Author Topic: archnid2 human base location  (Read 5355 times)

AzaToth

  • Posts: 31
  • Turrets: +0/-0
archnid2 human base location
« on: May 23, 2006, 11:12:11 pm »
My favorit location is at the pipes on the catwalk:



anyone have any better placement? It's a bit crampy, but tyrants are nono, and other creatures have problems making damage there.

Slajer

  • Posts: 48
  • Turrets: +0/-0
archnid2 human base location
« Reply #1 on: May 23, 2006, 11:31:19 pm »
i think advance dragoons can shoot up there.

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
archnid2 human base location
« Reply #2 on: May 23, 2006, 11:48:54 pm »
Quote from: "Slajer"
i think advance dragoons can shoot up there.
They can, if they get onto the catwalk. :D

Neo

  • Posts: 760
  • Turrets: +2/-0
archnid2 human base location
« Reply #3 on: May 24, 2006, 12:42:11 am »
A coordinated team could take that, as your reactor is open from below.

AzaToth

  • Posts: 31
  • Turrets: +0/-0
archnid2 human base location
« Reply #4 on: May 24, 2006, 01:20:23 am »
Quote from: "Neo"
A coordinated team could take that, as your reactor is open from below.

The reactor and the armory can switch place, also probably it's raining nades and lycys there under :)

Lava Croft

  • Guest
archnid2 human base location
« Reply #5 on: May 24, 2006, 04:17:15 am »
Horrible base, can be attacked from all sides but the top. Best spot on arachnid is imo the small bend right outside the H base, the one with the big pipe.

|Nex|TrEmMa

  • Posts: 248
  • Turrets: +0/-0
archnid2 human base location
« Reply #6 on: May 24, 2006, 07:29:33 am »
I remember one game Humans had built in vent.  Let's just say they didn't think that through too well...  It was hard to penetrate, but it was also hard for them to leave  :D .

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
archnid2 human base location
« Reply #7 on: May 24, 2006, 08:04:12 am »
i like my base under the stairs, if the team works well its defensable and fast to establish even on s1.

a base should not be a fortress but only a spot where to reload and heal, so (allmost) any spot is good if the team doesnt camp too much.

Stof

  • Posts: 1343
  • Turrets: +1/-1
archnid2 human base location
« Reply #8 on: May 24, 2006, 08:58:50 am »
Quote from: "SLAVE|Mietz"
i like my base under the stairs, if the team works well its defensable and fast to establish even on s1.

a base should not be a fortress but only a spot where to reload and heal, so (allmost) any spot is good if the team doesnt camp too much.

I don't like that spot. Far too easy for aliens to do hit and run tactics even if they have difficulties killing the base. With that spot, humans spend all their ressources defending and repairing the base and it's awfully hard to kill fleeing aliens.
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.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
archnid2 human base location
« Reply #9 on: May 24, 2006, 09:01:05 am »
Quote from: "Stof"
Quote from: "SLAVE|Mietz"
i like my base under the stairs, if the team works well its defensable and fast to establish even on s1.

a base should not be a fortress but only a spot where to reload and heal, so (allmost) any spot is good if the team doesnt camp too much.

I don't like that spot. Far too easy for aliens to do hit and run tactics even if they have difficulties killing the base. With that spot, humans spend all their ressources defending and repairing the base and it's awfully hard to kill fleeing aliens.


It worked for me very often, maybe you had noob builders/uncoordinated team.

KorJax

  • Posts: 119
  • Turrets: +0/-0
archnid2 human base location
« Reply #10 on: May 24, 2006, 12:34:45 pm »
Every time i played against the human team under they stairs they lost.  It is easy to do hit+run tactics on that base.



However, the pipes is a decent spot.  I reccomend that  they be in the acutal vent room however, better "defense"

The only real problem with this spot, as with most of the good human spots on this map, is that its far from the orignal location (relitivly).  An alien team doing its job on ambushing at S1+S2 (more or less on S2), will make it impossibly hard to reach+build in that spot, as its easy to get to for them if the only thing thats there is a few builders.

To build there, you need either a really stupid alien team, or a really coordinated human team.

I also dont recooment placeing all your spawsn and such there, as it IS cramped.  You need another way out if cornered.  On second thought, mabey not, seeing as you can just walk aloong the pipes or just drop down below.

Still, it makes an excelent repeater base with an armory+spawn(s)+ and a few turrets.  Mabey even the reactor is placed correctly (like in the actuall room.

But like I said the bad part about this is that its hard to build there, and you defiantly dont want to build there at S1 (you will get anahalated).  Also, the little pipe room is a very popular alein base spot, and if they get there first, there is going to be problems.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
archnid2 human base location
« Reply #11 on: May 24, 2006, 04:05:55 pm »
There is also a nice base-location just above the Alienbase (start-point), its horrible to reach for bigger aliens (goons cant hop so high, tyrant no way) and the structures are safe from granger-spit and goon-barbs.

As all places of course this also can be owned by a bunch of adv. maras (but they have to be good to reach the platform and survive about 1337 turrets placed there)

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
archnid2 human base location
« Reply #12 on: May 24, 2006, 04:58:44 pm »
Quote from: "SLAVE|Mietz"
There is also a nice base-location just above the Alienbase (start-point),
Getting there and surviving the dretch swarms would be a problem though.

benplaut

  • Posts: 195
  • Turrets: +0/-0
archnid2 human base location
« Reply #13 on: May 24, 2006, 11:13:46 pm »
if by 'the pipes' you mean the hallway directly across from default, then i agree...

it's fast to move to, relatively easy to defend, and plenty of space.  it works especially well in servers like tjw, where you can really have fun making the hallways loaded with turrets  :O
img]http://img240.imageshack.us/img240/5443/5863101266io.gif[/img]
}MG{benplaut