Author Topic: Bases on ACTS  (Read 22254 times)

X-20

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Re: Bases on ATCS
« Reply #30 on: December 16, 2008, 07:20:42 am »
Oh i might as well contribute to this.  :)

Base that i invented awhile ago, does not fail often surprisingly.

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Urcscumug

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Re: Bases on ACTS
« Reply #31 on: December 16, 2008, 11:41:38 am »
Interesting. Of course, you actually have to make it that far down the tunnel and hold the position first.
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Guy

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Re: Bases on ACTS
« Reply #32 on: December 16, 2008, 11:43:24 am »
Interesting. Of course, you actually have to make it that far down the tunnel and hold the position first.
Correct me if I am wrong, but that is in the small loop outside the default base on that map. It's about five feet from the original base.

Urcscumug

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Re: Bases on ACTS
« Reply #33 on: December 16, 2008, 06:22:30 pm »
Oh, it's there, yeah. I was under the impression it was the middle of the side corridor.
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baybal

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Re: Bases on ACTS
« Reply #34 on: January 24, 2009, 01:34:42 pm »
 >Multiple eggs in corners. Preferably 4-5 depending on size of team. No less than 3 - quickly spawning aliens are a much better defense than that extra acid tube.

You got it. Capmipng alliens = silly alliens.

Even on the most crowded servers alliens have a chance to expansion and rush tactic. So become a granger :granger: instantly after start, run to bunker, than eggpod :egg: it when no human around. Then you must barricade :barricade: the entreance to the bunker roof, so alliens could jump from the roof and no humans could entrer the roof and kill the egg without JP's :jetpack:. They will be dranched rapidly. And you will got a new level quite fast at these frag rate. And these means that you will get second level as 1.5x as fast than humans. Than if your team will be smart enough to use these time gap you could drgoon :dragoon: their base.

Urcscumug

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Re: Bases on ACTS
« Reply #35 on: January 24, 2009, 01:48:07 pm »
Add to this that humans in the first moments of an ATCS game shy from going out in the yard. For two reasons: one, the downstairs entrance to their base has 2 turrets by default and they feel it's reasonably protected (and it is, somewhat, from dretches, for a while); so they leave that way alone. Two, the yard is large, aliens can be anywhere, and beyond it lies a heavily protected alien entrance.

So humans will tend to favor the side tunnel in the beginning. Which can be easily protected by either side which means a sort of stale mate, while the aliens can infest the yard in the meanwhile.

Granted, the aliens have an advantage: their eggs act as repeaters and are available at S1, while humans get repeaters much later. So in S1 humans can only go as far as the yard entrance. Or move RC, if they're daring enough. But there are no good places to move it to in the yard except in the downstairs bunker, which can become a death trap just the same.
« Last Edit: January 24, 2009, 01:50:41 pm by Urcscumug »
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baybal

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Re: Bases on ACTS
« Reply #36 on: January 24, 2009, 01:58:34 pm »
For a humans the most vicious tactics against evo point lacking alliens is to build a repeater in the most close to the alliens base corner of the bunker and then to mg turret/tesla the drenches running out.

UniqPhoeniX

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Re: Bases on ACTS
« Reply #37 on: January 24, 2009, 04:04:05 pm »
I think we need a separate topic for 'beginner tactics' lol.

Urcscumug

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Re: Bases on ACTS
« Reply #38 on: January 24, 2009, 04:58:04 pm »
Like I said, building a base in the yard bunker is its own punishment usually.
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baybal

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Re: Bases on ACTS
« Reply #39 on: January 24, 2009, 07:16:34 pm »
For alliens its an almost always quick victory in a "stuck" situations when humans camps in their base. And a 2/3 rush success.

your face

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Re: Bases on ACTS
« Reply #40 on: January 25, 2009, 12:55:52 am »
CAMP/FEED IT OUT TO THE END
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jit

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Re: Bases on ACTS
« Reply #41 on: January 26, 2009, 08:59:09 am »
k.in my opinion, the best human base in atcs is the reactor moved all the way to the loop near the front of the alien base. If you have teammates with decent aim, you can surround their base with turrets and basically screw with the aliens for the rest of the game. This usually doesn't or never works in scrims cus aliens are faster to get down the map, but in pub's, you could probably pull this off if all of your 20 teammates in X server help u lolz.

UniqPhoeniX

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Re: Bases on ACTS
« Reply #42 on: January 26, 2009, 09:12:39 am »
Teamwork? On X server? I think I'm missing something...

Urcscumug

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Re: Bases on ACTS
« Reply #43 on: January 26, 2009, 11:06:03 am »
Any kind of human base advancement on ATCS in S1/S2 would need to be done with RC move. Which is very hard to pull off without a decent size team (about 7 people) who work in perfect coordination. Plus, to keep a bunch of 5-6 dretches boxed in their base would take a lot more than "decent" aim (unless you were understating).

Consider what it takes. First, you need to decon RC. This leaves the default human base completely naked and you would need at least a couple of humans defending it. Then you have another builder already there who starts building reactor. That will take a while, during which you need to keep dretches at bay with 3 naked riflemen and a blaster builder.

Assuming this is accomplished, the two builders need to start moving base quickly. You first need a couple of turrets, then a node, arm, some more turrets, then finally medi and you can consider yourself moved in.

It can probably take 5 minutes ideally, during which you need to absolutely own the dretches using only naked riflemen. I think it calls for godly teamwork and skills and needs the aliens to be very dumb and/or lousy. Which is hard to come by. Plus, they'll know what you're doing right away, since it's standard alien tactic as soon as game starts to rush a granger and a couple of dretches to the yard and start an egg near human base.
« Last Edit: January 26, 2009, 11:07:57 am by Urcscumug »
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