Author Topic: Nexus6 - Human Base Location  (Read 3953 times)

player1

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Nexus6 - Human Base Location
« on: March 07, 2007, 05:47:37 am »
Hey I read the base location sticky thread, but it devolved a bit. I know the default human base on Nexus6 is pretty indefensible. Can you just move all the stuff back and group it together? Should you just move out into the hallway? The default base is strung out, with lots of places for aliens to perch, with fair cover for the bugs. Where should I move this stuff? I tried cramming it all up against that pink console, with the the reactor in one of those little recesses, and a 'node in the other, and all the turrets in a staggered row in front, an extra node, and two extra turrets (one pointing down at the alien snipe spot, just inside the left-hand door, the other way right). Suggestions?

Also, on Tremor, isn't the purple room a cool place for the reactor? I caught heck for moving it there on a public server (!denybuild). They let me build again when they realized I wasn't a deconner. Just an overzealous noob builder. I thought I was helping. "ZOMFG D-conner!" Right after we repelled their first wave, about six turrets out. Then you throw the armoury and medistation back there, too, or off the default platform, to the right, out of the line of fire. Or not?

PlayerOne is learning to build
one map at a time

kevlarman

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Nexus6 - Human Base Location
« Reply #1 on: March 07, 2007, 06:29:25 am »
the 2 most sound human bases on nexus are probably the hall next to the human base, and the yellow room connecting the 2 paths to the alien base, pretty much everything else isn't much better than the default (read: not worth taking down the reactor for). you should never move from the default base on tremor, but you should move the reactor in between the 2 entrances, because then you can cover vital structures and the entrances with the same turrets (reactor goes up against the box, arm/med behind it, 3 turrets per door, 1 node behind the med, 1 next to the reactor (don't put nodes up on the ceiling, it doesn't work), the last turret protects the top of the reactor from marauders)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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|..d| #
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player1

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kevlarman
« Reply #2 on: March 07, 2007, 07:21:43 am »
Thx for the tips on Nexus. Is the default platform any better if you tighten it up, in case you can't organize a move? And if you fall back to the default platform, can you spread out behind a row of turrets? Also, when moving long distances, decon all the turrets, or just rebuild as they are destroyed at the original location?

That's exactly what they were trying to do on Tremor. No wonder they thought I was crazy. Between the two doors, with all the gear close to both, for easy defender access (and to keep the bugs outside). One defender with a good energy weapon can handle the dark hallway and one with a jet pack can at least slow down attackers out in the atrium, beyond the Star Trek pocket doors.

Plague Bringer

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Nexus6 - Human Base Location
« Reply #3 on: March 07, 2007, 08:48:00 pm »
You ask too many questions >_>
Best way to learn is through experience.
Grab a ckit and experiment.
On another note.
My base owns at ATCS.
^^.
I'll post some pictures later.
Too many sentences, eh?


Once you have a great base.
Get some screenshots if you make it till S3.
Recreate it in your own devmap server.
Take a few pics from above.
You got a base plan.
U R A Q T

_Equilibrium_

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Nexus6 - Human Base Location
« Reply #4 on: March 07, 2007, 08:56:25 pm »
what's the purple room? the crate room?

aLittleFuzzyBunny

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Nexus6 - Human Base Location
« Reply #5 on: March 07, 2007, 09:11:43 pm »
One night on SST on NEXUS, we evicted aliens from their base with a strong forward base before aliens hit S3 and moved human base into the default alien base room. We made 260 BPS of a tesla greeting down there before SD and it was an awesome base. With two long entrances perfect for spamming ending in a 8 tesla box it was kind of uphill for aliens :-)

janev

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Nexus6 - Human Base Location
« Reply #6 on: March 07, 2007, 10:05:30 pm »
I have always been a strong believer in not moving reactor unless it get's destroyed. I find that the reactor move speeds up goons too much to be worth it. It's better to fortify the standard base and hope your fraggers are more effective then the opposing teams fraggers :). By giving that dretch that 1 kill from spawn while moving you could be denying your team of ever reaching stage 2. No matter how crappy your base is(within reason) if you are more skilled then the opposing team you will win.. You wouldn't be relying on that base to kill the goons for you would you?  8) Remember your bases main purpose is to prevent your spawns from being destroyed while you are out hunting :)
Author of "The quick beginner's guide to playing tremulous"
Founding member of the "undefeated in clanwars since 2006" club and narcissist extraordinaire.


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Dance Commander

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Nexus6 - Human Base Location
« Reply #7 on: March 08, 2007, 02:28:13 am »
a reactor move is cruical on at least 3 of the standard rotation maps.  In a game between 2 somewhat balanced teams, a human base out in an indefensible open space is as good as gone.  I agree with you that a long range base move is usually not worth it, but a quick move at the start of the game to a corner is essential.
'll kill you if you try me for my air-max 95s.
high like spaceships, fly like planes
get your robin hood on
put some pressure on the man

player1

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I think I know about four maps besides the training ones
« Reply #8 on: March 08, 2007, 07:56:40 am »
Quote from: "_Equilibrium_"
what's the purple room? the crate room?


Tremor:
You spawn, the big doors are to your left, dretches are trying to come up the ceiling of the dark hallway about forty feet in front of you, there are some turrets, and you can place one as you spawn almost dead ahead, although better players put them on the planters, and as you say, move base over to the left, with one planter as a wall, between the two entrances. The purple room is that little tiny room that dead-ends by turning left twice, making a short, backwards, upside-down L to the left of the default base platform.

I'm sure it has a Trem name, like the "stupid-human" room, or "what are thinking putting the reactor in a closet?" room, "!denybuild" room, or "no you cannot audition to be our builder" room.    :oops:  :P

Quote from: "Plague Bringer"
You ask too many questions >_>


I know, right? Yeah, I'm that dude who's building on an empty server, after getting grief for building on somebody else's server. Then for fun I go see what weapons will destroy which enemy structures. Gotta love that blaster. Unreal/Tribes flashbacks. I was so happy a machine gun was the default in Q3a, and that you get both in Trem (I actually missed not having a blaster). I make screenies of my little builds. I'll post one when I figure out where to host it.

janev, interesting viewpoint, one I hadn't really considered except that I hate seeing those yellow lightning symbols above my gear.    :x  :-?  :(  D:

Dance Commander, wait, let me guess. I'd say, Nexus (off that big platform with those strung-out turrets), Tremor (like y'all said, over behind the planter), and that room with the red room under the staircase? What about the map with the two big rooms with all the crates as the default human base (Niveus)? That one is pretty open. Or the one with the ceiling beams and ledges, with the big door at the top of the raised walkway (curved ceiling)? That one's a deathtrap! (Although I defended the heck outta that room one time.) Man I need to go jump on some empty servers. I know the rooms, but I can't remember the names.  :oops:  :P

Does anybody's map site have little blurbs about the maps, with backstory type info? Helps me keep the names straight. Aegis was hilarious. It looks like a petting zoo for alien research. I actually knew where I was, after I left base. Wow, I am a noob.

Lava Croft

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Nexus6 - Human Base Location
« Reply #9 on: March 08, 2007, 08:13:58 am »
With the Reactor behind you, take the right exit from the Human base, you'll enter a nice L-shaped hallway that ends in one of those Human-friendly small doors. Put 3 Turrets at the door, Reactor goes in the corner of the L, 2 Telenodes and later a DCC go up on the beam that hangs from the ceiling. The rest is kind of freestyle, as long as you keep the base as cramped as possible. The side that leads back to the original Human base is a deathtrap for Aliens.