There are two new (?) kinds of human bases I want to introduce to you for the greater good of the community, one in Nexus6 I tried out recently, one is a base I like to build in Niveus.
A good alien base is one that is not reachable by humans without getting themselves close to the base, that does a maximum hinderence to human movement inside the base, that still functions even when some structures are down and that cannot be ripped apart by a single grenade. Remote eggs are not be neglected in case the primary base goes down.
A good human base now is one from where long ranged weapons can cover the largest possible area without the necessity for the wielder to move, where aliens cannot get close without being noticed (and shot at), that provides good coverance for the armoury at the same time and that allows turrets to be brought to their full effect.
An additional bonus is to be not reachable by tyrants (rarely possible), to be hard to snipe (even less likely possible) and to provide access to the medistation without having to jump over turrets.
I hereby present two bases I found very useful.
The first one I made out of pure desperation during a game in Nexus6. Human team was superior in respect to the abilites of the attackers, but we all know: aliens reach stage 3 and humans are f*cked, especially if they are too dumb to fight as a team, which only too often is the case.
So I shoved the armoury into a corner, placed the reactor in front of it during a minute of relative peace, and then built the rest of the base around it as fast as I could. The result is this:

It proved to be pretty effective. You see, there are three ways for the aliens to attack, A, B and C.

While C only makes sense for snipers, it gives them a hard time for they have to take some time to aim. And altough they tried (a lot...) they could not kill the arm, and fortunately, we always managed to repair the reactor in time. Also, snipers attacking from C are easy prey for all the merry jettards jetting around and deploying their laserguns and massdrivers at them.
A is now a deathtrap for tyrants. Humans can sit in the structures above ground level and gunn'em down, having a perfect line of aim, and thanks to the three turrets on the side, they must turn around if they want to escape. All this reduces the time frame they have to attack to seconds.
B is for our alien friends who attack from the other side, for it has six turrets firing at it: The three between A and B, that one protecting the exposed second telenode, and two on the roof-top.
All in all, the base proved to be very effective, and I only recommend it to you, it appearst to be a hell lot better then the usual cornered human base in the path of the other side of the room.
Now to one of my favorites in Niveus, one I even like more then the one in the garden occasionally:

No alien can approach this base undetected, and a tyrant on a suicide run has exactly five seconds to live the moment it enters turret range if it attacks directly from the front. The turrets will all deploy their fire on it. And even the dreaded snipers are not that dangerous, under the condition that you have at least one or two defenders who are not complete noobs, and that somebody minds to repair the base.
You know, I am not really a fan of that "one telenode per four players"-rule, because usually, I find an additional turret more useful, and if aliens kill humans in a rate so high that the spawning queue gets jammed, you are usually screwed anyway, however, this base allows you to get as many nodes as you like, you may put two on the roof (beware of snipers), two on the floor inside the base, whatever seems fit.

Well, that's it, I there was one thing or two you found useful, happy building!
PS: One good thing about all of them two bases: In order to move to a remote location, you need
teamwork, a luxury you usually don't have. These two bases are very close to the maps default ones, so even if rarely anybody supports you, you should be able to move there.