Author Topic: On Human Base Building  (Read 96372 times)

Terran

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Hitboxes
« Reply #30 on: August 09, 2006, 06:04:39 am »
How do you turn on the display of the red hitboxes, as shown in your last picture?  I'd love to do that myself to see where exactly they are, but I couldn't find any obvious looking commands.

Stof

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On Human Base Building
« Reply #31 on: August 09, 2006, 09:49:11 am »
Command is something like cg_draxBBox but it is considered a cheating option.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Survivor

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On Human Base Building
« Reply #32 on: August 09, 2006, 02:15:30 pm »
devmap to the wanted map and enter /cg_drawbbox 1 in the console.
I’m busy. I’ll ignore you later.

Terran

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On Human Base Building
« Reply #33 on: August 10, 2006, 05:25:50 pm »
Thanks!  I don't need it on when playing, just wanted to take a look once since on things like the OM, eggs, and telenodes, it doesn't match up with the graphic so well.  I also didn't realize that the bouding box is always aligned on a fixed rectangular grid regardless of how the graphic is oriented until I tried it just now.

Nux

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On Human Base Building
« Reply #34 on: August 10, 2006, 06:16:32 pm »
Turret triangles work best when they actually defend each other (in each others range. The only trouble is it normally requires a jump to pass them. If you have teslas then they make a good turret defence.

It's not good to have too many turrets floating in the room doing nothing. It's also not good to have all your turrets at the perimeter for the aliens to play hurdle-jump with.

As an alien, I find it easiest to pick off lone/poorly defended turrets and when I see such a turret that's just what I'll do.

There should be a concentration of turrets at exit/entrance routes to bring the aliens health down so it won't attack. Turrets aren't there for killing so much as they're there for making defending easier, for slowing down the enemy, for discouraging the aliens from attacking.

When you talk about them being easy to snipe or not, bear in mind that it's better those barbs are hitting defences than anything else. Defences can be rebuilt.

A general rule for tremulous is "DON'T STAY STILL". Too many people get that 'safe' feeling and just sit there. That's where I normally shoot/slash/shout at them :P. So human defenders should stay on the move and support turrets... and attack regularly. camping is okay in short bursts. It's not okay to hide in the base for the whole game. If you do that, there's no chance you'll win. [Best defence = Good offence]

==Troy==

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On Human Base Building
« Reply #35 on: June 28, 2007, 08:43:26 am »
I am actually wondering if this base will stand with a good defending team (means they can shoot from base and be able to choose targets.)

http://img150.imageshack.us/img150/4059/hb11qf9.jpg
http://img150.imageshack.us/img150/7842/hb12zm4.jpg
http://img180.imageshack.us/img180/6947/hb13st2.jpg
http://img180.imageshack.us/img180/9601/hb14va9.jpg

It is very snippable, but the armory can be rearranged to be closer to the containers. But, on the other hand, its perfectly safe from tyrants.

David

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On Human Base Building
« Reply #36 on: June 28, 2007, 11:38:40 am »
Its tyrant proof, but its also human proof.

If you plan to camp then sure, but you will lose.
SD will come and it will get sniped.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

==Troy==

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On Human Base Building
« Reply #37 on: June 28, 2007, 12:55:05 pm »
not really, the turrets are arranged so, that the humans need to do 1 jump to medi or 2 jumps to reactor. and these jumps are plain easy. Also, even without jump you will be covered by 2 turrets already.  But yes, it is quite vulnerable for sniping... but is there a better place on transit? ^^..

Taiyo.uk

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    • Haos Redro
On Human Base Building
« Reply #38 on: June 28, 2007, 01:27:55 pm »
It's almost always preferable to leave adequate clearance for a human to run past the turrets without having to jump since human players are often out of stamina by the time they've ran back to the base.

David

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On Human Base Building
« Reply #39 on: June 28, 2007, 03:50:17 pm »
Not always, many don't even know you can sprint...
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Plague Bringer

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On Human Base Building
« Reply #40 on: June 28, 2007, 03:51:33 pm »
The players who deserve to live are hindered by your shitty building. Let's just put it that way.
U R A Q T

mooseberry

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On Human Base Building
« Reply #41 on: June 28, 2007, 04:53:12 pm »
Basically, that base looks cool, but you camp there and it will get sniped and mauled. You run out, and it will get destroyed when your gone, usually by a few choice +goon snipes, and than a Marauder or dragoon jump on the reactor or something.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

==Troy==

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On Human Base Building
« Reply #42 on: June 28, 2007, 06:42:54 pm »
btw... how do you expect a tyrant-proof base, where you dont need to jump?... And goon pounce inside will be shot by the turrets on the water tanks. and on S3 by the teslas

David

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On Human Base Building
« Reply #43 on: June 28, 2007, 11:44:23 pm »
Quote from: "Teiman"
Quote from: "Stof"

- door blocker


Often tyrants enter with a door, cause havoc, then use other door to escape. Never is that satisfact than blocking the exit door with a repeater, so Tyrants triing to escape here die blocked.

I can't recomend this strategy because aliens get evo points killing human structures, so is a free evo. But can be a nice touch for psychological war against tyrants.


Only node give free evo.  Everything else is fine.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Plague Bringer

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On Human Base Building
« Reply #44 on: June 29, 2007, 02:37:20 am »
Nodes give one, Reactors give 3.
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==Troy==

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On Human Base Building
« Reply #45 on: June 29, 2007, 03:39:15 pm »
another experiment. Reac, node, defcomp, armory and tesla are not snippable COMPLETELY. Goon cannot jump that high, and cannot snipe from ground. He will have to jump and snipe, under fire, which will not allow to completely destroy one building.

2 Teslas defend the base from dretches and rest of annoying little mosqitoes. The defences are not oriented on trants or advgoons, they are just to keep top clear from basilisks/dretches. This is one of the "tyrant-advgoon" proof bases. For those, who does not have jetty, and accidentally jumped down (20 hp loss) there is another armory and medstat down there. They wont live long, but they can always be rebuilt. Not SD-oriented base.

http://img91.imageshack.us/img91/3272/hb24xg0.jpg
http://img91.imageshack.us/img91/7585/hb23fw2.jpg
http://img181.imageshack.us/img181/1278/hb22vf8.jpg
http://img181.imageshack.us/img181/2218/hb21jh1.jpg

Plague Bringer

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@Troy
« Reply #46 on: June 29, 2007, 03:48:23 pm »
That base goes down real quick.
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==Troy==

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On Human Base Building
« Reply #47 on: June 29, 2007, 03:53:00 pm »
mmm how?

Plague Bringer

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On Human Base Building
« Reply #48 on: June 29, 2007, 04:00:12 pm »
Simple, everyone goes goon. It's hella hard to nail a goon down there while staying out of range of the rest of them and without hitting your own structures.

Oh, and you seem to have forgotten about the wallwalkers. A few basis and dretches'd tank you, along with goons and rants patrolling the ground and halls. Believe me, I've tried it.
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==Troy==

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On Human Base Building
« Reply #49 on: June 29, 2007, 04:07:53 pm »
I have tried it myself. It is not possible to jump up as goon, only 1 place, which is a pipe near the tesla is accesible via pounce. Dretches and basis wont be able to take out a tesla, and hence they wont be able to get in. I think it is possible to replace the defcom with another turret, haveing 2 turrets, 1 reac, 1 armory and 1 node up there. not dretch or basi will be able to pass through, with little support from humans. And only adv goon can jump up there, and even he will have a hell a lot of trouble doing that.

and even though, it is obvious that there will be a swarm of jetpackers flying around...

Plague Bringer

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On Human Base Building
« Reply #50 on: June 29, 2007, 04:35:55 pm »
There's a few ways a skilled +goon can make it up there.

Well, whatever works for you.
U R A Q T

David

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On Human Base Building
« Reply #51 on: June 29, 2007, 05:40:05 pm »
That and TJW's basi's can work wonders.

Also, Poison + Goon = jettards for dinner.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

==Troy==

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On Human Base Building
« Reply #52 on: July 02, 2007, 10:01:41 pm »
Arachnid 2 human base... I had managed to build it when the reac went down in main, the tesla and turret are basicly to clean dretches and basilisks away, other than that the base is defensless and require support of a flamer/lucy jetpacker. 100% tyrant protected, goons can only jump up from the bottom, where jetpacker shoots them. Very hard to snipe from below. But this is a "last chance" base, not the main one.

http://img519.imageshack.us/img519/3981/hb31qt9.jpg
http://img519.imageshack.us/img519/3931/hb32kz3.jpg

You can actually replace defcomp with 2 turrets.
and build repeaters at red vent entrances to stop maras from coming in, basilisks will still fit.

Lava Croft

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On Human Base Building
« Reply #53 on: July 03, 2007, 09:55:04 pm »
Troy, are you serious or just fooling around?

Survivor

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On Human Base Building
« Reply #54 on: July 03, 2007, 10:03:06 pm »
I'd like to note this is NOT norf's baselocation thread. This thread got started because so many people were (and a lot still are) using structures in bad ways. Prebuilds for bases like people are showing in their screenshots don't belong in this thread but in norf's with a name to go alongside them. This is about individual structures and their pros and cons, usage and tricks.
I’m busy. I’ll ignore you later.

==Troy==

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On Human Base Building
« Reply #55 on: July 04, 2007, 01:28:22 pm »
I am serious. This base managed to stand SD on SST server.

Plague Bringer

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On Human Base Building
« Reply #56 on: July 04, 2007, 05:10:52 pm »
Quote from: "Survivor"
I'd like to note this is NOT norf's baselocation thread. This thread got started because so many people were (and a lot still are) using structures in bad ways. Prebuilds for bases like people are showing in their screenshots don't belong in this thread but in norf's with a name to go alongside them. This is about individual structures and their pros and cons, usage and tricks.
U R A Q T

Jaradcel

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On Human Base Building
« Reply #57 on: July 27, 2007, 04:23:47 am »
Correct me if I'm wrong, but don't repeaters also grant an evo point to any alien who kills it? I recall getting those.

As such, repeaters should generally try to be hidden from view if you're building a fwd base (or even moving a base. The horrors of having your repeater get blown up and taking down an entire advance base is terrible and I've seen it firsthand *ouch*) and deconned again when the moved base is done.
TOP DRETCHING THE ENGINEER!!!! =(
And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!

kevlarman

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On Human Base Building
« Reply #58 on: July 27, 2007, 05:06:13 am »
Quote from: "Jaradcel"
Correct me if I'm wrong, but don't repeaters also grant an evo point to any alien who kills it? I recall getting those.

As such, repeaters should generally try to be hidden from view if you're building a fwd base (or even moving a base. The horrors of having your repeater get blown up and taking down an entire advance base is terrible and I've seen it firsthand *ouch*) and deconned again when the moved base is done.
you're wrong.
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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Jaradcel

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On Human Base Building
« Reply #59 on: July 27, 2007, 07:05:15 pm »
Righto my mistake.

/waves hi to kevlar
TOP DRETCHING THE ENGINEER!!!! =(
And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!