Author Topic: Offensive Map Start Strategy  (Read 25305 times)

I let my dog hump my leg

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Offensive Map Start Strategy
« Reply #30 on: September 21, 2007, 10:41:52 am »
Quote from: "Survivor"
Turret spin up time alone means an entirely different way of building bases and as such an entirely different way of playing offense and defense.

in other words utter crap

DHRUVINATOR

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Offensive Map Start Strategy
« Reply #31 on: September 22, 2007, 12:46:05 pm »
In ATCS you cant really be building/defending in hall/taking out tubes at bottom if theirs a 3v3 or 4v4 scrim :D your team would be split more easier to be killed. But yes that works with 5v5+ 2 hall 2middle 1 building:D
i can do maths me:D lool
Just me.

HamStar

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Offensive Map Start Strategy
« Reply #32 on: September 22, 2007, 02:51:12 pm »
Dhruv, thats a big fail strategy. If the enemy can actually play trem, the groups would have lost 1 man befoe they knew it, and then its a 1v1 showdown which would be in the hands of fate. Much better to have 1 builder, 1 defender and 3 attackers going in the hall or middle who work with good teamwork, which would result in a better chance if winning.

|pl0x|Inaki

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Offensive Map Start Strategy
« Reply #33 on: September 23, 2007, 07:58:53 pm »


imho best base setup for humans in ATCS, very compact


keeping things inland is good, easier defense

HamStar

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Offensive Map Start Strategy
« Reply #34 on: September 25, 2007, 07:35:03 pm »
Needs teslas. I once made a hybrid turret/tesla base recently, which worked like a charm, keeping dretches out and leaving no room for Tyrants to hit and run. That base was:

Dretch proof
Basi proof
Mara proof
Goon proof but needs fixing for adv
tyrant proof to a certain extent.

|pl0x|Inaki

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Offensive Map Start Strategy
« Reply #35 on: September 25, 2007, 11:40:57 pm »
well, i built it on an empty server, no way to get to s3, lol

==Troy==

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Offensive Map Start Strategy
« Reply #36 on: September 26, 2007, 07:20:50 am »
/devmap atcs ?

|pl0x|Inaki

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Offensive Map Start Strategy
« Reply #37 on: September 27, 2007, 01:46:06 am »
good point, lol

The Dark Knight

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Offensive Map Start Strategy
« Reply #38 on: September 27, 2007, 04:57:57 pm »
hm...good guide plague bringer, just 1 slight point that has been overlooked...

In Arachnid, if humans move to the pipes they can last a long time. Even with advanced goons, a human base in the pipes can survive, so long as the humans sortie and deal with them that is...camping isn't really an option if your base is in the pipes. It's possible for humans to win if the players are any good, since this set up deprives the aliens of their ultimate base killer - the Tyrant. :tyrant:

And if that base goes, there's always that one section of pipe where humans can hide until the game ends..my advice would be to take a battery pack & las gun if you're hiding there.

The Dark Knight :grenade:

Overdose

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Offensive Map Start Strategy
« Reply #39 on: October 01, 2007, 11:22:30 am »
Quote from: "TinMan"
Your Arachnid 2 cracks me up, telling the humans to run up there. Human bases above those stairs always fail, it's a worse base then default if the aliens aren't really feeding you.

Quote from: "Paradox"
The only good thing about the stair base is that it can last a while, but it usually looses. Best human base is pipes, if it can be pulled off.


On servers with a few extra build points you can build a "turret staircase" into the pipes. This gives you a HUGE opportunity to attack the alien base and/or start building up there. So if you can make them defend, it takes a lot of pressure of your base; Thus prolonging your 3-dimensional, pixelated life.
Chocolate Milk.

==Troy==

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Offensive Map Start Strategy
« Reply #40 on: October 01, 2007, 01:16:26 pm »
Having a cover of 2-3 riflemen you can quite effectively move into the vents above the Alien Base, Reac and turret under it will allow you to build the rest of the base without any serious cover from teammates. Base can provide you with 1 armory, 1 DC (or replaced with 2 turrets), 2 nodes, 3-5 turrets, 1 medi. An adv goon from below can snipe the base only if he jumps up, at this stage it is plain easy to take over it with a psaw or anything else. Adv maras are usually supressed by the humans trying to get out of the vents. Its also quiet close to the A base, if you manage to override the aliens defences below your base. Usually it ends up as a cage for humans, but if your team has 1-2 good players, they will be able to sneak out, while whole alien team camps 3 exits from the vents.