Author Topic: Base!  (Read 9532 times)

Caffeine

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Base!
« on: January 14, 2010, 10:52:46 pm »
I'll just leave this here.
For those of you who don't know how to build in 1.2 yet. This is a good example.
That turret closest to the edge should be placed somewhere else, like in front of the node next to the medi.
Can be sniped of course but other than that it's VERY solid, and you could add a defcomp if you take one turret out, still leaving it a very difficult base to kill. Kills dretches instantly, maras get like... one zap maybe, and rants get two swipes off... reactor can't be jumped, but was moved and so were the nodes.

Literally kills rants in less than two seconds.

 Before you complain about the new rets... try this base out.

Any thoughts?




HamStar

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Re: Base!
« Reply #1 on: January 14, 2010, 11:45:53 pm »
maras get like... one zap maybe

Depends on the criteria you're building to. If the base has defenders maybe it will hold, however do remember that if aliens are repelled and your team do start pushing out, that base won't hold if a stray marauder+ hops in. Judging from the devmapping I've just done I reckon, with at most 2 defenders, base can still be taken down with as little as 12 zaps, as you can see from this demo. Note how long the zap range is, you might want to reconsider turrets that aren't as clustered like this and try to strive for a turret "killzone" so that such an event won't even be able to happen. Even with your suggestion of moving that ledge turret next to node and medi, this happens.

When I'm less busy I'll submit my own base for you to scrutinise, but for now, think about those turrets and ph33r the mighty mara ;).

F50

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Re: Base!
« Reply #2 on: January 15, 2010, 02:30:19 am »
sniping the middle ret twice on the left side of the picture will kill all three rets. Similarly, sniping the right node or the ret beside it will take out the medi and node at the same time, plus a ret. If you move the edge ret beside the node, medi, and armory, well...

Its not a bad base as far as atcs goes, since most bases have those problems. However I'd still try to spread the rets so sniping one ret doesn't take out an entire group. That just in my opinion though, and you've got the general idea. Also consider the benefits of a third node.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Caffeine

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Re: Base!
« Reply #3 on: January 15, 2010, 07:18:49 am »
Yes, it's a very snipable base, but in terms of warding off anything coming INTO the base :D i think it works well. With a few competent defenders it should stand up very well to marauders and in larger games be very hard to get snipes off if there's much of a camp. It can of course be tweaked but it's just a beginning concept I pulled out of my butt when people were telling me "omg the new rets are such a huge nerf, they're so ineffective" which made me rage quit hard...

StevenM

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Re: Base!
« Reply #4 on: January 16, 2010, 12:52:51 am »
those rets closer to the ledge could be easily taken down by a goon, taking minimal dmg. id try make them slightly slanted (in a diagonal).

Kiwi

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Re: Base!
« Reply #5 on: January 17, 2010, 01:13:14 am »
Is that reactor hopable?

mooseberry

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Re: Base!
« Reply #6 on: January 17, 2010, 02:05:22 am »
Is that reactor hopable?

"Back" turret on the left should be able to shoot above reac.
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zybork

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Re: Base!
« Reply #7 on: February 11, 2010, 03:43:13 pm »
/callvote kick frazzler -r *ssh*le

on topic: i still think they should make 1.2 turrets tougher, because now they are slow, weak, their bullets making slightly more damage doesnt compensate this.
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

DraZiLoX

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Re: Base!
« Reply #8 on: February 12, 2010, 03:15:02 pm »
Goon's snipe is only enemy :p

mooseberry

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Re: Base!
« Reply #9 on: February 13, 2010, 12:42:47 am »
That's why you leave the base. :) To push them back.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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RECALL 69

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Re: Base!
« Reply #10 on: May 20, 2010, 09:24:50 pm »
I like it. Do you think it can work at 1.1?

DraZiLoX

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Re: Base!
« Reply #11 on: May 22, 2010, 02:52:05 pm »
that ret can be pounced easily


Conzul

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Re: Base!
« Reply #12 on: May 23, 2010, 08:22:06 pm »
that ret can be pounced easily



This base sucks. A single mara (helped with distraction) can take out all three west turrets without being hit by defenses. Sure they won't rush your nodes or RC, but they will take out the defenses so quickly that that will be the next step. Oh and in a match with less than 5 ppl per side, that would go down even faster.

UniqPhoeniX

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Re: Base!
« Reply #13 on: May 24, 2010, 03:24:46 am »
In addition to what's already been stated:
The RC IS hoppable with normal mara,
Zapping medi will zap both nodes, RC, armo, and I think 3rd to 5th rets from left,
You could just zap the edge ret from below and hit the other 2 rets next to it.

It is very difficult to build a mostly non zappable base in that place, since currently zap seems to hit everything in a cube shaped area, not sphere, and always does full damage, even if the other buildable is just barely in range.

Meisseli

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Re: Base!
« Reply #14 on: May 24, 2010, 02:18:39 pm »
In addition to what's already been stated:
The RC IS hoppable with normal mara,
Zapping medi will zap both nodes, RC, armo, and I think 3rd to 5th rets from left,
You could just zap the edge ret from below and hit the other 2 rets next to it.

It is very difficult to build a mostly non zappable base in that place, since currently zap seems to hit everything in a cube shaped area, not sphere, and always does full damage, even if the other buildable is just barely in range.
Just build a tesla base

OhaiReapd

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Re: Base!
« Reply #15 on: May 30, 2010, 04:07:44 am »
/callvote kick frazzler -r *ssh*le

on topic: i still think they should make 1.2 turrets tougher, because now they are slow, weak, their bullets making slightly more damage doesnt compensate this.

Very true, very true... I still prefer 1.1 to 1.2......

Venkman

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Re: Base!
« Reply #16 on: July 08, 2010, 08:48:00 am »
/callvote kick frazzler -r *ssh*le

on topic: i still think they should make 1.2 turrets tougher, because now they are slow, weak, their bullets making slightly more damage doesnt compensate this.

I haven't played A LOT of 1.2 yet (so take what I say with a grain of salt) but it seems that it's the Aliens' nerfed health combined with the rets' increased damadge that really compensates for their reduced speed. That and the Dretch is no longer effective against them, once the ret is built atleast.

That being said, I still find myself playing 1.1 more than 1.2. But I'm also still learning and I think 1.1 is better at teaching the game (atleast if you wanna learn Aliens)  where as 1.2 will inevitabley be a much more balanced version of the game overall, once all the kinks are worked out anyway.

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Oooooohoho how we can argue about this one...