Author Topic: Base Designs/Strategies  (Read 31156 times)

0351

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Base Designs/Strategies
« on: June 13, 2006, 01:30:50 am »
Hi all recently got addicted to this game and got interested in base setups..
Tell me what u think.



Here is one of em..

1

This one survived a Tyrant onslaught but lost the armory..

The second time I set this up .. They  learned and used Snipers to Destroy us... :(



2



3

Hmm I've noticed a pattern..  This one also survived a Tyrant rush but also lost the armory... sigh



4


benplaut

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« Reply #1 on: June 13, 2006, 05:30:08 am »
um... i don't like them  :wink:

for the first:
a adv goon can snipe your DC, then the base is as good as dead.  Also, the default location at that map is simply horrible... try the red room, instead.

for the second:
it's kinda annoying to have to get back some health right after spawning...

also, the base would have to be in 2 parts, which is harder to defend.

The third one is pretty good, it looks very hard for a tyrant to get inside.  Adv goons would go to town, though.

One key thing to remember: teslas are not always better than turrets.  They are bigger targets, and are useless once your DC is taken out.  Turrets are much better in situations where they don't have to turn much, and are a bit cheaper.

Play on clan servers a bit, and watch how they build.
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Basilisco

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« Reply #2 on: June 13, 2006, 09:36:43 am »
Hhhm.. i remember those games (1 & 4), and i can remember those bases were destroyed.

The 3rd base is good to keep tyrants out, but without ome serious human defense the base is not really that good.

And about the second, well, just  as a last resort.

D.C.

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« Reply #3 on: June 13, 2006, 10:43:45 am »
I think first location is fine, I've seen it holding against tyrants. You get a good LOS, only one front and all defense structures packed in the same area.

I would move reactor down and box it with DC and Armory, then put the medistation outside. Also remove two teslas, then place an extra telenode above base and 2 turrets to end with 0 building points.

I think human bases in narrow and cornered corridors are a bad concept. The longest line of sight you got, the most advantage you get from human weapons. It makes harder to hit and run because aliens that get close to base are exposed to fire more time. Also you don't want more than one front, cos that forces you to split defense structures and defenders.

Another big mistake is to place the reactor where it can block LOS between an human and an alien, and also placing defense structures so away of base that marauders can jump over them and then kill the stuff. :P

Ksempac

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« Reply #4 on: June 13, 2006, 12:02:19 pm »
OMG ! This is the kind of base that get destroyed easily and piss me off when i m human.

First base : No turret, and Defense Computer in plain sight. 3 barbs from an Adv Goon and you dont have def any more. The location sucks too although i admit sometimes you dont have the choice. I usually move the base there at S2 when builders failed to move the base at the beginning but its only because i dont have the choice. If you take this position you need to put a lot of turrets to cover the area.

Second base : If you wanna build on the top of Transit you need to do a lot better than that : Put turrets at the top of the box to prevent Marauders from jumping on them, and put a turret or 2 on the broken curved path else a Goon will be able to get to your reactor or your Defense Computer which is again too easy to snip.

Third base : This is a perfect example of "How to create a base where you re trapped"...i think i was playing alien during this game. At the back, the door is a perfect protection for aliens to camp. And at the front, aliens can wait at the end of the corridor. So you re trapped, you re obliged to camp, you get crushed when Aliens reach Stage 3.
Again no turrets, and a defence computer easy to destroy.
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Teiman

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Re: Various Base SETUPS Please post your base here
« Reply #5 on: June 13, 2006, 12:05:39 pm »
You seems to dont like turrets much, so all your designs are about zapturrets. But this type of defense is weak against adv goons.

0351

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« Reply #6 on: June 13, 2006, 12:41:17 pm »
Thanks guys.. I notice that I should use a combo of guns and teslas.. will change setup... Thanx   If you could post sample Pics of base setups that youve seen that are good , please do... Thx

icono[celt]

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« Reply #7 on: June 13, 2006, 10:35:17 pm »
Number four looks like a creative way to work with a pretty bad environment, I personally hate building bases in Tremor, but as has been previously pointed out, advanced goons would demolish it in seconds.  

There needs to be a balance between turrets and teslas and you need to limit the the ground your defenses have to cover. What you have in 4 is a cramped base with a huge open space next to it and lots of cover there for goon snipers and advance marauders.  Its kind of like building under the stairs in Arachnid2 (i think), too open to force enemies into a killing field and barely defensible.  However, I'm never really satisfied with any build I've seen on that map, so kudos to you for pushing the envelope.

0351

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« Reply #8 on: June 14, 2006, 03:39:33 am »
ok I also have a couple more..


5



6

This ones' aliens barricades for OM in beginning.  This one I think Basil or EMS did it.. liked the idea.  

1st and 2nd rush was stopped.. until 3rd and 4rth rush was combo of saws and nades :(....




#3 Revised....  Thanks I revised #3 and with good players we were untouchable... :)

]

PHREAK

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« Reply #9 on: June 14, 2006, 09:18:16 am »
Last one looks as good as it gets at the original location. However, the best spot on that map is the roof of the alien train. YES! Right abive them. Tyrants cant get there, and everything else can be taken care of. Also, it prevents humans and aliens from camping so it serves a dual purpose. Only problem is getting there since if you play with bad, new player teams, they all tend to run off into the wild chasing dretches and getting eaten along the way. Not to mention, not give a flying toot about your commands.

As far as your alien building goes, dont waste creds on overpriced blockers/whatevertheyarecalled. Aliens are not meant to have a base per se. Make the om mobile and dont group alien structures since one single nade can take them all out. Make trappers and hives (s3). Dont bother with tubes unless u have to since hives are much better. Also, dont place them by the om but at the human shooting point. Figure out where a human has to stand and snipe your om and place the defences above it. He wont even know whats eating him as he's too busy starring at the OM.
Also, eggs have no business around anywhere close to the OM. humans hate nothing more then egg hunts, even with the helmet.
Last but not least, try not to build the OM against the wall since a saw dude with a nade WILL take it out by him self. Jump behind it, trow nade and start sawing. He'll die for sure, but so will the OM and the poor goon trying to defend wont be able to reach him.
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Teiman

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« Reply #10 on: June 14, 2006, 10:31:25 am »
Quote from: "PHREAK"

As far as your alien building goes, dont waste creds on overpriced blockers/whatevertheyarecalled.


Imho its better to build a acid tube on stairs or a slope (ACTS). That block AND do damage AND the angle launch the acid far AND create chaos that help drenchs do damage.

The trapper is the superelite tool. But you need help from drenchs, thatver, a good team. So only a good team can use "only-trappers" defense. Imho.

You can build a egg over the overmind, so killed drenchs will spawn over the overmind. That may help to kill painshaws and stop rush.

You can also build eggs over the booster, so new drenchs start with poison, but that advice is alredy on the sticky build tutorial..

0351, I  dont like your bases much. But you are very original, and that is fun! :D

next_ghost

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« Reply #11 on: June 14, 2006, 10:32:45 am »
I'll tell you exactly what will happen to numbers 5 and 6.

Number 5 (gloom):
1 tyrant rushes in, destroys tesla and rushes out. Another tyrant and a goon rush in, tyrant goes straight for lower base destroying everything and goon snipes/pounces both telenodes. Aliens win.

Number 6 (tremor):
A few humans with pulse rifles run to the starting OM position and shoot OM down from below before anyone can do something. 3 barricades = 30 wasted sentience.
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0351

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« Reply #12 on: June 14, 2006, 10:52:26 am »
#4 Variation Getting thrashed before my eyes , ack!!! :eek:

a


b


c


d


e


f


g


h

Teiman

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« Reply #13 on: June 14, 2006, 01:11:52 pm »
a) Good base against Tyrants: on areas where Tyrants can't enter.
b) Good base against Adv Goons: areas where goons need to travel on long pasewais where a single shotgun or autogun will kill that goon. 200hp is too low.
c) Good base against Adv Mara: on areas where maras cant enter. Or "b".
d) Good base against Drenches: with a frontline of turrets that drenchs can't cross.

I dont like small bases much... are hard to repair, and a single error (lucy, grenade) is game over.

Catalyc

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« Reply #14 on: June 14, 2006, 01:35:55 pm »
The "Lamer Base"


Though that part of niveus looks a bit different now. Even a monkey with a wrench can defend it, and it can hold off pretty much anything with just turrets.  :wink:
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Paradox

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« Reply #15 on: June 14, 2006, 05:35:34 pm »
I invented the one on transit in the celing, and have noticed a few things.
Always leave your spawns down somewhere else, so you dont get damaged as soon as you spawn. That is not goon proof, nor marauder proof.

Also, if you are on a server, and there is a KillaZ member saying to build something you think is stupid, listen to them. Chances are they know what there talking about, or are trying something revoloutionary, based on existing base knowledge.

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next_ghost

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« Reply #16 on: June 14, 2006, 08:07:06 pm »
Quote from: "Teiman"
c) Good base against Adv Mara: on areas where maras cant enter. Or "b".


Good base against adv mara: small with a few turrets INSIDE leaving no blind spots from which mara could safely chomp your buildings. Reactor with inaccessible top is a big advantage.

Quote
d) Good base against Drenches: with a frontline of turrets that drenchs can't cross.


You should also remember to build turrets where they cover the ceiling too. If the ceiling above front turret clusters is too high and you leave a little blind spot around telenodes, you might end fed on right in telenodes. It takes only 2 dretches per telenode and you won't even leave the spawn :wink: It might happen to you on nexus.
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SonicFreak12

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« Reply #17 on: June 15, 2006, 06:20:00 pm »
Quote from: "Teiman"

Imho its better to build a acid tube on stairs or a slope (ACTS). That block AND do damage AND the angle launch the acid far AND create chaos that help drenchs do damage.


Don't be confused by the acid spray. It's just a visual effect. The way they really work is by doing more and more damage as the victim gets closer to the acid tube. I looks like a conical, gravity-affected damage range, but it's really spherical.

However, trappers do have conical hit range, but it should be treated as linear on placement.
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Rawr

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« Reply #18 on: June 21, 2006, 10:51:42 pm »
this one was pretty funny actually. it failed in the long run but it was hella funny to watch. we saw that the humans moved their base to middle bottom in ATCS. so we slowly started moving our eggs and acids right outside of their door so that they could not get out without being melted. this plan failed when one of our teammates fed them to s3  :cry:

sorry that the pic is so small :(
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Draconishinobi

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« Reply #19 on: June 22, 2006, 11:08:22 pm »
ACTS:

Two outposts

#1



#2


Survivor

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« Reply #20 on: June 22, 2006, 11:37:16 pm »
#1 could work with some support but once passed by a marauder you've lost 18 points of defense near the reactor.

#2 doesn't have any tactical worth because your base presumably is way back and once again loses 28 points of defense. No alien will bother with it and walk around the other way or jump over.

Base defense is exactly that, defense for a base not for some remote, easily surpassed corridor.
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Quaoar

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« Reply #21 on: June 23, 2006, 12:53:47 am »
Quote from: "Survivor"
#1 could work with some support but once passed by a marauder you've lost 18 points of defense near the reactor.

#2 doesn't have any tactical worth because your base presumably is way back and once again loses 28 points of defense. No alien will bother with it and walk around the other way or jump over.

Base defense is exactly that, defense for a base not for some remote, easily surpassed corridor.


I figure outposts like that are good when humans do NOT camp. It'd act as sort of a "refill station" for energy weapons, and if the fighting is intense enough in the area and humans are always present, you can remove one stationary defense and add an armory. In fact, since armories are such important targets for aliens, they'd really want to take that one down too, so a player can't snag a ckit on his way out of his exploding base and try to rebuild. And any alien going past a defense like that that is well spaced from the main base (enough to not be part of it, but not far enough to leave much room to hide) is pretty much going to die within the confines of the extended "human territory", because they need to get past that defense, fight, and then get out past it too. The extra line makes it more difficult to calculate how much HP an alien needs to make a getaway, and forces them to be more cautious inside too.

This is assuming that there is no other way in or out, though. And this could only be a decent idea if you figure that there are enough defenses at the reactor. That is, build points need to be increased before human outposts become remotely cost effective. And the entire idea is silly if humans are just going to camp. An active human presence on the map makes outposts a half decent idea, actually.

Of course, that's why people say more build points is human biased. They could effectively extend their base beyond the small confines dictated by fewer bp, and the more ironclad and sizable a human base is, the less room aliens have to manuever. It's one thing to sacrifice coverage for size, but it's another to have both enough coverage at the reactor site AND more size, plus being able to afford more armories and more medpads which effectively gives humans a chance to remain active further from base for longer.

Hell, in the 52 man game that could ensue on the SST server, human outposts FAR from base could be effective if the humans are very seriously beating the aliens back. The only reason people dislike humans building forward outposts is because humans always seem to be the ones playing over-cautiously. And sure, if you're going to be unable to keep your forward outpost together because it's always being attacked as opposed to you attacking FROM it like it was designed to help you do, it isn't useful.

It takes a while to set up and makes you waste fighters for builders, though, and if you CAN set it up and keep it totally out of the fray (or taking minimal damage/repairing, which means you have a dedicated outpost builder, which is another man minus) while using its benefits, you were probably doing exceptionally well against the enemy and you didn't really need it anyway. But we ought to at least see if it'd work in a fair game before totally discrediting the idea. And, once again, only for very large battles, which at the moment aren't feasible. Trem was meant for 16-20 people, as Timbo said. But if people are bold enough to try many more player servers and are playing, say, Pulse, maybe human outposts can get a test drive.

Stakhanov

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« Reply #22 on: June 23, 2006, 01:12:13 am »
Quote from: "Draconishinobi"
ACTS:

Two outposts


Are they outposts at all ? They look within the bounds of human territory to me :P

Outpost 2 makes sense actually , it is not an option to jump over it (50 reserve hps for adv. goon ?) and moves the front forward a good bit , although the gained ground is not particulary critical. Still , it increases the life expectancy of jetpackers who can sometimes have a hard time getting out to fly away to celestial safety...

I recently realized how useful repeaters were , and effective speedbumps for the aliens. If they are not near stage 3 , why not build 2 bases and give the humans the initiative ?

Survivor

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« Reply #23 on: June 23, 2006, 02:57:53 am »
Quote from: "Quaoar"
POST


The fact remains exactly as you said, if you are able to establish an outpost so far out you usually don't actually need it. And for pulse and outposts, not really effective since there are so many ways people can avoid the outposts due to all the corridors and attack the reactor, which powers everything, you've got a useless outpost.
The only use i'd see is a late stage siege of s3 vs s3. For the humans to hold momentum maybe put up a repeater as refill and a medpad for healing but no defenses since only a few defenses are a waste especially if they are defending something so uncricital. All defenses fall with no humans nearby. The outpost could and will easily be overrun and this way you only lose 8 bp while having more cover at the nodes, armoury and reactor at home.
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Draconishinobi

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« Reply #24 on: June 23, 2006, 03:23:35 am »
Quote from: "Quaoar"

I figure outposts like that are good when humans do NOT camp. It'd act as sort of a "refill station" for energy weapons, and if the fighting is intense enough in the area and humans are always present, you can remove one stationary defense and add an armory.


They were made during siege s3 humans vs s2 aliens ... mostly to both keep aliens back and as a refill station for bsuits with lucys and #2 for jetpackers. No alien has ever bypassed #2 ... it's just not possible ... except adv. goon and tyrant, but that's rare on ACTS. #1 may possibly be bypassed moving fast enough ... but it would cause a lot of damage and being within viewing distance of the human base the ailen would die quickly. Besides you can't build up too much speed around the turn coming to human base ... so it's unlikely. They'd have to destroy it first.

Quaoar

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« Reply #25 on: June 23, 2006, 05:46:51 am »
Quote from: "Draconishinobi"
Besides you can't build up too much speed around the turn coming to human base ... so it's unlikely. They'd have to destroy it first.


Nah, a mara could jump right off that wall and sail past it. Still take some damage, but hey.

0351

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« Reply #26 on: June 24, 2006, 08:23:06 am »
Hi all. if you wanna post pic.. use imageshack easy to use...

here are some more base setups that i found interesting

7 Niveus

this one was a last ditch effort from a deconner sabotage then repeatered to a new area ..   managed to time out.. lol


8

This was a save from a bad setup at the platform due to snipers so I did a repeater run on top of train.
Positive feedback from other players...


9



10
Someone set up this base but was still destroyed by tyrants :-?


11
Knobs wanted me to snap a pic of his first attempt at base setup.. Guess what happened?



12 Box room


Quaoar

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« Reply #27 on: June 24, 2006, 08:35:34 am »
The infamous "window room" on Niveus (#7) is pretty much where games go to stall. It tends to be very difficult for humans to actually get out of it (especially with S3 aliens), and likewise difficult for aliens to get in, so you can spend hours at that door.

And with teslas pretty much jamming the entrance, you were clearly hoping for a draw.

Lava Croft

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« Reply #28 on: June 24, 2006, 11:04:30 am »
The 'Window Room', (n#7) is a deathtrap where humans cannot escape from alive. What do you people have with deathtraps? A deathwish?

Ksempac

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« Reply #29 on: June 24, 2006, 12:23:21 pm »
Although i like the fact you try many different locations some of them quite surprising, i must insist on the fact you put too much faith in Teslas...

9, 10, and 11 are training center for Adv Goons...(9= Learn how to shoot the DC, 10 = Learn how to shoot teslas, 11 = Learn how to shoot reactor)

Moreover in base 10 defense buildings are too separated...an alien can damage one tesla without being touched by the others one.
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