Human building in general:
Human structures have few advantages over alien structures. Actually the only advantage they have is that the human defences are more effective if placed correctly and closely together. Human bases should be compact yet have as much cover as possible.
The following rules apply to human builders.
1: Reactor moves should be quickly planned and not the work of a single builder without support.
Reason: Quick annihilation by the alien team.
2: Do not put turrets or teslas in the retreat path of your team members.
Reason: It sucks to get killed on the home stretch when it could have been prevented.
TURRETS BLOCKING RETREAT

WORSE, 2 TURRETS BLOCKING RETREAT AND 2 TURRETS

3: Humans do not benefit from forward bases.
Reason: their bases do not automatically regenerate nor can be hidden from aliens.
4: Defences should not be built in groups of 1 or 2.
Reason: A basilisk is able to take out a single turret easily, good players can take on two.
5: Bases should preferably be built in rooms or hallways with low ceilings.
Reason: Aliens become severely limited when they do not have any movement space.
EXAMPLE BASE (note that there are many spots and many configurations possible this is only one.)


6: All buildings are vulnerable to the advanced dragoon's barbs.
7: Defences are nothing without human support when playing against a good alien team.
Name: Reactor Building Points: 0
HP: 930
Range: Very Short Aim: Spherical
Use: The Reactor is the single most important building on the human team allowing other constructions and energy based weapon recharges. Without only the telenodes will function. When a reactor goes down get it up quickly again. Without a reactor defenses are not powered, jetpacks fail to function and people cannot heal on the medistation nor buy equipment from the armoury. Without the reactor no new buildings can be constructed either. It takes long to construct so be damn sure you have the time to reconstruct it where you want.
Loc: The Reactor has a somewhat powerful defence against the melee aliens. It’s weak point however is it’s top. It only dishes out 2 points of damage per second to aliens located on the top of it. This is one major concern along with the other one being accessibility to higher level aliens like advanced dragoons or tyrants. Keeping this in mind the Reactors top should either be inaccessible or covered by a turret. On it’s general location it should be the centre of everything that you build. All defences and supporting structures serve to protect it. Putting it to the side of the room is most common.
Name: Telenode Building Points: 10
HP: 310
Use: Telenodes are the spawn locations for the human team. Their hitbox is also quite low, might want to keep this in mind when destroying them with larger aliens.
Loc: They should be built in spots where tyrants, marauders and dragoons cannot easily get.
Name: Armoury Building Points: 10
HP: 280
Use: The armoury is the upgrade centre of the human team. They can buy armour, weapons and equipment from it and reload their ammunition based weapons here. It is weak to the advanced dragoon’s barbs due to its large hitbox. A single salvo will usually take it out.
Loc: Due to the barbs it should be placed out of sight, yet it also needs to be quickly accessible from the telenodes.
Name: Medistation Building Points: 8
HP: 190
Use: This building is used to heal wounded humans and restore their portable medikits.
Loc: Most people prefer to put it near the armoury so that people can change equipment while healing. Not a bad idea but remember there will sometimes be a line of waiting people who might be easy pickings for the daring marauder. It is not truly necessary but try to treat it like a telenode.
Name: Repeater Building Points: 0
HP: 250
Use: The Repeater is used to expand the Reactor’s powergrid. It’s only permanent use is to put defences in a more profitable position just a tiny but further than the reactor allows or as a temporary forward recharge point for energy based weapons. It can be used to block incoming or retreating tyrants for a few seconds as well. Best use is in base relocation stage 2 and up. Put up a repeater and spare defenses, move nodes and armoury, lastly decon and recon reactor, all under cover of allies. If it does not power any structures for 90 seconds it will self destruct.
Loc: Way forward when acting as a energy weapon recharge point or hidden from sight when acting as a powergrid enhancer for slightly more distanced defences. Do not put defences in a forward area.
Name: Defence Computer Building Points: 8
HP: 190
Use: Needed for the construction of teslas in Stage 3 and said to divide targets for the turrets when it becomes first available it’s only real use is the teslas. If you’re not building teslas don’t build a defence computer. It is prone to barbs just like the armoury and when it goes down the teslas no longer function. This is a common basebreaking event.
Loc: It should be well protected from barbs, marauders, and dragoons. Yes, quite a long list but teslas have their use so if you build it build it in the right spot and don’t give the aliens an easy opening.
Name: MG Turret Building Points: 8
HP: 190
Range: Medium Aim: Linear with spread
Use: Good ranged base defence for the humans. It’s weakness however is it inability to turn quickly enough to attack certain aliens like marauders or smart basilisks. They work best in groups. Never block entire entry paths with turrets. A single turret in the way isn’t bad but several will be a severe hindrance. Always remind yourself that turrets block each others line of fire when building. Also try to have the front of every turret covered by that of another defensive structure. All defences should at all times be backed up by humans.
Loc: In groups of about 3 per entrance for small entrance while spreading them out a bit if you are forced to have your base in the open. They should never block each others line of fire and are at their best if they do not need to turn to be able to target an incoming alien. Have 1 cover the interior of the base like telenodes against the marauder.
GOOD SETUP FOR A 3 TURRET DEFENCE

Name: Tesla Generator Building Points: 10
HP: 220
Range: Medium/Short Aim: Spherical
Use: The tesla is a defence in it’s own right. It can fire through walls and does not have the delayed targeting of the Machinegun Turret. It has a slightly shorter range and a less total damage if the turret would hit all shots (neglible chance on that). The ratio turrets:teslas depends on the opposing teams tactics and your owns strength. All defences should at all times be backed up by humans.
Loc: It should not be placed in open spots but just around corners since it can shoot through them. Not much else to say about their location.
TESLA TURRET COMBINATION
