Poll

Do you think that turrets should be placed...

All right next to the base for its protection
22 (50%)
Pointed at the entrances to shoot any enemy that comes through
6 (13.6%)
Behind doors so the turrets don't get destroyed so easily
6 (13.6%)
At the end of the hall or in a cluster of 4 or more in the center of the hall, so that enemys have to take fire until they reach the turrets, and so they can't escape easily
6 (13.6%)
I always play the aliens.  Die, humans!!!
2 (4.5%)
IDK
0 (0%)
Meh, it doesn't matter one way or the other
2 (4.5%)

Total Members Voted: 40

Voting closed: April 08, 2007, 08:39:53 am

Author Topic: Long range _ short range tactics  (Read 11076 times)

Lord Baxter

  • Posts: 116
  • Turrets: +1/-3
Long range _ short range tactics
« Reply #30 on: April 13, 2007, 10:47:23 am »
i have lost count of the amount of times i have underestimated an undefended human base and paid the price for it. i may not be a good alien but a well desinged base serves a psychological and physical defence. it stop aliens rushing in and killing you and it allows you to breathe more easily when inside. no amount of players can defend against a rant rush, it is a combination of the two that wins games. i believe it is the fact that aliens can come and go as they please thats makes people despise deconners so
quot;Unless you count the Chinese. But at this point, NOBODY can count the Chinese."

Known as Hydra ingame,
1227 apparently, can't change that now...

jr2

  • Posts: 277
  • Turrets: +13/-74
    • Barely started
Long range _ short range tactics
« Reply #31 on: April 13, 2007, 10:12:31 pm »
I, for one, don't like the title 'deconner'... no sane player just decons stuff... they have the intention of moving it to a better place.  To do that correctly, however (read: before aliens eat you alive), you need a partner with a cons kit, and (if the move is a ways away) one or two guards to keep you from being lunch.  Communication comes in handy in these situations.  I don't know why anyone would call me a deconner; I only decon when
a) someone tells me to, and I know where they're going with it
b) it's only a small part of the base (ie, one turret at a time moving from point a to point b)
c) someone else has already started the base fresh somewhere else, and the rest of the equipment is sitting with the "no power" signs above them... then I decon them all, except for the telenodes, I save them for last, because they still work w/out power.  (I might d/c all except for 2 of them...)
Signature can be found here at Hard Light Productions

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Long range _ short range tactics
« Reply #32 on: April 13, 2007, 10:20:11 pm »
Nasty mistake there. If the power is done, and the new base has just 1 node up decon the old nodes first. They're defenceless and can become feeding points for the alien team.
I’m busy. I’ll ignore you later.

jr2

  • Posts: 277
  • Turrets: +13/-74
    • Barely started
Long range _ short range tactics
« Reply #33 on: April 14, 2007, 06:32:23 pm »
Ah, good point... maybe I should stop listening to certain teammates...  :roll:
"Don't decon the teles, we can still use those"
Heh; next time I'll point that out to them.  Thx.
Signature can be found here at Hard Light Productions

Foobicam

  • Posts: 72
  • Turrets: +0/-0
Long range _ short range tactics
« Reply #34 on: April 20, 2007, 09:03:06 pm »
Quote from: "Henners"
If you are playing against people who rely on bashing down defences before the base then yes a "defensive line" tactic will work. However try that against me and I'll finish the game in under 5 minutes.

That's an important point.  When learning how not to be a feeding noob alien, it's natural to go with a slash and retreat tactic against the outer defenses.   That's fine for staying alive and building up evos, but it won't get a quick win.  Jumping over the  turrets with kamikaze maras doing as much damage as possible to the arm and RC is the way to win, but it requires teamwork.  There are few things more frustrating than smoking the RC and then having no one follow in to finish it off.
url=http://img265.imageshack.us/img265/472/foobvn0.jpg]Image Sig[/url] removed.

A Minotaur

  • Posts: 2
  • Turrets: +0/-0
Long range _ short range tactics
« Reply #35 on: April 20, 2007, 11:18:53 pm »
here are the problems of having an effective base
1. bp (nuff said)  :turret:  :turret: vs  :tyrant:  :tyrant:  :tyrant:  :tyrant:
2. alien players skills :tyrant: :dragoon:  :advmarauder:
3.having bad human players(feeding, bad builders, bad aim that harms turrets) :human: vs  :acidtube:  :hive:  :dragoon:
4. all games like this are built to have a flaw or two in the bases so they can be destroyed and causes the game to be somewhat fair

to solve these
1. go to higher bp server :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla: :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:  :tesla:
2. be a defender and study their base attack patterns
3. teach the nublets  :grenade: +  :egg:  :overmind:  :egg:
4. cant do anything unless you make your own fps
he Minotaur was one of the most bloodthirsty mythical creatures.
that is...
until the tyrants marched
RAAAAAHHHHHHH!!!!

holyknight

  • Posts: 998
  • Turrets: +4/-2
Long range _ short range tactics
« Reply #36 on: April 21, 2007, 01:06:19 am »
just get some human meatshields and block the path randomly shooting their rifles.