Author Topic: Base Designs/Strategies  (Read 31151 times)

Teiman

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Base Designs/Strategies
« Reply #30 on: June 30, 2006, 10:28:22 am »
12# as a fatal flaw: dretch can enter and use the teles as a food dispenser ... but by now you already know that  <evile smile>

About turrets: a single turret that need to rotate much is very slow. Two turrets on corners dont need to rotate and are 100x faster.

A very good dretch can outrun a turret, Is hard but is doable. If your enemy is newbies dont care, but against good players you need to skill-proff design.

ekamdu

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Base Designs/Strategies
« Reply #31 on: July 05, 2006, 08:00:54 pm »
window room is great... just keep it on 9 turrets so teammembers can jump over them and still get out of the base...

what i use to get out of there is bs, flamethrower and nade...
i just keep flaming and throw a nade hoping they wont see it... i rush back in, get full health and go out fast again just after the nade bangs :) it confuses them most of the time when they lose like 200-300 health :)
o pwn or not to pwn... that is the question

Lava Croft

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Base Designs/Strategies
« Reply #32 on: July 05, 2006, 10:20:11 pm »

0351

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Base Designs/Strategies
« Reply #33 on: July 06, 2006, 07:07:59 am »
lava , thats pretty orginal ... i like it!!  nice graphics too... how do u record it?

0351

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Base Designs/Strategies
« Reply #34 on: July 06, 2006, 07:28:06 am »
okay i have a couple more this time :)

13  I saw this one someone made it was an awesome game.

The Garden


14   Ok i devised this one as a temporary base  before going to box room or any other room that is considered more safe this one.  it enables the turrets to reach further into the halls.  By s2  I can use repeaters to get into box room.  


15  These were on a server that lets us have 250 build points but ff is on.. its awesome!!!

a.  someone went nuts with zerg builders


b.  box room with lotsa build pts  , as u can see,  2dcs and 2 armories as a precaution..


Squall503

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Base Designs/Strategies
« Reply #35 on: July 06, 2006, 07:54:18 am »
yeah frankly i like telsas as much as the next guy and i have a plethrera of them usually but ill try to have at least 4 mg's so try that might get alittle better defence

Basilisco

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    • http://wilhelmrahn.googlepages.com/
Base Designs/Strategies
« Reply #36 on: July 06, 2006, 10:25:13 am »
Quote from: "0351"
okay i have a couple more this time :)

13  I saw this one someone made it was an awesome game.

The Garden


I was in that game (or another one with a really similar base)
That base is not really that good, and i wouldnt move there in most cases. That's becase its too open, and aliens can come and go whenever they want.

Goon in the middle of the base:


If i remember right, humans won that game. But that was mostly because the alien team just didnt organize. It was just late in the game that humans (after almost losing before) rushed the alien base.
--------------------------------------------------------------------------------
Now, just to confirm. Was that the same game someone was drawing smileys on the wall?

0351

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Base Designs/Strategies
« Reply #37 on: July 06, 2006, 04:11:22 pm »
lol...yeah that was me, then a whole bunch joined in.. the game was goin on long... i was bored... playing as dave.. ;)

0351

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Base Designs/Strategies
« Reply #38 on: July 15, 2006, 01:51:26 am »
Alien base tips...

I found out that trappers are great to use..  these block both sides into front entrances... i've seen it trap all 3 bsuits going in.  






Basilisco

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Base Designs/Strategies
« Reply #39 on: July 16, 2006, 04:40:14 am »
I must say, i tested that trapper config and it's surprisingly efficient. 7 of 10 humans got trapped.
And because it is not a common and known place for a trapper they just shoot randomly XD

Good job.

0351

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Base Designs/Strategies
« Reply #40 on: July 16, 2006, 07:12:01 am »
yeah , i love it when i see so many humans are trapped at the same time when they rush in... like when holloway does  painsaw rush....they get used to it so i move it to the back cubbies... it keeps them guessing...

0351

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SURVIVAL TIP for the LAST granger on the run from Bsuits!!
« Reply #41 on: July 21, 2006, 10:51:21 am »
I've had a great time being chased by bsuits while i'm an s2 granger when its down to the last wire.  I found out that they will try to chase u to the ends of the earth.  So a way to get rid of em is to run off ledges and they will follow you, so  turn right back around and wall climb the same way up again while they are stuck down there. Then proceed to build the last egg or OM for the last egg... good luck !!!

oLz.HisOwnMum

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Base Designs/Strategies
« Reply #42 on: September 06, 2007, 09:39:04 am »
Some of the bases look quite good - number 3 has to be my favourite though.

I know where all are located and have seen bases in all areas except number 9 what map is number 9 and where is it located? it might be a obvious map but the screeny didn't show much.

Oh and number 13 is a commonly used base by un-experienced builders - if the aliens get s3 or even s2 they can adv goon/mara the side of it easy.
www, other people have got heaps cool pictures and weird counter thing's that tell you what games they've been playing.

All I've got is this stupid signature with me complaining about this signature!

oLz.HisOwnMum

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Base Designs/Strategies
« Reply #43 on: September 06, 2007, 09:42:13 am »
1 hint for the alien default base in ATCS- most people build an egg on the opposite side of the overmind for a place to put the booster. Now if you try to build a tube or trapper underneath it most people (except experienced builders) destroy the egg. What you need to do is climb on wall - select trapper and put it as close to the ground it can go. Don't just rush it - other wise you'll destroy the egg, booster and whatever buildings are relying on it.

Hope it helped some people.
www, other people have got heaps cool pictures and weird counter thing's that tell you what games they've been playing.

All I've got is this stupid signature with me complaining about this signature!

MDRIVER

  • Posts: 61
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Re: Base Designs/Strategies
« Reply #44 on: November 25, 2007, 06:47:32 pm »
 I think that there is no definition of a good base, unless someone wants to prove me wrong. There will always be a weak spot and it is up to the players to make up for it. I mean if everything was impenetrable, then there would be no point to this game, which is to kill off the enemies base while killing off enemies. Even in the red room in niveus, even if humans do occupy it, bunch of adv goons could snipe everything and tyrants can be back up, especially in SD. I guess there are good strategies and bad strategies, but no strategy was made perfect