Author Topic: Base Critique?  (Read 5329 times)

OhaiReapd

  • Guest
Base Critique?
« on: September 12, 2010, 03:11:22 pm »
Okay, so I was playing on US1 by myself, so I figured I would practice building. So here's what I came up with for Humans on atcs.







Let me know what you think.  :overmind: :hovel: :granger: :granger: :hovel: :overmind:

THIS IS FOR 1.2
« Last Edit: September 12, 2010, 03:36:41 pm by OhaiReapd »

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Base Critique?
« Reply #1 on: September 12, 2010, 03:16:28 pm »
Most of those turrets won't do anything because any decent alien can take out 1 turret as any class (except normal grangers). A spread out base also has disadvantages.  :-\ The reactor is also rather isolated and a few well-placed snipes could easily take it out.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Dracone

  • Posts: 1079
  • Turrets: +138/-278
Re: Base Critique?
« Reply #2 on: September 12, 2010, 03:20:52 pm »
With goon pounce being as amazing at taking out rets as it is, you could probably kill 3 of those rets in under 10 seconds. So yeah...
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

OhaiReapd

  • Guest
Re: Base Critique?
« Reply #3 on: September 12, 2010, 03:35:44 pm »
Drac, as much as I love you, this is 1.2. Spread out bases are better. If they are bunched up, they get raped more. I was looking for people who play 1.2 to critique it.

Dracone

  • Posts: 1079
  • Turrets: +138/-278
Re: Base Critique?
« Reply #4 on: September 12, 2010, 04:28:06 pm »
I do play 1.2, just not nearly as often as I did. I knew it was 1.2 when I posted.

Goon pounce is extremely effective at killing rets in 1.2, especially since they need to be spread out now regularly. It only takes 1 second or so, 2 pounces, to kill a ret. With them being spread out, you can pick them off easily.

The concept of having to keep them spread out doesn't force you to cover the whole zone the humans are in. You only have to spread them out a little, not a lot like you did there. Not to mention the node in the corner being open after those rets are easily taken out.

Basically, 1.2 doesn't change the fact that main human bases that aren't centralized, at standard build points, get raped in most cases. You need a good core base for both offense and defense. Running out of your base and shit getting kill on the other side means you have to keep going back and fixing shit, which is pretty much an automatic loss against good aliens.

This is all assuming a smaller game though. Large 10v10 public games mean you really don't need a good base at all if the team works together properly, although public games are almost always biased to one team anyways, because this is Tremulous.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

Silver

  • Posts: 376
  • Turrets: +307/-62
Re: Base Critique?
« Reply #5 on: September 12, 2010, 05:07:07 pm »
Your armory, 1 node, and your medi are covered by 1 ret.  That ret could easily be taken out in the blink of an eye by a single goon then more than half of your functional base is done for.  The 3 rets covering the other node are isolating themselves from each other especially the one in the bunker.  The one on the ledge that's glitched to looking like its on the ramp would easily be taken out by any class getting right up under the lip there.  In reality you could ignore the one in the cubby, kill the edge one without getting touched, and then only have to deal with the last one in the corner and the last node is there for your picking.

It's a good idea but it's too spread out and each ret is too accessible to be picked out on it's own like drac said.
I SUKC AT TRMELUS

IABZ IS JESUS

metasyn

  • Posts: 7
  • Turrets: +0/-0
Re: Base Critique?
« Reply #6 on: September 12, 2010, 06:41:22 pm »
Hmmm, Maybe a dretch...

(complete the sentence)

OhaiReapd

  • Guest
Re: Base Critique?
« Reply #7 on: September 12, 2010, 10:09:24 pm »
I do play 1.2, just not nearly as often as I did. I knew it was 1.2 when I posted.

Goon pounce is extremely effective at killing rets in 1.2, especially since they need to be spread out now regularly. It only takes 1 second or so, 2 pounces, to kill a ret. With them being spread out, you can pick them off easily.

The concept of having to keep them spread out doesn't force you to cover the whole zone the humans are in. You only have to spread them out a little, not a lot like you did there. Not to mention the node in the corner being open after those rets are easily taken out.

Basically, 1.2 doesn't change the fact that main human bases that aren't centralized, at standard build points, get raped in most cases. You need a good core base for both offense and defense. Running out of your base and shit getting kill on the other side means you have to keep going back and fixing shit, which is pretty much an automatic loss against good aliens.

This is all assuming a smaller game though. Large 10v10 public games mean you really don't need a good base at all if the team works together properly, although public games are almost always biased to one team anyways, because this is Tremulous.

Love you, I will fix it. Be expected to critique again.

Your armory, 1 node, and your medi are covered by 1 ret.  That ret could easily be taken out in the blink of an eye by a single goon then more than half of your functional base is done for.  The 3 rets covering the other node are isolating themselves from each other especially the one in the bunker.  The one on the ledge that's glitched to looking like its on the ramp would easily be taken out by any class getting right up under the lip there.  In reality you could ignore the one in the cubby, kill the edge one without getting touched, and then only have to deal with the last one in the corner and the last node is there for your picking.

It's a good idea but it's too spread out and each ret is too accessible to be picked out on it's own like drac said.

Ok, will do. I'll change it.

F50

  • Posts: 740
  • Turrets: +16/-26
Re: Base Critique?
« Reply #8 on: September 15, 2010, 07:00:33 pm »
These are the rules I build by with regard to building turrets (these aren't written in stone, I do make some exceptions, but the ideal base location should allow for all of this IMO):

   1. Build defenses so that they defend your more important structures such as telenodes, medistations, armories, and the reactor. Both turrets and teslas are worthless in and of themselves, but cost enough (outside of repeaters) that it is wasteful to build them to defend anything else.

The turret on the far right of the third picture is useless because it cannot help defend important structures (it is also unsupported by other turrets and and a pitiful LOS). Also, each group of turrets defend only a few critical structures, ideally, the turrets would be able to defend a larger portion of the important structures

   2. Build turrets in such a way that they all support one another as much as possible. To this end, it is useful to build buildings that would block the turrets line of sight along walls, and especially in corners.

You have 4 distinct groups of turrets. The 3 by the reactor, the 1 by the armory, the 2 by the telenode, and the one lone turret in the alcove. Thankfully, the one turret by the armory can defend one of the turrets by the telenode from attack by the ledge and vice versa, but otherwise they are separated. IMO this is where spread-out bases tend to fail. Unless the turrets in each group are spread out relatively far, groups of two turrets or less are vulnerable to strafing. Your reactor is the *only* structure defended by turrets that cannot be safely strafed. Ideally all the turrets would be able to defend all of the other turrets, creating a base that works as a single unit. Together they stand, divided they fall.

   3. Build turrets next to walls, larger buildings, or ledges that are unlikely to be used as attack routes. This prevents aliens from strafing them, moving in such a way that the turret is constantly spinning up, but never firing. Placing them too close to large buildings can leave them vulnerable to barbs, however.

Turrets and other buildings not built against some sort of barrier are vulnerable to circle-strafing, which means that even if they are defended on both sides, no single turret will retain LOS long enough to defend the unfortunate victim. Both of the glitched turrets suffer from this, although that does not matter so much, since there are simpler ways to strafe them.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Base Critique?
« Reply #9 on: September 15, 2010, 08:20:12 pm »
In general, it's extremely hard to build a base that is perfect against as2/as3. You can only achieve perfection against as1, before they acquire projectiles. Once as2 hits, the best you can hope to do is build a defcomp and make sure the rets are far from each other. And keep attacking, that helps too. Once as3 comes around, place a tesla or two near the reactor and armory. With the accumulated evos and rants that aliens tend to have by as3, rets don't have much shelf-life left, so try to replace them with teslas. teslas have a longer range than humans realize most of the time, so don't put them right up against the doorway/footpath.