Author Topic: Base location tests  (Read 5423 times)

0z

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Base location tests
« on: August 17, 2006, 03:43:04 pm »
I tested some base setups, please flame if you feel so.

ATCS middle room:


Tremor box room(yes I know reactor is snipeable, that's why there are humans... :



img]http://koti.mbnet.fi/probli/0z.PNG[/img]

Caveman

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Base location tests
« Reply #1 on: August 17, 2006, 04:56:58 pm »
ATCS:
the Tesla right in front of the spawn should be moved as spawning players might get blocked by players ond the med pad and jumping over the turret uses up precious energy.

To streamline it I'd switch the spawn with the computer and put the med pad right infront of the armory.

Box-room:

I'd move the upper turrets further to the front so they could cover the base if the tesla get shot up, but then again I am not sure if their coverage would suffice to effectively stop them.

I personally don't like this setup as I don't think this base would last, but I have to see it in action ...


The First one seems to be really well thought out and might win the map (if they don't rush with tyrants) :)

FX-Arch

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Base location tests
« Reply #2 on: August 17, 2006, 05:03:03 pm »
ATCS: The two Teslas and the turret are easily sniped by a adv. goon. try putting them out of sight. Good bases though maybe I'll try them out sometime :P

Rippy

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Base location tests
« Reply #3 on: August 17, 2006, 05:43:02 pm »
The thing about tremulous is, unless you have a rediculous amount of build points, no base is self-sustaining. I can't help but look at every base suggested and think "tyrants would own that" or "goons would snipe that". It's hard to judge a good base because of that, since the worth of a base is very dependent on how good the entire team is.

As mentioned, you'd have to see how those would work in-game, but they both look like ok layouts to me assuming you've got people defending them. Only comment is for the box room one: the reactor's poking over the edge of the boxes a bit, and there's only 1 turret down in that corner. A goon or marauder could take out the turret and start jumping at the reactor from below, and a basi could take out the turret and crawl up under the reactor.
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kevlarman

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Base location tests
« Reply #4 on: August 17, 2006, 06:20:34 pm »
the box room base has a big problem (aside from the fact that all the teslas are easily sniped): a goon can snipe the defence computer from a spot where he has relatively good cover from human fire (same for the armory).
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0z

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Base location tests
« Reply #5 on: August 17, 2006, 06:31:45 pm »
ATCS: adv. goon can only see one turret from the door, and those turrets and teslas kill a tyrant before it can destroy anything. Medi protects DC, spawn and reactor, but I agree that spawn needs some space.
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Survivor

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Base location tests
« Reply #6 on: August 17, 2006, 07:50:43 pm »
Quote from: "0z"
ATCS: adv. goon can only see one turret from the door, and those turrets and teslas kill a tyrant before it can destroy anything. Medi protects DC, spawn and reactor, but I agree that spawn needs some space.


Never say a tyrant. There are always more. The most important point has already been made and that is that it depends wholly on the teams.
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kozak6

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Base location tests
« Reply #7 on: August 17, 2006, 08:14:57 pm »
ATCS:
It looks like the righthand room is undefended.  A Adv Goon could get in there and snipe some of the defenses.

Box room:
It looks like the defenses would be easily sniped unless the humans really put up a vigorous defense.

Rippy

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Base location tests
« Reply #8 on: August 18, 2006, 12:37:44 am »
I don't have the playtesting knowledge to back this up, but I would think the ATCS one would be better with the aliens. Trappers and tubes/hives could be massed around the doorway while the booster, eggs and om are pushed to the back of each wing (split between to two so that 1 luci can't take 'em ALL out). With 2 to 4 (depending on the bp) trappers, all but the biggest rushes would be stopped in time for the defense to finish them off.
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yetshi

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Base location tests
« Reply #9 on: August 18, 2006, 02:14:10 am »
problem with ATCS is once you get in that room all the aliens have to do is put up a few tubes and trappers, then your locked in.

box room looks good tho, hold both doorways and youll keep that one.

Seffylight

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Base location tests
« Reply #10 on: August 19, 2006, 02:19:52 am »
The problem with that ATCS base as aliens should be apparent, I'd think:

Grenades.

A few humans with grenades rush the door with grenades, throw one in *boom* most of the acid tubes are gone, the other two could easily get in and throw their's at the important structures.
Stop it. Seriously.

Paradox

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Base location tests
« Reply #11 on: August 19, 2006, 03:29:54 am »
Wow, i forgot how sweet my $2000 graphics card is.

∧OMG ENTROPY∧

Jaradcel

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Base location tests
« Reply #12 on: August 19, 2006, 07:11:20 am »
Isn't the turret that's where the "Spectator" word is in the ATCS map being blocked by the tesla? It won't do much good once an alien gets in.

I agree, what about the other room there? A good goon will pounce in, duck into the other room and keep sniping from there. Of course, if the humans are smart they'll kill him right quick.  But hey....

As to the second base, I dislike it. Besides the already mentioned reasons (easily sniped, basi's and goons can easily get at the reactor) there's also the question of where's the medipad, and how are they gonna be buying things quickly? The setup doesn't lend itself to quick run in's to buy.
 
IMO, no base in that huge crate room on Tremor works for humans. It is just one, big, death trap waiting to happen. I've tried both wings, on top of that platform where aliens like to build thier OM/Eggs for a fwd rush and a few more builds there, none have lasted and I've decided it's quite pointless to do so.

Thoughts?
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