curves etc)
Is it a good idea to stick guns (or teslas) at corners? I know long distance bases are adv 'goon sniper fodder so.... ???
Finally - If you're moving a base "close by" (like say in arachnid, again.. heheh) is it a better idea to spend the first few moments slamming a gun up someplace where you're building (say, upstairs, or in the U corridor) or is it better to take the reactor and run with it?
Also, back on arachnid - I've never found a "good" spot for aliens to build their base in. The initial base is flat out BAD, and building on the ledge on top of it is equally dumb. I've seen bases which cram an egg and the OM inside the vents, but that eventually gets found (and it's 'nade fodder anyway)
The alternative to that is to build in the pillars where the base originally is, but that's usually one of the first spots most people look for too. It seems like the map really favors humans on the offensive, but leaves them pretty weak defensively (unless they move, and move FAST)
Thoughts?
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First of all the worste place for the human base is in the U shaped hallway. It's a pathetic move and EASILY sniped from both sides. Now the best spot on that map is the in the junction on the pipes outside the box room. It's not an easy move but I have never seen it fail once it was up. Can't remember who started that one but it's Tyrant proof which helps a great deal to start with. Anyplace around the human default base is not a really great area if there is any feeding going on. Now if there is nearly zero feeding, under the stairs or upstairs is a fine place but that's not an event that happens all too often.
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I have seen humans build in there once.
If the human team doesn't have the aliens on the run, it can be very dangerous.
They got boxed in, and were forced to camp until SD set in.
The defenses were slowly sniped, and any human who exited the base was killed until they were low on funds. From there, the defenses were finally finished off, and humans were spawncamped by smaller bugs and sniping goons. The end came relatively soon afterwards.
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Nexus in the hallway on the right of the human base is very common and a very horrid spot for the human base.
First of all the worste place for the human base is in the U shaped hallway.
I would caution against taking treeSkwerral's advice on base building. His idea for a base on the catwalk in Nexus sounds intriguing, but both of these bases he's said are bad have been proven to be very effective when properly built, and the ease of moving to them makes them even more attractive. No base is absolutely impenetrable, so when aliens get classes in stage 3 that are actually useful for assaulting bases humans will always need to put some players on defense.
Jaradcel: you have the right idea about Arachnid2, and it seems building in general.
- Under the stairs is basically as good as putting a base up against any random wall: your team might last a while with heavy defense, but stage 3 aliens will plow right over it.
- Upstairs is fairly decent, with one or two defenders the long hallway can effectively be sealed off but you'll still be vulnerable on the other side.
- The U-turn is usually the best option for humans. Yes it can be sniped, and yes it is cramped enough that the entire human team can't camp there, but with modest corridors at both exits any attacking alien will take heavy damage trying to get through and can then be chased down and killed.
- I've tried building in the long corridor upstairs but found it lacking. Perhaps only using teslas it can work, but there's not really any good way to place turrets. It's narrow enough that however they're placed goons can just leap straight over them and there's not enough room for humans to effectively make up for it on their own.
I've also never really found a satisfactory place for aliens on arachnid2. Usually I build on the pipes (at the "intersection" adjacent to the box room, near the human base), but that's quite vulnerable to jetpacks (though you can then build forward very effectively if your team is holding the humans in). The platform above the default base is actually better than you might think since it's a long walk from the human base to there your small army of grangers will often have enough time to just rebuild after every human attack. In truth, egg spam works rather well on this map and treating the vent room as a temporary holding place can be quite frustrating for humans.
It seems like the map really favors humans on the offensive, but leaves them pretty weak defensively (unless they move, and move FAST)
If you meant to say aliens are favored offensively but not defensively, I'd agree. Opposite for humans.
About turret/tesla placement: Turrets should always be placed where they will have to turn as little as possible, so making a "gauntlet" of them isn't the best way to use them. Teslas are different, but you still want to prevent aliens from speeding between all your defenses. What I like to do at open doorways (like the long exit in the human base on tremor) is put a tesla on both sides and turret in the middle (or even another tesla if there are points free) to slow aliens down (fully expecting that it'll have to be rebuilt over and over). So yea, teslas let you move things around a little more to avoid sniping.
About moving bases a short distance from the starting location: If you need to set up defense that will just lose power later on when you move the reactor then your team isn't doing its job at all. With smart humans that have good aim you can put off making turrets until even after the reactor, armoury, and med are up, but on maps like arachnid2, nexus, and karith (which have decent spots very close to the defaults, which universally suck) you can usually get away with just building as fast as you can (reactor first) since the aliens have far enough to go to get to you. If you have no help whatsoever from your teammates then you can try making two turrets after the reactor (one turret is never enough on its own, but can help out teammates very well), but the alien team will have to be even more incompetent than yours.
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Norfenstein:
I have trouble visualising this - How do I squeeze all the items into that U shaped corridor?
The issues I've found while being forced to build/log into a game where the base is built there are usually this:
a) The turrets are strung along the two mini-corridors, which makes them easily vulnerable to a lone 'goon running in, swiping like mad and running out (and later, to sniping from adv's goon's or adv marauders)
b) There just doesn't seem to be enough space to jam everything in. Since the pathway allows for only one person to walk (another person bypassing usually has to jump on the pipe there, and that's also the usual build spot for base items) I find it difficult to jam the essential's in without also jamming up the entire base.
My usual deeds after slamming the reactor up and regaining build-power is to drop a turret in the main avenue the aliens can come from (Often, not the one that I just took) and maybe another, before bringing a 'node, and then an armory online asap. After that, I'll usually build more guns until I notice my men are beginning to come back home and only then construct a medistation. Does that sound ok?
Could I ask for your opinion on the guns at sharp corners Norfestien? Thank you. :)
Finally, I notice some people suggesting that we "protect" teslas with turrets by placing one in front of the other - How good does that work really? In most all maps, it seems counterintuitive... and I've never quite had the chance to test if a building (or person) blocks a turret from shooting...
Getting back to good bases for the game
For Karith:
I adore the elevator room (I've yet to lose as a human once I get settled in in there) but I've tried Catalyc's Dark Staircase - It's terrible!
True, I can jam three guns at each door and everything else under the stairs (and a 'rant can't get to the armory, medistation or telenode due to space...) but unfortunately can turn his attention fully to the reactor.
Is there something I can do to improve that?
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I always arrange the reactor, armoury, med, and telenode like this:
(http://img70.imageshack.us/img70/3692/uturnma1.th.jpg) (http://img70.imageshack.us/my.php?image=uturnma1.jpg)
With usually another tele on the other side, a turret next to the reactor and two turrets to the left of the armoury on the pipe (on unpatched servers all of these will actually fall through the pipe so place them carefully). I'm not certain what the best placement for the rest of the turrets is but I think at least one should be on the edge of the little stairs going down to either corridor to keep goons from landing all the way inside the base after a pounce. They rest should be kept inside, probably spread out so anything coming into will be fired upon from all directions. Never spread the turrets out into the corridors unless you have extra points. Teslas work really well in the base.
Crowding has never really been prohibitive for me here. If people don't need to go all the way across the base they can still use the med and armoury with someone standing on it, but more than that, the nature if the map is such that humans need to be highly aggressive to win and just shouldn't be spending that much time in the base. Two defenders can stick around on either side and not get in anyone's way (and defense will be necessary against stage 3). Advanced goons are definitely a problem but I'd say not not as much as with the next best alternative (upstairs), and tyrants really have a tough time punching through any turreted, defended corridor (and all aliens will have a harder time running away without a big room below your base to hang around in).
My usual deeds after slamming the reactor up and regaining build-power is to drop a turret in the main avenue the aliens can come from (Often, not the one that I just took) and maybe another, before bringing a 'node, and then an armory online asap. After that, I'll usually build more guns until I notice my men are beginning to come back home and only then construct a medistation. Does that sound ok?
I'll skip the initial turret if my teammates aren't completely oblivious (the nearest two turrets from the default base will still be powered with the reactor here). I never build a telenode until the rest of the base is up since the default ones are so close. So if I'm getting defense from my teammates it'll be reactor, armoury, med, then more turrets (okay, sometimes I build teles first if there's really no pressure, or the aliens are somehow managing to farm the original ones).
Not quite sure what you mean by turrets at sharp corners. If the turrets won't have to aim, and still block off the aliens than they're just as good as putting them before the sharp turn but less likely to be sniped by advanced goons. The upstairs on arachnid2 and the slow door on karith are good examples of bases touching long hallways that should have turrets directly around their corners. Usually I put a turret in the hallway too just so aliens can't get as close without being hit.
About teslas+turrets: Structures will indeed block teslas and turrets from firing if placed in front of them. I thought it possible that teslas could shoot through each other or over top of a turret in front them but after testing both of these are false. A tesla behind a turret will hit aliens if they jump off the ground, but not even a tyrant will be hit otherwise (and tyrants can't even jump high enoug to be zapped in this case). So never build anything directly in the expected line of fire of turrets or teslas.
As for the dark staircase on karith: I never put more than a tele beneath the stairs. Reactor goes here:
(http://img86.imageshack.us/img86/1715/darkstairreactorof5.th.jpg) (http://img86.imageshack.us/my.php?image=darkstairreactorof5.jpg)
where it can't be hit directly from either door. Arm and med can go next to it. I think I usually end up with only one turret covering them though, all the rest jammed around the doors, but it's not usually a problem (possibly because getting a base there usually means the aliens are asleep at the wheel or moved completely to the elevator room).
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Fresh off the evening press - Norfenstien, just tried that U shaped base setup you posted.
It works almost *too* well! If I have only one node, it works even better with the spare points for guns (though it's dicey) and I can see why now - The guns cover each other extremely well, and any goon will be able to take out at most one before it really needs to retreat.
I didn't ge tto test it, but what happens if we had TWO goons or more coordinating to jump in on the same corridor all at once though... hmm....
I didn't get to S3 either (I managed to take out the two lone spawns left hiding wahahaha!!) but I can see why teslas are going to be stupidly obscene in there....
As to my question on sharp corners - Essentially the idea is the same on turning to aim. Take, say, ATCS for instance. The side entrance for the human base. There's a sharp turn there right? And the humans almost universally build their guns BEFORE the turn leading out from the side entrance - Would you say it's a good idea to do that? Sticking guns in locations where aliens will HAVE to get in close (with no pounce from goons for instance) so that even if the gun goes down, it takes a few damage before it does?
Oh, and I just had a game with a man who built under the staircase on the snowy fields in Karith Station.... I thought he was mad, but he somehow set up the guns such that there were two embankments so goon's couldn't jump straight in and still covered each other well. That was quite a sight.
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I've found that the room in karith upstairs though the door from the human base is an excellent camperific spot in a pinch. Stick the reactor and defcomp in that pitch black zone under the stairs, put some mgs at the turn into the base (not quite all the way at the top doorway, but the corner instead), and put some mg's in front of the black understaircase zone. The main weakness is that it can be hard to reinforce the top when the bottom is under attack, but its a good base in a pinch.
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Sticking guns in locations where aliens will HAVE to get in close (with no pounce from goons for instance) so that even if the gun goes down, it takes a few damage before it does?
Exactly. In this particular spot I find it most annoying as a goon if the turrets are around the corner but close enough to it that I can't back up against the wall and ready a pounce without taking constant fire.
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Meh, sorry for the lack of updates (Been working)
At the most I've only been able to stick one gun at that corner close enough that you can't line up to pounce though... truly annoying..
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(http://img110.imageshack.us/img110/5230/basetremulousqf3.jpg)
(http://img102.imageshack.us/img102/474/basetremulous2qd9.jpg)
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that base looks goon and dretch proof
how well has it held up against s3 aliens ( adv goon sniping?)
what about adv maras chain lightning? that might cause some problems
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that base looks goon and dretch proof
how well has it held up against s3 aliens ( adv goon sniping?)
what about adv maras chain lightning? that might cause some problems
its a s1 base baboon
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there is one place perfect against tyrants goons and avd goons it is in karith :dretch:
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I'd like to hear about that base. I've yet to see one that's proof against all three at once.
As to that ATCS base, interesting set up. Certainly no 'rauder or goon is going to be able to do any jumping in, not with that amount of guns. How you're going to *HOLD* the base though is another thing entirely....
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k defenitly tyrant and goon proof unsure about adv goon thought it extremly cmaped on baclony in karith good base used it against in a 1on 1 match worked great.
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Hey all, got another base set up for you to consider.
There are essentially two "rows" of guns (Note that I took these in S3, so some of the teslas would have been turrets in different spots) in this build to prevent jumping (A considerable problem so you'd think)
Because the second layer also protects your armory, telenode and DComp, it also means that if they do get in, they'll still be in for a world of hurt.
Note that the tesla that is under the stair is just right for any aliens that run down the staircase, and if they thought they could sneak in through dropping off the stairs to the left ("Behind" the reactor) they'd be looking at TWO teslas zapping them and not enough space to get out unless they were quick.
Unfortunately, the game went into SD and an enterprising 'rauder managed to jump in and take out the dcomp before we could stop him, resulting in the subsequent destruction of the base. I'm contemplating surviving with just one telenode and using the spare 10 to stuff a tesla next to the comp so it fries that, or putting it someplace nearer to th efront so the side of the base with the dcomp on it isn't as easily jumpable as it turned out to be.
(http://i7.photobucket.com/albums/y254/Jaradcel/s1.jpg)
(http://i7.photobucket.com/albums/y254/Jaradcel/s2.jpg)
(http://i7.photobucket.com/albums/y254/Jaradcel/s3.jpg)
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And then we proceeded to own you, Jara. ;) Kidding, kidding. I'll admit that that base worked particularly well in that game, but that was mostly because you guys all just sat around in that courtyard with chainguns and pulses up until S3, and it was still a bitch to get the newbies you had on the human team to get out of the courtyard and try to attack. The reason I was so pissed at that base was that I could hardly step out into the courtyard without lagging because of all the spam you humans were making, and anywhere within a couple of meters of the stairs I nearly completely locked up.
Was not a proud day for me.
That and that base was too snipable. Had your team been more offensive before SD, you guys might've stood a chance.
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I always wondered if a base under the stairs in the snow was possible, look interesting
How about the really dark area under some stairs (on Kairth again) upstairs from the human base?
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I've only seen it built there once.
Seemed strong enough, but the bugs may have been noobish.
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Well, after another three games with it, here's my feedback on the base I've built.
In S1 - 2 for aliens, the base is near impregnable. Putting a few turrets in the "back" of the base with the armory means even if a 'rauder jumps it, he's still going through a hail of fire.
However, as with all good bases, the turrets can't be too far spread out (anything beyond the grey concrete under the stairs is TOO FAR)
At S3, the base becomes VERY snipable (I discovered to my horror that a rauder or a adv goon can actually sit on the stairs at a certain angle and snipe my reactor) but no tyrant will live if it rushes in blindly.
So with that in mind, while not the *best* base on the map, it's still good for if you were perhaps rushing for the elevator room but a dretch is in the way.
Thoughts?
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As to the dark area under the stairs in the first room "upstairs" on karith
That could work. If you put the reactor, armory and node behind the wall, it becomes unsnipable and a single tesla could adequately defend the whole thing. There's no room for jumping on top as a 'rauder either.
Also, the "entrance" to that corner has boxes stacked up so you can hide turrets behind it to make it even tougher to get in to.
Again, however, this base is VERY pouncable and snipable (Although humans can benefit from this too of course)
What I don't like about both this base, and my own above, is that there is a place for aliens to retreat to if they get hurt. In both cases, all the aliens need to do is jump on top of the respective walkways and they're pretty much safe. It also means any unwary human running out could possibly get head-chomped easily.
In all honesty, despite how I dislike the elevator room as a sort of deathtrap dungeon, it IS also the most eminently defensible and efficient. In S3, you could set up a wall of teslas behind the door and no tyrant or 'rauder is gonna jump or slash past it, and no adv. goon is going to be able to snipe from afar since he needs to open the door (and thus get zapped) first. Taking down that elevator room base will def. require alot of teamwork too (And, of course, no tyrants since they can't jump up on top....)
Thoughts?
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Eugh, I really don't like the elevator room as humans. I find it so complex to reach medstation/armoury having to go up the lift and all that :x
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How exactly does the elevator work? I can't quite figure it out.
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Theres a big right button on the right (if you're facing the elevator) that you run into...but you can't get from the button to the elevator quick enough to jump on it, so someone else has to do it for you
And even then, it's hard enough to jump off onto the balconey before it starts coming down again...
:evil: :evil: :evil:
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It IS possible to jump onto the button and back onto the elevator (You need to crouch jump ala half life)
And usually, you don't build the armory/medistation upstairs (unless you're SUPER camped, in which case, you're screwed anyway)
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It IS possible to jump onto the button and back onto the elevator (You need to crouch jump ala half life)
no you don't, you jump onto the elevator, then sprint (no jumping) onto the button, you will push it and then climb on top of it, from there, you have plenty of time to turn around and jump on the elevator.
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Really? *nods* I'll try that! Thanks!
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Quite good base in transit, under the stairs by default H.
Seriously.
Reactor in the middle, armory right under the stairs, node at the back, turret next to reactor, medi next to armory, two turrets infront, turrets all the way up the stairs and two round the corner.
(Screenshots are at home, me at work.)
I'll post them when I get back.
We only lost because they got s3 in 5 minutes, but it held out against tyrants.
Not goons tho.
adv. goon vs s1 humie = death. :P
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I remember when Lava made that one ( it was probably the first time he tried it ) and we did hold out very well although there was quite lot of deaths in both teams. Game didn't last that long as soon as a human ( me ;) ) was able to exfiltrate the base and backstab painsaw the alien base.
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Stof, we need to play more. 0.0 I could learn a thing or two about exfiltrating from you I think... *laughs*
And yes please, I'd like to see some pictures of that. That'd be a VERY interesting move.
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This is something I have to say, tho not about base locations, but for base builders: When putting turrets defending a door, put them away from the door!
I'm desperated of seeing this every game. If you place the turrets at the very same door, the aliens just open the door and claw the turrets, no risk for them. By putting them at some distance of the door you force the aliens to come in and get shot from both the turrets and the humans around.
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This is something I have to say, tho not about base locations, but for base builders: When putting turrets defending a door, put them away from the door!
I'm desperated of seeing this every game. If you place the turrets at the very same door, the aliens just open the door and claw the turrets, no risk for them. By putting them at some distance of the door you force the aliens to come in and get shot from both the turrets and the humans around.
wtf are you talking about, no alien (except tyrant) can sit there and claw a turret if there are 3 turrets shooting him (a goon can live just barely long enough to kill one and escape, but if anyone is paying attention, they will chase him down and finish him off), if on the other hand you put the turrets far enough away that aliens can open the door, then 1) adv. goons can snipe them really easily and more importantly, 2) anything bigger than a basilisk can jump over the turrets and go for armory/reactor/nodes (i'm assuming you don't have enough points for more than 7 turrets)
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if the goon opens the door and claws he has time to destroy one. If the goon opens the door and has to walk into the room while taking fire from turrets and ocasional humans before being able to claw, he can't kill even the first turret. Do you need more explanation?
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I think I need an example picture here in order to make sure I'm getting what you mean. Could you supply one please.
*Note: This isn't inflammatory, I just want to make sure I've got the picture in my head screwed on right*
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This is it:
Here the alien can decide when to open the door and start clawing.
(http://jal.quakedev.com/turrets1.jpg)
Here the alien will need to move in before clawing, and out after clawing. While the turrets will be firing from the same moment as in the other picture.
(http://jal.quakedev.com/turrets2.jpg)
It isn't so important, but it's a small detail that I think makes a difference. And I get desperated by seeing the first case used all the time.
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in the second image, i can easily line up a pounce over those turrets, and keep most of my health, especially if i have another alien open the door, then, since you only have 7 turrets, and the other door is presumably guaurded by 3 more, i can do some serious damage to your base before dying (at the very least, your armory and a node) unless you have 5 chainguns camping inside. if on the other hand you put the turrets similarly to the first picture (the middle turret needs to be moved back), i will make it in with only 120ish health, and any competent team will take me out before i do serious damage (though your builder might get annoyed repairing the armory)
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I agree. The first picture, but move the middle turret back is what most good builders do. It neither blocks runners coming back into base, nor allows aliens to jump too easily.
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(http://img.photobucket.com/albums/v402/indy_MuadDib/shot0025.jpg)
advantages:
too tight for a tyrant or goon
marus can fit but cant jump which takes away their biggest advantage
turrets can fire thru the cracks
teslas can fire thru the floor
you can buy thru the floor
30 seconds away from the CC
Problems:
adv goons can snipe thru the cracks but it is very difficult
adv marus can zap but only around the cracks, not thru the floor itself.
difficult to move around in quickly.
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Hmmm but isn't it pretty hard to move to that spot? IIRC that is. But yes, that does look like a great base. :)
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you are quick you can get there in under 90 seconds and the old base is close enough to power while you get turrets up.
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very usefull... man... i wish i had time to make cool things like new bases... or i can just copy them from others! woo!
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One base I've tried a couple times is what I call the "ledge", on Karith. It's in the hallway between the outside and the elevator room, and there's a ledge very high up that's big enough to place an OM, an egg and a booster easily. The defense consists of tubes and trappers placed directly at both entrances. Then you place a hive on the ledge and another hive (or tube if you're lacking BP) high up on the opposite side. The hives prevent jetpackers from getting high enough to get a decent shot.
Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.
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One base I've tried a couple times is what I call the "ledge", on Karith. It's in the hallway between the outside and the elevator room, and there's a ledge very high up that's big enough to place an OM, an egg and a booster easily. The defense consists of tubes and trappers placed directly at both entrances. Then you place a hive on the ledge and another hive (or tube if you're lacking BP) high up on the opposite side. The hives prevent jetpackers from getting high enough to get a decent shot.
Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.
OM is easily lucyspammed from below
Human base there on the other hand would be interesting :)
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I've seen it before.
Marauders, dretches, adv goons (can plain goons jump that high?) and basilisks get up there.
Unless you are at one of the mundo build point servers, there are problems because most constructions down below get destroyed, and the bsuits have a hard time getting more non-energy ammo.
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I've seen a few bases which have built there - Aliens is a bit of a risky gamble, because jettards DO still have a good way of getting up there with a good enough angle of all sides (it's too open) to get past your defenses and possibly take the OM down.
Humans OTOH might be a better/more interesting build. I've only seen that once and it was a bunch of jettards against a rampaging set of tyrants so erm... that was no fair comparison.
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Marauders, dretches, adv goons (can plain goons jump that high?) and basilisks get up there.
It's challenging as a marauder, because there are tiny little ledges about 2/3 of the way up that are hard to get around while jumping. Regular goons can't jump that high on their own, but I'm pretty sure you can land on one of those mini-ledges and then do a second hop from there.
A human base there would be very interesting, I've gotta try that next time I play a game where people aren't rediculously serious about winning. It'd have to be a mix of teslas (when available) and turrets, the teslas taking out the wallcrawlers and the turrets taking out adv goons trying to snipe while pouncing.
I see a couple problems though:
- adv goons could probably stay at the opposite side of the hall, out of turret range, and pounce upwards and then snipe in mid-air. Basically you'd need some guys to simply keep adv goons out of the base by s
taying on the ground, but you'd need a guy or two on the ledge to stop tyrants from allowing the adv goons through.
- lack of space on the ledge for defenses. Most would need to be placed on the ground, kind of negating the advantage of being up high.
- everyone needs a jetpack to get off the ledge. alternately, with an organized team you could have a jetpack wielding defender that also acts as the elevator. You can stand on jetpackers, can't you? If not, the entire team loses the advantage of bsuits.
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Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.
There was a Granger hiding here once. Probably building a small base too. I bet he must have been surprised to see a Battlesuit jump there :D Lucifer jump is your friend.
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Edit: crap, I took the regular link instead of the thumbnail links. For the sake of all 56k-ers, I'll remove the images and just leave the urls. :D
Well, I /devmapped it to see how much you can put up top. Here are some pictures: (sorry if the brightness is odd, for some reason Trem defaults to the regular brightness for its screenshots, so you can't see crap. Had to up the brightness in Gimp)
http://img165.imageshack.us/img165/7196/shot0000kr9.jpg
As you can see, there isn't even space for a defcomp, so you're restricted to turrets. There's just barely room for an armoury, medistation, telenode and reactor, with just enough space to line the rest of the ledge with turrets.
http://img258.imageshack.us/img258/1378/shot0001uh4.jpg
However, the reactor and armoury are very snipeable, so you need either an amazing team (in which case your base won't see any action anyway, why bother with the turrets lol), or turrets on the ground.
http://img158.imageshack.us/img158/5853/shot0002ag4.jpg
http://img257.imageshack.us/img257/3563/shot0003fa1.jpg
A better layout: 3 turrets on the top, and 3 at each door. Note that on a >100bp server, this base would be much more effective.
http://img159.imageshack.us/img159/4055/shot0004rh2.jpg
Here's a completely unrelated base I made after the "ledge" base, which I aptly name the "...wtf?" base. Things to note are:
- The draw glitch of the teslas between the reactor and armoury. They're really on the platform, but seem to be below. This can be done with anything that can fit on the platform, which is basically repeaters teslas and turrets.
- Again, there's no space for the DComp. I'm trying to find a better spot for it.
http://img66.imageshack.us/img66/6908/shot0005le4.jpg
A risky alternative for the DComp would be to hide it in the most deserted and out-of-the-way place on the map, which usually ends up being the human base if they moved. Of course, any sane alien would notice the lack of a DComp at your base and would find and destroy it. One thing that just came to mind now would be to place it on the "ledge" base, it'd be interesting to see if it could be sniped from there.
http://img436.imageshack.us/img436/4996/shot0006pr0.jpg
Here's the base, shown using up the extra BP that was used to defend the DComp.
Yes, this would be a retarded base on a 100bp server. Even if you got it up, which believe me, takes forever, one snipe of the DC and you're gone. (an all-turret base isn't an option because they can be bitten from below, and most of the defenses are placed on ledges) However, on a 150 or 200 bp server like Killaz, you'd have enough bp to guard both entrances to the entire outdoor area. You would only need 3 teslas or so to guard your "wtf platform", leaving all your other BP to make large defenses on each door. 66 bp is required for the necessities (armoury, medistation, 3 teslas, telenode, defcomp), 76 if you put in a new telenode somewhere outdoors, 86 if you put an armoury beside that telenode so that you can get a jetpack to get to the main base. On a 200 bp server that leaves 114 bp (btw thanks to the author of the bp calculator for all this :P) for turrets and teslas. That'd be 4 turrets and 2 teslas per door, or just 7 turrets per door. Even more defense if you neglect the extra telenode and armoury, making that base better for small games.
Hahah, I'm really looking forward to a game where I can try that base out. It just looks so awesome.
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advantages:
too tight for a tyrant or goon
marus can fit but cant jump which takes away their biggest advantage
turrets can fire thru the cracks
teslas can fire thru the floor
you can buy thru the floor
30 seconds away from the CC
Problems:
adv goons can snipe thru the cracks but it is very difficult
adv marus can zap but only around the cracks, not thru the floor itself.
difficult to move around in quickly.
i'm confused... what map is this, and where?
looks like a great base
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advantages:
too tight for a tyrant or goon
marus can fit but cant jump which takes away their biggest advantage
turrets can fire thru the cracks
teslas can fire thru the floor
you can buy thru the floor
30 seconds away from the CC
Problems:
adv goons can snipe thru the cracks but it is very difficult
adv marus can zap but only around the cracks, not thru the floor itself.
difficult to move around in quickly.
i'm confused... what map is this, and where?
looks like a great base
Gotta be a non-standard map. I'm no expert on those, so I couldn't tell ya.
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it's pulse.
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ahh...
i just started playing trem after a long absence, i really must go download a map pack ;)
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ahh...
i just started playing trem after a long absence, i really must go download a map pack ;)
pulse isn't in the mappack, you should just get tjw's newest client and play on servers that support http downloads
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tjw makes a client? i thought it was just trembot (and the new server ded)
<edit>
this? http://trem.tjw.org/backport/
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yup, trembot has been renamed to g_admin, and will be included in the next tremulous release.
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http://img159.imageshack.us/img159/4055/shot0004rh2.jpg
Here's a completely unrelated base I made after the "ledge" base, which I aptly name the "...wtf?" base. Things to note are:
- The draw glitch of the teslas between the reactor and armoury. They're really on the platform, but seem to be below. This can be done with anything that can fit on the platform, which is basically repeaters teslas and turrets.
- Again, there's no space for the DComp. I'm trying to find a better spot for it.
http://img66.imageshack.us/img66/6908/shot0005le4.jpg
A risky alternative for the DComp would be to hide it in the most deserted and out-of-the-way place on the map, which usually ends up being the human base if they moved. Of course, any sane alien would notice the lack of a DComp at your base and would find and destroy it. One thing that just came to mind now would be to place it on the "ledge" base, it'd be interesting to see if it could be sniped from there.
http://img436.imageshack.us/img436/4996/shot0006pr0.jpg
Here's the base, shown using up the extra BP that was used to defend the DComp.
Yes, this would be a retarded base on a 100bp server. Even if you got it up, which believe me, takes forever, one snipe of the DC and you're gone. (an all-turret base isn't an option because they can be bitten from below, and most of the defenses are placed on ledges) However, on a 150 or 200 bp server like Killaz, you'd have enough bp to guard both entrances to the entire outdoor area. You would only need 3 teslas or so to guard your "wtf platform", leaving all your other BP to make large defenses on each door. 66 bp is required for the necessities (armoury, medistation, 3 teslas, telenode, defcomp), 76 if you put in a new telenode somewhere outdoors, 86 if you put an armoury beside that telenode so that you can get a jetpack to get to the main base. On a 200 bp server that leaves 114 bp (btw thanks to the author of the bp calculator for all this :P) for turrets and teslas. That'd be 4 turrets and 2 teslas per door, or just 7 turrets per door. Even more defense if you neglect the extra telenode and armoury, making that base better for small games.
Hahah, I'm really looking forward to a game where I can try that base out. It just looks so awesome.
Someone tried to build a base up there on Yakimagamers yesterday. It didn't work. Goons can get up there easily as there are small ledges half way up the wall for them to land on.
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Yeah... why is it that all the awesome-looking bases suck? :(
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Problem is, both times I tried were games were the aliens were dominating and so didn't get much chance to test things out. But it's only accessible by jetpack, (forget if the OM can be shot from below) so well-placed hives keep them down.
There was a Granger hiding here once. Probably building a small base too. I bet he must have been surprised to see a Battlesuit jump there :D Lucifer jump is your friend.
i think that was me... i was building an egg up there and then i died...
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AtcszAlpha
This base is quite good for humans.
(http://static.flickr.com/88/251847328_5c1043dab5_m.jpg) (http://www.flickr.com/photos/paradox460/251847328/)
(click the photo to go to a page with hotspots detailing some of the building steps)
Start off by sticking the reactor in one of the middle alcoves in the underground bunker. Put 2 turrets right beside each door frame, so they dont block, but can fire into the door. Then build an armory on the opposite side of the reactor. Put 4 telenodes in the 4 leftover alcoves, these are temporary telenodes. If you have other skilled builders, build a corridor of machinegun turrets along the room, each of them alined with the 2 at each door, and leave a hole at the armory. Drop a medpad in the hole you left by the armory, giving you 2 medpads at the armory. Build a wall of 3 turrets slightly back from each door, but so they can fire at anything that comes in.
s2
At s2, stick one dcc on the left side of one platform, and another dcc on the opposite platform on the opposite side. Move the 4 telenodes up top.
s3
Replace the corridor of turrets with teslas, but leave the 3 infront of each door.
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Lol Paradox.
I wanna see you build an "awesome" base there with 100bp's.
Then you can brag about it.
While I think that SST can be a lot of fun, builders should never learn to build there.
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You can do it with 100 bps, just dont build the walls, and only one dcc.
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We just had a game where humans were built up in the elevator room, and aliens were down in the dark staircase.
(http://balthasar.neovanglist.net/sysinfo/epicbattle.jpg)
(Of course the teams were balanced until the eggs were gone)
Even with over 2 hours of Tyrant rushing the base never really got hit that hard.
I find if you build a couple tesla/mg turrets up in front of the base, goons who try to hop up and snipe get hit to hard and either run away or get killed.
Plus, you can build telenodes up on the boxes, and the reactor/dc behind the boxes. This makes it really hard to snipe out, plus with some tesla in the base itself you are covered from aliens coming in via the vent.
On top of that, it's pretty much invincible to tyrants since the only way for them to get up there would be to ride the elevator up... which is seriously unlikely :)
The hard part from there was getting outside the base to form a decent raid.
The aliens had a really amazing base in the dark stairway, with tubes on the walls above the doors and tubes/stickers on the ceiling. Then they put OM/Eggs down behind the crates at the bottom.
This made raiding from the top a sure suicide run, the most you could do is maybe drop a grenade down on the OM before being stuck/tubed/tyranted all at the same time.
As a result, you had to run the long way through the default human base and back around to attack from below...
We managed to do it eventually, but most of our raids were broken up by running into tyrants/goons on the long road there.
Overall it was a great round, there are a couple other levels which have some good alternative human bases too (which haven't been listed here yet), maybe I'll grab a couple screenshots and post about them.
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The thing I find annoying about Karith is that it is just sooo difficult to organize a good base move to the elevator room or the slow-door room. Especially with a pick-up group.
In the last few games I was playing Karith humans kept getting owned because there just wasn't a good enough defense of the engineer to make it to the elevator room.
However, if such happens, I usually just dump under the staircase (See my previous set of pictures) and start turtling up there. 100bp is enough to form a relatively stable base there.
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Especially with a pick-up group.
Especially with a pick-up group.
Especially with a pick-up group.
I've never played with non-pickup groups, and every single match is a gamble. It's the worst on Karith, Transit, and Niveus, because I could only hope that people will want to move. Usually they don't, and it's a problem.
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Notice how almost all the bases are for humans? Damned campy nooobs :p
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Notice how almost all the bases are for humans? Damned campy nooobs :p
You think people camp in trem? Try the combat mode in Advance Wars: Dual Strike. That game redefines camping.
Besides, the whole point of a human base is to camp while getting new weapons. The alien base is somewhat of a glorified spawning area, IMHO.
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Notice how almost all the bases are for humans? Damned campy nooobs :p
You think people camp in trem? Try the combat mode in Advance Wars: Dual Strike. That game redefines camping.
Besides, the whole point of a human base is to camp while getting new weapons. The alien base is somewhat of a glorified spawning area, IMHO.
I'm BACK! *shock*
Oh I've seen AW camping. That one's fun. *sarcasm* But c'mon, that's a TBS, this is real life :P
I know alot of people say you can't/shouldn't rely on your base to help win the game, but one of the things I insist on is trying to convince people that base-building (and defending it while it gets transported/built) is a valid strategy, especially for the physically weaker humans.
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The first one can be used by humans very effectively, but since it's right next to the alien base you shouldn't even try to move here in a serious game....
....I don't know of any name for it other than "side room".
(http://img223.imageshack.us/img223/8066/sideroombase23xa.th.jpg) (http://img223.imageshack.us/my.php?image=sideroombase23xa.jpg)
Yep, thats our window room. Actually never heard it called the side room, but if I do, I'll now know what they mean.
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Myself, I used to call it the deathtrap room. As in, "Aliens are moving to the deathtrap room". I have yet to see the aliens win a game while on that room and facing real human oposition :D
Lately, I've just been calling it the window room since it is what most people use.
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Yep, thats our window room. Actually never heard it called the side room, but if I do, I'll now know what they mean.
Edited the main post to reflect common usage.
Probably a lot more I should edit too, but... yea, lazy...
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BTW, another popular human spout on Niveus is what you call the potroom, except that it's called the garden now. If humans can place a base there, aliens stand practicaly no chance to take them out, and the room is a great HUB to access the rest of the map. Not counting the fact that it's very close to the favorite alien base spot and which makes it one of the best way to attack aliens then.
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Very interesting. I've never seen a base there.
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Very interesting. I've never seen a base there.
Very common base, in the servers i play in anyway. I must agree that humans who successfully move there end up winning 75% of the time.
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Myself, I used to call it the deathtrap room. As in, "Aliens are moving to the deathtrap room". I have yet to see the aliens win a game while on that room and facing real human oposition :D
really? i've won there at least as many times as a lost while facing equal human competition. I agree it can be a death trap, if you dont have a good builder. I can build a pretty darn good base in the window room. You need at least 2 trappers. Usually 3 or 4.
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Humans in that cross-style garden? *whistles* I've seen only ONE build in there and it was horrific. I'd like to see some shots to learn from that one!
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I have never lost a game after a successful move to that spot :)
Properly defended, that spot is terrific, big aliens cannot get in range of the base without facing heavy chaingun/pulse fire. And since there are 3 exits for that room, aliens have a much much harder time pinning the humans in their base. This is the best base spot ever I say ;)
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It's easy to move there. First move reactor to left front corner in original base and build some defense. Now you can build in lamer spot. Move the reactor there, then you can build in plant room.
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It's easy to move there. First move reactor to left front corner in original base and build some defense. Now you can build in lamer spot. Move the reactor there, then you can build in plant room.
That's 3 reactor moves, if aliens let you do that they are really lousy.
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Humans in that cross-style garden? *whistles* I've seen only ONE build in there and it was horrific. I'd like to see some shots to learn from that one!
I've seen it only a pair of times, tbh, but worked well, and the bases weren't extremely well built (reactor was more protected than armory and defcomp, as if reactor was any weak). I'd say it can work great with a more sensitive building.
BTW, How about arachnid?
In the servers I play there is the habit of doing upstairs and building reactor behind boxes. Some guys like moving to the upper pipes (I hate every base where I can't get back for healing with my battery pack), and under stairs is generally considered a very bad move.
I myself, changed my mind recently about under stairs. Some days ago a under stairs desperate move produced a so much awful base that I decided to tweak it a bit. It resulted in the reactor on front, just behind a column. Armory behind reactor, and behind both of them defcomp + tesla + turret (protecting the hole). This is everything at one side, with medi at front of armory, ofc. Surrounding reactor (everything inside the understairs space) typical tesla + turrets combo. And, at the other side of the under-stairs-place 2 nodes.
It standed very well, even on SD. I won't try to say it's unbreakable, but stands much better than the upper stairs base uses to do for sure.
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BTW, How about arachnid?
I myself, changed my mind recently about under stairs. Some days ago a under stairs desperate move produced a so much awful base that I decided to tweak it a bit. It resulted in the reactor on front, just behind a column. Armory behind reactor, and behind both of them defcomp + tesla + turret (protecting the hole). This is everything at one side, with medi at front of armory, ofc. Surrounding reactor (everything inside the understairs space) typical tesla + turrets combo. And, at the other side of the under-stairs-place 2 nodes.
It standed very well, even on SD. I won't try to say it's unbreakable, but stands much better than the upper stairs base uses to do for sure.
Can I see some screens of that? I'm having a little trouble visualizing that.
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Something along the lines of this I think. He might have meant for all the defences to be around reac but all non-defence buildings are as he described.
(http://i2.photobucket.com/albums/y50/Drietand/shot0003-1.jpg)
(http://i2.photobucket.com/albums/y50/Drietand/shot0002-3.jpg)
(http://i2.photobucket.com/albums/y50/Drietand/shot0001.jpg)
(http://i2.photobucket.com/albums/y50/Drietand/shot0000-1.jpg)
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I don't know...
Bases under the stairs generall don't do too well.
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The best defensive base is definitely in the pipe junction.
The best offensive is probably in the bend of one of the corridors between the alien base and the box room.
Can't remember which bend, though...
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Myself, I used to call it the deathtrap room. As in, "Aliens are moving to the deathtrap room". I have yet to see the aliens win a game while on that room and facing real human oposition :D
Lately, I've just been calling it the window room since it is what most people use.
I just call it the "no-exit" room, because if one human with bsuit stands in the door (after nading / lucying all defenses), no granger can escape anymore.
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orly? it depends how suckish that bsuit is, one egrengar can run it's ass off (if they have asses....), and while the bsuit chases that grengar another leaves the room, turns left, and goes up through the hole in the ceiling, waits for teh bsuit to leave, and then jumps down and begins to eggspam.....or they can get someone to uberly battlegrengar pwn the bsuit ;)
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Nope. If a bsuit stands in the door, there's no space for any anything bigger than a dretch to get out.
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has anyone tried building in that little hole near the alien base, I did once but we ended up losing because the maras kept attacking the turrets, and ended upo killing off the spawns
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has anyone tried building in that little hole near the alien base, I did once but we ended up losing because the maras kept attacking the turrets, and ended upo killing off the spawns
Ah yes, ask gryf if you see him. He's taken to that spot lately. Very campy stuff, hard to win hard to lose.
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little hole near the alien base???
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Something along the lines of this I think. He might have meant for all the defences to be around reac but all non-defence buildings are as he described.
Yep, that's it. It's with all defenses around reactor, but one behind the other side column. That's just details anyway :P, the key point is the armory.
I insist that it isn't any kind of unbreakable base. I just say upstairs is very overrated imo and this one is stronger.
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little hole near the alien base???
Yeah...
Can we get a screenshot?
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Nope. If a bsuit stands in the door, there's no space for any anything bigger than a dretch to get out.
bsuit bbox is the same as a naked human. and if the aliens move there and they have a bsuit standing outside they better be S2, a grengar can just wallwalk out
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little hole near the alien base???
Yeah...
Can we get a screenshot?
please. i wanna know what you're talking about.
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I think that he's talking about the vents above the alien's base....
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oh...
wouldn't have "vents" been a much better description than "little hole" then?
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hey I have a interesting idea, anyone try to build on the ledge above the original alien base? :acidtube:
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That might be interesting. The problem, though, is that the aliens have to move out of that area first, which they almost never do.
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hey I have a interesting idea, anyone try to build on the ledge above the original alien base? :acidtube:
Done a lot, but its not great.
Hard to do (dretch lift or mile walk), and hummies can shoot the fuck out of it real easy.
just egg spam.
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i think there is some confusion over whether we are talking about aliens building there, or humans building there.
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do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
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do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc
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do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc
Tesla have more health than turrets. Granted, both of them die in 2 Adv Goon barbs.
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do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc
Tesla have more health than turrets. Granted, both of them die in 2 Adv Goon barbs.
that and teslas are more prone to snipage then turrets anyway. if I had 10 build points left and a defcomp, I'd spend it on a well placed turret ranther then a tesla.
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Can this thread be summarized in a short post? I'm thinking something like this:
ATCS H default A rooftop s3
for all of the (eight?) default maps, at least, and a couple of the current faves on the public servers? ATCS, Arachnid, Karith, Nexus, Niveus, Transit, Tremor, Uncreation & maybe Ancient Remains or something like that? Would be most helpful.
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part of the thread is giving a godd layout of the spot, not just where to put your base. if you build bad, it does nto matter where you build.
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telsas suck
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They don't suck, you just need to have them hidden from adv goons yet still able to zap anything that enters the area you're protecting with them.
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lol tin thats ur specialty
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IMO the prime spot to have tesla is shielding your defense computer. They're tall so it's hard to take down the defence computer without taking down the teslas first.
This way, the rest of your defense can consist of turrets (and the few humans who decide to defend). The turrets can be improved by the defcomp and the defcomp has defence of it's own.
This I think works better than putting the armoury in front of the defcomp as the humans rely on having an armoury more than they rely on one or two teslas.
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so they spend 20 bp on teslas when they could spend 10 on an extra arm or 8 on an extra defcom
EDIT : they could have 2 extra fuxxing defcoms!
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lol
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so they spend 20 bp on teslas when they could spend 10 on an extra arm or 8 on an extra defcom
EDIT : they could have 2 extra fuxxing defcoms!
I don't think of any of those suggestions preferable since extra armories or defcomps serve no purpose other than as targets for destruction. Teslas are also targets for destruction and yet also defend the base by actually hurting the thing that dares to take a bite out of it.
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. :armoury:
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do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc
Tesla have more health than turrets. Granted, both of them die in 2 Adv Goon barbs.
that and teslas are more prone to snipage then turrets anyway. if I had 10 build points left and a defcomp, I'd spend it on a well placed turret ranther then a tesla.
I would build the tesla, I try to put ONE near the reactor every game, it makes mara hops a hell of a lot hard since when it damages you it has a bit of a push back.
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Barsuk_Revon"]Human base. Nexus 6
screenshots (http://screen.revonis.by.ru)
i don't speak that language.
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The base that beat everyone/everything is the bed! You get in and you feel the carnage, it's sure, i beat everyone because of my big dick but when you had just a little one ZOMG it's the suicide!
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i like the idea of having one telsa; next to the reactor. that way you dont have to worry about any reac jumpers unreachable by turrets. unless its s3, at which point you should have at least 1 person defending anyways.
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someone who thinks there should be people defending in S3
TY!
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I don't think there should be people defending at s3. How am I supposed to take down the reac if they never leave it undefended?
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With a little bit of skill on your part and a bit of stupidity on the human's part.
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..and Blind-Luck! Don't forget Blind-Luck!
Though alot of my routine relies heavily on throwing enough of myself at thier base for them to handle in a short space of time.. you can never underestimate the power of Blind-Luck.
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part of the thread is giving a godd layout of the spot, not just where to put your base. if you build bad, it does nto matter where you build.
Tru' dat, and yet, can we not also summarize the properties of the proper build (stagger turrets, so that when they turn around, they can still be jumped over, or run between by humans, etc.)? Asking to have this meandering thread summarized is not asking to be spoon-fed; one still has to spend the time actually building to see what works. And what, _Equi_, would be the worst that could happen? Someone might lose a round? N00bs do crazy, unannounced reactor moves and misplacements all the time at the places where you and I play every day. If they could sift through this 5-page discussion, and learn common placements, and typical practice, without having to get through the part of the thread where it devolves from its stated task (and into individual building practice for one or two people), what would be the harm? In fact, after a couple more rounds, I'll just DIM for instant flamification. Perhaps two stickys would be best: Common Base Locations, and Proper Building Techniques.
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basically, try not to be out in the open and make sure turrets are not blocking each other.
oh, and you don't need to put the _ before and after my name. i only have those because the firs account i made wihtout the underscore would not verify.
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Hey so on ACTS instead of calling it the 'Hall' you should call it the "sidehatch"
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I refer to it as the side corridor.
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"hall" is the shortest way of putting it
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what about |?
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"hall" is the shortest way of putting it
yeah but "sidehatch" is the funniest.
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There is a real alien base on Arachnid2. I shall call it the Red Room. I've seen it done in-game, but it didn't work because they put the OM in the wrong corner and there was no tube on the ceiling, so the overmind was prifled from outside and jettards destroyed the rest.
Screenshots:
(http://xs314.xs.to/xs314/07175/arachnidAbase1.jpg)
That screenshot does not show the barricade and tube outside, so:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase2.jpg - The tube is a little hidden, to stop humans from shooting the overmind without going in. It is a little to the left of the very center of the screenshot.
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase3.jpg - The barricade blocks anything bigger than a normal dragoon.
And to get to it:
Go out this entrance to the default base:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase4.jpg
Take a right as soon as you can:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase5.jpg
And there you are:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase6.jpg
It's not great, because there are open corridors leading up to it, and it is close to the human base, but it is far better than the default. There is also a safe spot, in the corner opposite the overmind.
I have seen a human base in it, except the reactor was built on the ledge above the booster.
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What about on any of the newer maps? Anyone have building stratefy things for those?
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Well here is a base that I made for humans on UTCS.
(http://img241.imageshack.us/img241/6338/awsomebasejh1.th.png) (http://img241.imageshack.us/my.php?image=awsomebasejh1.png)
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Well here is a base that I made for humans on UTCS.
(http://img241.imageshack.us/img241/6338/awsomebasejh1.th.png) (http://img241.imageshack.us/my.php?image=awsomebasejh1.png)
that base looks worse than default. no offense. much easier for adv goons to snipe IMO.
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I'd have to agree. That base is a deathtrap for humans. Not enough room to maneuver for humans, and the turrets will block each other more often then not. It's also probably snipeable.
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how about atcs bases
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Those are horrors to build. Everything is snipeable in ATCS. Everything.
The best base I can think of is one in the middle base - If you place it right, only your base defenses are snipeable. However, this leaves it very easy for aliens to rest up (They just jump upstairs) and too easy for a tyrant rush.
The original base for ATCS is a hell to defend because of the side corridor and long distance from armory to main entrance unless you start camping the long corridor - which is generally a bad idea.
The side hatch is snipeable from either side no matter where you build, but can be do-able I suppose. Never actually tried though.
If you move to the anteroom in your main original base, this can work for awhile, but is again, sniper bait, and aliens can just use your old base or hte top of the middle base to regen.
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I will write some stuff up later. Maybe post some decent base designs.
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Those are horrors to build. Everything is snipeable in ATCS. Everything.
The best base I can think of is one in the middle base - If you place it right, only your base defenses are snipeable. However, this leaves it very easy for aliens to rest up (They just jump upstairs) and too easy for a tyrant rush.
The original base for ATCS is a hell to defend because of the side corridor and long distance from armory to main entrance unless you start camping the long corridor - which is generally a bad idea.
The side hatch is snipeable from either side no matter where you build, but can be do-able I suppose. Never actually tried though.
If you move to the anteroom in your main original base, this can work for awhile, but is again, sniper bait, and aliens can just use your old base or hte top of the middle base to regen.
i disagree:
1.) the middle base is NOT the best. 1 entrance = death trap
2.) default is your best choice if you build it right.
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Agreed.
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Excuse my being a newb, because I haven't seen ANY reactor moves so far, but on Tremor, has anyone thought of moving the humans downstairs? Humans can go in and out by 3 ladders, I'm pretty sure that aliens can't climb up (I've tried it wall-walking as a dretch. not fun.) Haven't seen it anywhere so far, so I have no idea whether or not it would help. Plus it should confuse the aliens a lot.
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Excuse my being a newb, because I haven't seen ANY reactor moves so far, but on Tremor, has anyone thought of moving the humans downstairs? Humans can go in and out by 3 ladders, I'm pretty sure that aliens can't climb up (I've tried it wall-walking as a dretch. not fun.) Haven't seen it anywhere so far, so I have no idea whether or not it would help. Plus it should confuse the aliens a lot.
You will note that such a base is faaaaaaar to cramped and can not be defended well without damaging teammates and/or structures.
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I love Tremor when I'm humans, because the aliens are usually made up of retards who ove their base to the box room in s1. The grangers cannot climb, so eggs and OM are easy to kill, acid tubes are pointless. Although I must admit I have seen aliens s3 use it effectively at times, but humans buildin downstairs. Well I think 'downstairs, is just for getting around easier, building a base there is really gay because it is easy to snipe!
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I love Tremor when I'm humans, because the aliens are usually made up of retards who ove their base to the box room in s1. The grangers cannot climb, so eggs and OM are easy to kill, acid tubes are pointless. Although I must admit I have seen aliens s3 use it effectively at times, but humans buildin downstairs. Well I think 'downstairs, is just for getting around easier, building a base there is really gay because it is easy to snipe!
I think you play on retarded servers.
I also think that homosexuality and basebuilding are not related to each other, so please don't confuse yourself.
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how about atcs bases
I have a guide for ATCS building that Ozzy and I working that is rather extensive, including screenshots and demos with explanation "scenes" in them on how to build each base. There are bases for every stage, and sometimes more than one base for one stage. It will be done soon. So hang tight.
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That was over a year ago. :D
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I realize that. I'm still making one. I also have two others guides in the making for Nexus and Karith.
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I cant find any hummy base locationz on karith
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Here is a thread about stuff like that. These locations are not the best on Karith, as are any of them for humans. No matter what, they usually get torn apart, except for the base inside the elevator room. That room is highly despised however, because it just turns a game into a camp-fest.
Go here (http://voidofdeity.smfforfree2.com/index.php/topic,23.0.html) for some tips.
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First of all the worste place for the human base is in the U shaped hallway. It's a pathetic move and EASILY sniped from both sides. Now the best spot on that map is the in the junction on the pipes outside the box room. It's not an easy move but I have never seen it fail once it was up. Can't remember who started that one but it's Tyrant proof which helps a great deal to start with. Anyplace around the human default base is not a really great area if there is any feeding going on. Now if there is nearly zero feeding, under the stairs or upstairs is a fine place but that's not an event that happens all too often.
That sounds like a terrifying base for aliens. Shit... I'm glad I've never seen it.
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Here's an interesting base on vega (there's an egg above the far door in the first picture that's kinda hard to see. This is a nice spot, since that door doesn't open all the way):
(http://img.removedfromgame.com/imgs/shot0000.jpg)
(http://img.removedfromgame.com/imgs/shot0001.jpg)
(http://img.removedfromgame.com/imgs/shot0002.jpg)
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As I recall this base failed at the end.
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Hm, it might have. I think that was mainly because of bad defense, but I can't really vouch for anything, since it's been a few days.
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I made a base on atcs the other day; critiques please? (The trapper just outside the OM ledge was later removed for another hive near the first one)
(http://img.removedfromgame.com/imgs/shot0003.jpg)
(http://img.removedfromgame.com/imgs/shot0004.jpg)
(http://img.removedfromgame.com/imgs/shot0005.jpg)
(http://img.removedfromgame.com/imgs/shot0006.jpg)
(http://img.removedfromgame.com/imgs/shot0007.jpg)