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Author Topic: Common base locations (and their names)  (Read 99944 times)
Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #30 on: July 28, 2006, 03:30:02 AM »

Meh, sorry for the lack of updates (Been working)

At the most I've only been able to stick one gun at that corner close enough that you can't line up to pounce though... truly annoying..
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reinie


Turrets: +1/-1
Posts: 33


« Reply #31 on: August 03, 2006, 04:58:08 PM »


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img]http://img55.imageshack.us/img55/196/imgmo0.jpg[/img]
Juno


Turrets: +0/-0
Posts: 245


« Reply #32 on: August 04, 2006, 07:45:39 PM »

that base looks goon and dretch proof



how well has it held up against s3 aliens ( adv goon sniping?)


what about adv maras chain lightning? that might cause some problems
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reinie


Turrets: +1/-1
Posts: 33


« Reply #33 on: August 05, 2006, 01:04:48 AM »

Quote from: "Juno"
that base looks goon and dretch proof



how well has it held up against s3 aliens ( adv goon sniping?)


what about adv maras chain lightning? that might cause some problems

its a s1 base baboon
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img]http://img55.imageshack.us/img55/196/imgmo0.jpg[/img]
DALEK SEC


Turrets: +0/-0
Posts: 19


WWW
« Reply #34 on: August 05, 2006, 07:35:45 PM »

there is one place perfect against tyrants goons and avd goons it is in karith Dretch
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Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #35 on: August 09, 2006, 03:07:12 AM »

I'd like to hear about that base. I've yet to see one that's proof against all three at once.

As to that ATCS base, interesting set up. Certainly no 'rauder or goon is going to be able to do any jumping in, not with that amount of guns. How you're going to *HOLD* the base though is another thing entirely....
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DALEK SEC


Turrets: +0/-0
Posts: 19


WWW
« Reply #36 on: August 09, 2006, 04:27:54 AM »

k defenitly tyrant and goon proof unsure about adv goon thought it extremly cmaped on baclony in karith good base used it against in a 1on 1 match worked great.
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'S MY NAME ON TEMULOUS IS [cc]cyber leader

I NEED AN ARMY.
Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #37 on: August 10, 2006, 07:11:48 PM »

Hey all, got another base set up for you to consider.

There are essentially two "rows" of guns (Note that I took these in S3, so some of the teslas would have been turrets in different spots) in this build to prevent jumping (A considerable problem so you'd think)

Because the second layer also protects your armory, telenode and DComp, it also means that if they do get in, they'll still be in for a world of hurt.

Note that the tesla that is under the stair is just right for any aliens that run down the staircase, and if they thought they could sneak in through dropping off the stairs to the left ("Behind" the reactor) they'd be looking at TWO teslas zapping them and not enough space to get out unless they were quick.

Unfortunately, the game went into SD and an enterprising 'rauder managed to jump in and take out the dcomp before we could stop him, resulting in the subsequent destruction of the base. I'm contemplating surviving with just one telenode and using the spare 10 to stuff a tesla next to the comp so it fries that, or putting it someplace nearer to th efront so the side of the base with the dcomp on it isn't as easily jumpable as it turned out to be.





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TOP DRETCHING THE ENGINEER!!!! =(
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Seffylight

*

Turrets: +40/-26
Posts: 491


« Reply #38 on: August 10, 2006, 10:40:59 PM »

And then we proceeded to own you, Jara. Wink Kidding, kidding. I'll admit that that base worked particularly well in that game, but that was mostly because you guys all just sat around in that courtyard with chainguns and pulses up until S3, and it was still a bitch to get the newbies you had on the human team to get out of the courtyard and try to attack. The reason I was so pissed at that base was that I could hardly step out into the courtyard without lagging because of all the spam you humans were making, and anywhere within a couple of meters of the stairs I nearly completely locked up.

Was not a proud day for me.

That and that base was too snipable. Had your team been more offensive before SD, you guys might've stood a chance.
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Stop it. Seriously.
Zakky


Turrets: +0/-0
Posts: 39


« Reply #39 on: August 11, 2006, 08:02:09 PM »

I always wondered if a base under the stairs in the snow was possible, look interesting

How about the really dark area under some stairs (on Kairth again) upstairs from the human base?
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oo!
kozak6


Turrets: +20/-26
Posts: 1089


« Reply #40 on: August 11, 2006, 09:35:40 PM »

I've only seen it built there once.

Seemed strong enough, but the bugs may have been noobish.
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Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #41 on: August 13, 2006, 03:59:50 PM »

Well, after another three games with it, here's my feedback on the base I've built.

In S1 - 2 for aliens, the base is near impregnable. Putting a few turrets in the "back" of the base with the armory means even if a 'rauder jumps it, he's still going through a hail of fire.

However, as with all good bases, the turrets can't be too far spread out (anything beyond the grey concrete under the stairs is TOO FAR)

At S3, the base becomes VERY snipable (I discovered to my horror that a rauder or a adv goon can actually sit on the stairs at a certain angle and snipe my reactor) but no tyrant will live if it rushes in blindly.

So with that in mind, while not the *best* base on the map, it's still good for if you were perhaps rushing for the elevator room but a dretch is in the way.

Thoughts?

----

As to the dark area under the stairs in the first room "upstairs" on karith

That could work. If you put the reactor, armory and node behind the wall, it becomes unsnipable and a single tesla could adequately defend the whole thing. There's no room for jumping on top as a 'rauder either.

Also, the "entrance" to that corner has boxes stacked up so you can hide turrets behind it to make it even tougher to get in to.

Again, however, this base is VERY pouncable and snipable (Although humans can benefit from this too of course)

What I don't like about both this base, and my own above, is that there is a place for aliens to retreat to if they get hurt. In both cases, all the aliens need to do is jump on top of the respective walkways and they're pretty much safe. It also means any unwary human running out could possibly get head-chomped easily.

In all honesty, despite how I dislike the elevator room as a sort of deathtrap dungeon, it IS also the most eminently defensible and efficient. In S3, you could set up a wall of teslas behind the door and no tyrant or 'rauder is gonna jump or slash past it, and no adv. goon is going to be able to snipe from afar since he needs to open the door (and thus get zapped) first. Taking down that elevator room base will def. require alot of teamwork too (And, of course, no tyrants since they can't jump up on top....)

Thoughts?
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And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!
Zakky


Turrets: +0/-0
Posts: 39


« Reply #42 on: August 13, 2006, 07:25:40 PM »

Eugh, I really don't like the elevator room as humans. I find it so complex to reach medstation/armoury having to go up the lift and all that  :x
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oo!
kozak6


Turrets: +20/-26
Posts: 1089


« Reply #43 on: August 13, 2006, 09:42:50 PM »

How exactly does the elevator work?  I can't quite figure it out.
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Zakky


Turrets: +0/-0
Posts: 39


« Reply #44 on: August 13, 2006, 10:17:07 PM »

Theres a big right button on the right (if you're facing the elevator) that you run into...but you can't get from the button to the elevator quick enough to jump on it, so someone else has to do it for you

And even then, it's hard enough to jump off onto the balconey before it starts coming down again...

 :evil:  :evil:  :evil:
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oo!
Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #45 on: August 14, 2006, 01:32:51 AM »

It IS possible to jump onto the button and back onto the elevator (You need to crouch jump ala half life)

And usually, you don't build the armory/medistation upstairs (unless you're SUPER camped, in which case, you're screwed anyway)
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kevlarman

*

Turrets: +291/-295
Posts: 2737



« Reply #46 on: August 14, 2006, 02:27:16 AM »

Quote from: "Jaradcel"
It IS possible to jump onto the button and back onto the elevator (You need to crouch jump ala half life)
no you don't, you jump onto the elevator, then sprint (no jumping) onto the button, you will push it and then climb on top of it, from there, you have plenty of time to turn around and jump on the elevator.
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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| #
|.@.-##
-----
Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #47 on: August 14, 2006, 01:56:40 PM »

Really? *nods* I'll try that! Thanks!
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Mwa


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Posts: 117


WWW
« Reply #48 on: August 17, 2006, 02:50:23 PM »

Quite good base in transit, under the stairs by default H.
Seriously.
Reactor in the middle, armory right under the stairs, node at the back, turret next to reactor, medi next to armory, two turrets infront, turrets all the way up the stairs and two round the corner.
(Screenshots are at home, me at work.)

I'll post them when I get back.

We only lost because they got s3 in 5 minutes, but it held out against tyrants.
Not goons tho.
adv. goon vs s1 humie = death. Tongue
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awr.
Stof


Turrets: +1/-1
Posts: 1344


« Reply #49 on: August 17, 2006, 02:54:16 PM »

I remember when Lava made that one ( it was probably the first time he tried it ) and we did hold out very well although there was quite lot of deaths in both teams. Game didn't last that long as soon as a human ( me Wink ) was able to exfiltrate the base and backstab painsaw the alien base.
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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.
Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #50 on: August 19, 2006, 06:03:58 AM »

Stof, we need to play more. 0.0 I could learn a thing or two about exfiltrating from you I think... *laughs*

And yes please, I'd like to see some pictures of that. That'd be a VERY interesting move.
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jal


Turrets: +8/-7
Posts: 249


« Reply #51 on: August 23, 2006, 06:53:01 AM »

This is something I have to say, tho not about base locations, but for base builders: When putting turrets defending a door, put them away from the door!
I'm desperated of seeing this every game. If you place the turrets at the very same door, the aliens just open the door and claw the turrets, no risk for them. By putting them at some distance of the door you force the aliens to come in and get shot from both the turrets and the humans around.
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kevlarman

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Turrets: +291/-295
Posts: 2737



« Reply #52 on: August 24, 2006, 01:26:14 AM »

Quote from: "jal"
This is something I have to say, tho not about base locations, but for base builders: When putting turrets defending a door, put them away from the door!
I'm desperated of seeing this every game. If you place the turrets at the very same door, the aliens just open the door and claw the turrets, no risk for them. By putting them at some distance of the door you force the aliens to come in and get shot from both the turrets and the humans around.
wtf are you talking about, no alien (except tyrant) can sit there and claw a turret if there are 3 turrets shooting him (a goon can live just barely long enough to kill one and escape, but if anyone is paying attention, they will chase him down and finish him off), if on the other hand you put the turrets far enough away that aliens can open the door, then 1) adv. goons can snipe them really easily and more importantly, 2) anything bigger than a basilisk can jump over the turrets and go for armory/reactor/nodes (i'm assuming you don't have enough points for more than 7 turrets)
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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| #
|.@.-##
-----
jal


Turrets: +8/-7
Posts: 249


« Reply #53 on: August 24, 2006, 08:05:29 AM »

if the goon opens the door and claws he has time to destroy one. If the goon opens the door and has to walk into the room while taking fire from turrets and ocasional humans before being able to claw, he can't kill even the first turret. Do you need more explanation?
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Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #54 on: August 26, 2006, 05:14:32 AM »

I think I need an example picture here in order to make sure I'm getting what you mean. Could you supply one please.

*Note: This isn't inflammatory, I just want to make sure I've got the picture in my head screwed on right*
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TOP DRETCHING THE ENGINEER!!!! =(
And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!
jal


Turrets: +8/-7
Posts: 249


« Reply #55 on: August 27, 2006, 10:01:09 AM »

This is it:

Here the alien can decide when to open the door and start clawing.


Here the alien will need to move in before clawing, and out after clawing. While the turrets will be firing from the same moment as in the other picture.


It isn't so important, but it's a small detail that I think makes a difference. And I get desperated by seeing the first case used all the time.
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kevlarman

*

Turrets: +291/-295
Posts: 2737



« Reply #56 on: August 27, 2006, 03:11:39 PM »

in the second image, i can easily line up a pounce over those turrets, and keep most of my health, especially if i have another alien open the door, then, since you only have 7 turrets, and the other door is presumably guaurded by 3 more, i can do some serious damage to your base before dying (at the very least, your armory and a node) unless you have 5 chainguns camping inside. if on the other hand you put the turrets similarly to the first picture (the middle turret needs to be moved back), i will make it in with only 120ish health, and any competent team will take me out before i do serious damage (though your builder might get annoyed repairing the armory)
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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| #
|.@.-##
-----
Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #57 on: August 28, 2006, 04:00:11 PM »

I agree. The first picture, but move the middle turret back is what most good builders do. It neither blocks runners coming back into base, nor allows aliens to jump too easily.
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yetshi


Turrets: +4/-6
Posts: 188


« Reply #58 on: August 28, 2006, 04:32:37 PM »



advantages:

too tight for a tyrant or goon
marus can fit but cant jump which takes away their biggest advantage
turrets can fire thru the cracks
teslas can fire thru the floor
you can buy thru the floor
30 seconds away from the CC

Problems:
adv goons can snipe thru the cracks but it is very difficult
adv marus can zap but only around the cracks, not thru the floor itself.
difficult to move around in quickly.
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Jaradcel


Turrets: +1/-0
Posts: 147


« Reply #59 on: August 29, 2006, 08:47:41 AM »

Hmmm but isn't it pretty hard to move to that spot? IIRC that is. But yes, that does look like a great base. Smiley
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