Author Topic: What are really GOOD builders?  (Read 26224 times)

The Crazie Coward

  • Posts: 30
  • Turrets: +1/-30
    • ( it is under construction)
What are really GOOD builders?
« on: February 02, 2008, 12:31:49 pm »
Builders....builders......most of the people do not care how they build it, how they arrange it.....but only care if they put like a lone turret/tesla or ground eggs/tubes/trappers. How do i define GOOD?GOOD Builders is when the guy knows what formation for Turret :turret: placing (Half Semi-Circle against the entrance), where to place a tesla :tesla: (behind a turret) in a strategic location instead of saying it sucks, where is the best location (in the whole map) to move the base to and in which Stage is the best for the moving, how to compact and protect the bases' important buildings(eg.  :overmind: :booster: :egg: :reactor: :defcomp: :armoury: :medstat: :telenode:). Lastly, good builders are those who devote their lives using the Construction Kit/Granger (no going out to fight) and helps to repair damaged buildings and stay together with the base till its last defence crumbles.
TSME is a group of builders dedicated to make indestructable bases,
ensuring the base is ready for any amount of attacks,
and is always dedicated to their jobs.


[TSME] - Tremulous Society of Mechanical Engineers

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: What are really GOOD builders?
« Reply #1 on: February 02, 2008, 04:22:09 pm »
Lastly, good builders are those who devote their lives using the Construction Kit/Granger (no going out to fight) and helps to repair damaged buildings and stay together with the base till its last defence crumbles.

I have to admit I frequently get the base up, go out and attack and then maybe come back to build though I usualy forget

Also what do you think of the turret hallway idea? like this

<door to base here>
 :turret:                 :turret:
 :turret:                 :turret:
 :turret:                 :turret:
 :turret:                 :turret:
 :turret:                 :turret:
what do you think? on ATCSb it kept the rants out VERY well they couldn't get up on the ramp without being almost killed

[N7]Revan
One Marauder to rule them all!

The Crazie Coward

  • Posts: 30
  • Turrets: +1/-30
    • ( it is under construction)
Re: What are really GOOD builders?
« Reply #2 on: February 03, 2008, 12:17:26 am »
That idea is good for rushes but...rants can kil those rets 1 by 1 if they ever gets up there.
« Last Edit: February 03, 2008, 09:22:10 am by The Crazie Coward »
TSME is a group of builders dedicated to make indestructable bases,
ensuring the base is ready for any amount of attacks,
and is always dedicated to their jobs.


[TSME] - Tremulous Society of Mechanical Engineers

jr2

  • Posts: 277
  • Turrets: +13/-74
    • Barely started
Re: What are really GOOD builders?
« Reply #3 on: February 04, 2008, 07:47:48 am »
That idea is good for rushes but...rants can kil those rets 1 by 1 if they ever gets up there.

Which is what they do... darn them.  Or they get sniped.
Signature can be found here at Hard Light Productions

Dracone

  • Posts: 1079
  • Turrets: +138/-278
Re: What are really GOOD builders?
« Reply #4 on: February 04, 2008, 11:10:08 am »
I always say sniping is a huge given. If you want to focus on anything in a base with S3 in mind, you worry about the rants and the players are the ones who should have the jobs of taking out those goons. I just don't like hearing, "it cn b sniped dude..." after building a great base that would take out rants easily.  What the hell? If you don't want the base to be sniped, handle that yourself. The actual human firepower is a hell of a lot greater than a couple turrets made to shut down snipers, and if you're missing turrets in your main base, an alien team with enough rants is a time bomb.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: What are really GOOD builders?
« Reply #5 on: February 04, 2008, 12:33:10 pm »
I always say sniping is a huge given. If you want to focus on anything in a base with S3 in mind, you worry about the rants and the players are the ones who should have the jobs of taking out those goons. I just don't like hearing, "it cn b sniped dude..." after building a great base that would take out rants easily.  What the hell? If you don't want the base to be sniped, handle that yourself. The actual human firepower is a hell of a lot greater than a couple turrets made to shut down snipers, and if you're missing turrets in your main base, an alien team with enough rants is a time bomb.

I agree with this a SINGLE fully charged luci shot will take down an advanced dragoon  couple chainguns (or pulse rifles) will hurt a goon so bad he will be crying in seconds

I might add that this would be best on... oh shit I forgot the map name, the one with the elevator human camp room plenty of bp and you would have rets + telsas for the top floors then do the ret corridor and stick telsas behind every turret, aliens HAVE to open the door and can only get 1-2 snipes before they are dead or the door closes
just my 2c

[N7]Revan
One Marauder to rule them all!

Lava Croft

  • Guest
Re: What are really GOOD builders?
« Reply #6 on: February 08, 2008, 06:34:22 am »
Just for your information. Said 'good' builders are limited to 100 build points.

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: What are really GOOD builders?
« Reply #7 on: February 08, 2008, 01:48:17 pm »
Just for your information. Said 'good' builders are limited to 100 build points.

Just for your information. Hope you have some very good players on your team to counter the alien tornados that come into the base during as3-hs2-SD
[N7]Revan
One Marauder to rule them all!

Lava Croft

  • Guest
Re: What are really GOOD builders?
« Reply #8 on: February 08, 2008, 06:55:21 pm »
Just for your information. Said 'good' builders are limited to 100 build points.

Just for your information. Hope you have some very good players on your team to counter the alien tornados that come into the base during as3-hs2-SD
What does that have to with anything? I merely stated that 'good' builders and 100+ build points are mutually exclusive. Good builders do with 100bp.

Kriegsgott

  • Posts: 42
  • Turrets: +11/-4
Re: What are really GOOD builders?
« Reply #9 on: February 09, 2008, 01:25:07 am »
Once you get upwards of 120 bp many players simply turret/acid spam. For me, the trick to building decent bases relies on placement of trappers (aliens) or defeating rants and rc hops (humans). As Dracone said, sniping is a foregone conclusion.


I would add the comment that 102 bp should be the default, as it allows no extra build points with 2 nodes/3 eggs.
No Tolerance.
Posts are subject to opinion and default buildpoints.

Lava Croft

  • Guest
Re: What are really GOOD builders?
« Reply #10 on: February 09, 2008, 07:22:06 pm »
100bp has been the default since forever, and is more than enough to build a proper base.

Kriegsgott

  • Posts: 42
  • Turrets: +11/-4
Re: What are really GOOD builders?
« Reply #11 on: February 10, 2008, 01:38:20 am »
Naturally. I am merely stating 102 for efficiency.
No Tolerance.
Posts are subject to opinion and default buildpoints.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Re: What are really GOOD builders?
« Reply #12 on: February 10, 2008, 06:23:16 am »
Naturally. I am merely stating 102 for efficiency.
that only works assuming 2 nodes and no teslas, which are both bad assumptions.
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.
-----
|..d| #
|.@.-##
-----

snb

  • Posts: 422
  • Turrets: +15/-265
Re: What are really GOOD builders?
« Reply #13 on: February 11, 2008, 01:23:24 am »
XD im the best builder on cheat maps because i just rc/om spam! XD
Half Life head crab by the way
On Topic:
My favorite type of metal has to be whatever type Demons and Wizards fall into.

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
Re: What are really GOOD builders?
« Reply #14 on: February 11, 2008, 04:15:26 am »
Spam != Good

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: What are really GOOD builders?
« Reply #15 on: February 11, 2008, 05:33:46 am »
OMG I'm the best on cheat maps because even if they kill my base,  my God powers win.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Kriegsgott

  • Posts: 42
  • Turrets: +11/-4
Re: What are really GOOD builders?
« Reply #16 on: February 11, 2008, 07:20:37 am »
that only works assuming 2 nodes and no teslas, which are both bad assumptions.
Teslas are build point hogs and are therefore usually a waste on standard maps.

One telenode is too easily gooned (if the defense is set up to prevent this, it almost always detracts from the rest of the layout) and three-plus nodes withdraw turrets on a one-for-one-plus-one basis. For myself, those are weaknesses too easily used against the human team.

On higher buildpoint maps, highly populated servers, and/or non standard maps there may be differences. I fail to grasp how those are poor assumptions in the context of this thread. Furthermore, 102 bps is my stated opinion and I am only one man. I doubt if there are enough people who care about adding "only 2 buildpoints" for it to matter.
No Tolerance.
Posts are subject to opinion and default buildpoints.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
Re: What are really GOOD builders?
« Reply #17 on: February 11, 2008, 07:29:50 am »
that only works assuming 2 nodes and no teslas, which are both bad assumptions.
Teslas are build point hogs and are therefore usually a waste on standard maps.
not true, they cost 2bp more than turrets, and the dcc is often worth the build points by itself to make turrets less dumb.
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.
-----
|..d| #
|.@.-##
-----

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: What are really GOOD builders?
« Reply #18 on: February 11, 2008, 05:07:06 pm »
Just for your information. Said 'good' builders are limited to 100 build points.

Just for your information. Hope you have some very good players on your team to counter the alien tornados that come into the base during as3-hs2-SD
What does that have to with anything? I merely stated that 'good' builders and 100+ build points are mutually exclusive. Good builders do with 100bp.

I guess you are starting to dislike me huh?

anyway..., I was merely stating that a 100bp base is not a very good defense against rants etc. And you need some good players with chains / lucis / pulses in the base
[N7]Revan
One Marauder to rule them all!

Geni3

  • Posts: 93
  • Turrets: +18/-8
Re: What are really GOOD builders?
« Reply #19 on: February 11, 2008, 07:02:37 pm »
in a good base, you have plenty of fire power for rants, (7 turrets, all firing, assuming 2 nodes, arm and medi)

its the advanced goons that are the problem.

Dracone

  • Posts: 1079
  • Turrets: +138/-278
Re: What are really GOOD builders?
« Reply #20 on: February 11, 2008, 08:29:55 pm »
It is very often necessary to have a combination of goons and rants. Often times, humans will fuck the goons over and take snipes for the buildings as well as dishing out some heavy firepower on the goons at the same time, making the goons pretty much worthless. This is when the humans' excellent taking care of the goons can turn against them, because if the humans are doing such a good job against the goons, rants have an opening themselves. A rant runs in, kills a ret or two, and the humans may fall behind the goons too much, leaving them open for a snipe or maybe many snipes. And more often than not, one snipe ends up being all that's really needed for end game.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

Valour250

  • Posts: 33
  • Turrets: +4/-17
Re: What are really GOOD builders?
« Reply #21 on: February 29, 2008, 04:09:47 am »
ok about the goons no matter where the fuck u build goons will always snipe, either it will be easy or hard for them but they will do it if they are ok at it......

oo i have a nomination 4 a good builder i nominate crazy for his absolute dedication to building most games...

any more nominations?

ChaosSquirrel

  • Posts: 176
  • Turrets: +1/-22
Re: What are really GOOD builders?
« Reply #22 on: April 15, 2008, 08:06:15 pm »
Quit Tesla hating. They can save the game in many situations. E.G. when the aliens have slammed the turrets. Then the teslas arc over and blast them. They're a bit too easy to snipe, though. However, a key component of the human base which is commonly neglected is a DC. It helps the turrets protect much better against dretchstorms (MY FACE! MY FACE!!!) and can save the day in a pinch. Also, teslas are a pinch tougher, and hit hard.
My in-game name is )CGC( ChaosSquirrel.
Hint: The Basilisk is the most powerful Alien.
Yay! Finally someone agrees! Or was that sarcasm...

blood2.0

  • Guest
Re: What are really GOOD builders?
« Reply #23 on: April 16, 2008, 04:53:49 am »
the best builder also has binds to alert the team that there is a basi on the reactor and also has binds to quickly buy weapons to kill that basi on the reactor. Also that invisible base does NOT exist the best base takes a long time to kill prevents reactor jumps most importantly ALLOWS YOUR TEAMMATES IN TO IT! also camping in your base will not keep your base alive for ever SD will come and the aliens will get so sick of waiting for you to come out they will suicide rush killing your arm turrets and reactor until you have nothing left besides one node with a rant camping in front of it.  Make a good base that will last longer then the aliens and attack base and win the game.

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: What are really GOOD builders?
« Reply #24 on: April 18, 2008, 01:42:11 pm »
What about the classical game where the aliens have one very good/lucky dretch and get s3 very fast?
Its hard to kill the enemy base when they have weapons far more powerful than you.

[N7]Revan
One Marauder to rule them all!

ChaosSquirrel

  • Posts: 176
  • Turrets: +1/-22
Re: What are really GOOD builders?
« Reply #25 on: April 18, 2008, 07:53:56 pm »
The good builders can force their opponents to decide between two equally viable targets, hopefully slowing them long enough to soften them.
My in-game name is )CGC( ChaosSquirrel.
Hint: The Basilisk is the most powerful Alien.
Yay! Finally someone agrees! Or was that sarcasm...

Revan

  • Posts: 306
  • Turrets: +11/-88
Re: What are really GOOD builders?
« Reply #26 on: April 19, 2008, 11:30:55 am »
The good builders can force their opponents to decide between two equally viable targets, hopefully slowing them long enough to soften them.

Yes I agree this has killed me many a time trying to break the enemy base.

[N7]Revan
One Marauder to rule them all!

Lava Croft

  • Guest
Re: What are really GOOD builders?
« Reply #27 on: April 20, 2008, 07:01:24 am »
Good builders divert the attacker's attention from the base structurers to the builder itself, so the base can nicely do it's damaging purpose.

Dracone

  • Posts: 1079
  • Turrets: +138/-278
Re: What are really GOOD builders?
« Reply #28 on: April 20, 2008, 01:43:25 pm »
What about the classical game where the aliens have one very good/lucky dretch and get s3 very fast?
Its hard to kill the enemy base when they have weapons far more powerful than you.



See, this is where strategy comes in. S1 can come back and beat S3. It's just highly improbable. But IF the aliens aren't coordinating, which may or may not be true because they owned to S3 so hard, groups of humans have chances of pulling something off, bit by bit. It's unlikely they will, but then again, you really won't see that kind of human coordination in a public game so long as people are so scared of tyrants.

Good builders divert the attacker's attention from the base structurers to the builder itself, so the base can nicely do it's damaging purpose.

Now that many servers have locational goon barb damage (headshots, body shots, leg shots for snipes), or in some servers, GREATLY reduced snipe damage, there is another use for humans--throw yourself in the way of snipes to save your base. Even at servers where that will hurt you a lot, it's better you die than you lose a turret. Doesn't take as long to respawn as it does to let a turret blow up or decon it and build a new one, in most cases. About two turrets is sometimes all it takes for a rant rush to come in and finish the job. However, if you know there's only that one sniper posing a threat, he should be dead in seconds.

Rants are not the initial major danger to your base unless you give them a clear initial opening. Snipers are, because they poke a hole in the seal on said opening, and give tyrants the opportunity they need to run on through.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

Lava Croft

  • Guest
Re: What are really GOOD builders?
« Reply #29 on: April 20, 2008, 07:38:03 pm »
Catching barbs is a technique that is as old as the barbs themselves, yawn.