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Author Topic: Common base locations (and their names)  (Read 102835 times)
Mopatop


Turrets: +0/-0
Posts: 41


« Reply #120 on: February 16, 2007, 07:39:17 PM »

do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
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AKAnotu


Turrets: +7/-9
Posts: 616

Spoony Bard


« Reply #121 on: February 16, 2007, 08:17:25 PM »

Quote from: "mopatop"
do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc
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Stof


Turrets: +1/-1
Posts: 1344


« Reply #122 on: February 16, 2007, 09:03:48 PM »

Quote from: "AKAnotu"
Quote from: "mopatop"
do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc

Tesla have more health than turrets. Granted, both of them die in 2 Adv Goon barbs.
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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.
Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #123 on: February 16, 2007, 09:29:43 PM »

Quote from: "Stof"
Quote from: "AKAnotu"
Quote from: "mopatop"
do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc

Tesla have more health than turrets. Granted, both of them die in 2 Adv Goon barbs.
that and teslas are more prone to snipage then turrets anyway. if I had 10 build points left and a defcomp, I'd spend it on a well placed turret ranther then a tesla.
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U R A Q T
player1


Turrets: +527/-401
Posts: 3062

ohaider!


WWW
« Reply #124 on: February 17, 2007, 09:08:51 AM »

Can this thread be summarized in a short post? I'm thinking something like this:

ATCS H default A rooftop s3

for all of the (eight?) default maps, at least, and a couple of the current faves on the public servers? ATCS, Arachnid, Karith, Nexus, Niveus, Transit, Tremor, Uncreation & maybe Ancient Remains or something like that? Would be most helpful.
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_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #125 on: February 17, 2007, 04:15:52 PM »

part of the thread is giving a godd layout of the spot, not just where to put your base. if you build bad, it does nto matter where you build.
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Ace1


Turrets: +0/-0
Posts: 108


« Reply #126 on: February 17, 2007, 06:05:49 PM »

telsas suck
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img]http://img515.imageshack.us/img515/6499/ace1ho5.jpg[/img]
TinMan


Turrets: +49/-70
Posts: 1020


WWW
« Reply #127 on: February 17, 2007, 07:23:04 PM »

They don't suck, you just need to have them hidden from adv goons yet still able to zap anything that enters the area you're protecting with them.
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Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
Ace1


Turrets: +0/-0
Posts: 108


« Reply #128 on: February 17, 2007, 08:11:02 PM »

lol tin thats ur specialty
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img]http://img515.imageshack.us/img515/6499/ace1ho5.jpg[/img]
Nux


Turrets: +257/-69
Posts: 1763


« Reply #129 on: February 17, 2007, 09:10:12 PM »

IMO the prime spot to have tesla is shielding your defense computer. They're tall so it's hard to take down the defence computer without taking down the teslas first.

This way, the rest of your defense can consist of turrets (and the few humans who decide to defend). The turrets can be improved by the defcomp and the defcomp has defence of it's own.

This I think works better than putting the armoury in front of the defcomp as the humans rely on having an armoury more than they rely on one or two teslas.
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #130 on: February 17, 2007, 09:32:32 PM »

so they spend 20 bp on teslas when they could spend 10 on an extra arm or 8 on an extra defcom

EDIT : they could have 2 extra fuxxing defcoms!
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U R A Q T
Ace1


Turrets: +0/-0
Posts: 108


« Reply #131 on: February 17, 2007, 10:28:49 PM »

lol
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img]http://img515.imageshack.us/img515/6499/ace1ho5.jpg[/img]
Nux


Turrets: +257/-69
Posts: 1763


« Reply #132 on: February 18, 2007, 09:09:56 PM »

Quote from: "Plague Bringer"
so they spend 20 bp on teslas when they could spend 10 on an extra arm or 8 on an extra defcom

EDIT : they could have 2 extra fuxxing defcoms!


I don't think of any of those suggestions preferable since extra armories or defcomps serve no purpose other than as targets for destruction. Teslas are also targets for destruction and yet also defend the base by actually hurting the thing that dares to take a bite out of it.
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[RUS]Barsuk_Revon


Turrets: +0/-0
Posts: 1


« Reply #133 on: February 27, 2007, 01:31:12 PM »

. Armoury
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Coca-Cola


Turrets: +1/-1
Posts: 122


« Reply #134 on: February 27, 2007, 07:41:22 PM »

Quote from: "Plague Bringer"
Quote from: "Stof"
Quote from: "AKAnotu"
Quote from: "mopatop"
do people stop using teslas when building cos they rely on the def comp? cos lately i havent seen nyone using teslas
people don't use teslas because they do less dps than turrets, have less health, and because their completely reliant on a dc

Tesla have more health than turrets. Granted, both of them die in 2 Adv Goon barbs.
that and teslas are more prone to snipage then turrets anyway. if I had 10 build points left and a defcomp, I'd spend it on a well placed turret ranther then a tesla.


I would build the tesla, I try to put ONE near the reactor every game, it makes mara hops a hell of a lot hard since when it damages you it has a bit of a push back.
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f the brain was simple to understand, we'd be too simple to understand it.

Quote from: "Caveman"
Nothing can be made idiot-prove ...
_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #135 on: February 27, 2007, 10:10:42 PM »

Quote from: "[RUS
Barsuk_Revon"]Human base.  Nexus 6
screenshots
i don't speak that language.
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ApikaChiasse
Guest
« Reply #136 on: March 07, 2007, 08:42:49 PM »

The base that beat everyone/everything is the bed! You get in and you feel the carnage, it's sure, i beat everyone because of my big dick but when you had just a little one ZOMG it's the suicide!
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n00b pl0x


Turrets: +55/-168
Posts: 2415



« Reply #137 on: March 16, 2007, 03:33:50 AM »

i like the idea of having one telsa; next to the reactor. that way you dont have to worry about any reac jumpers unreachable by turrets. unless its s3, at which point you should have at least 1 person defending anyways.
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will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?
player1


Turrets: +527/-401
Posts: 3062

ohaider!


WWW
« Reply #138 on: March 17, 2007, 06:14:25 AM »

someone who thinks there should be people defending in S3
TY!
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Nux


Turrets: +257/-69
Posts: 1763


« Reply #139 on: March 18, 2007, 03:40:42 AM »

I don't think there should be people defending at s3. How am I supposed to take down the reac if they never leave it undefended?
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #140 on: March 18, 2007, 12:17:51 PM »

With a little bit of skill on your part and a bit of stupidity on the human's part.
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U R A Q T
Nux


Turrets: +257/-69
Posts: 1763


« Reply #141 on: March 18, 2007, 06:03:33 PM »

..and Blind-Luck! Don't forget Blind-Luck!

Though alot of my routine relies heavily on throwing enough of myself at thier base for them to handle in a short space of time.. you can never underestimate the power of Blind-Luck.
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player1


Turrets: +527/-401
Posts: 3062

ohaider!


WWW
« Reply #142 on: March 25, 2007, 01:06:03 AM »

Quote from: "_Equilibrium_"
part of the thread is giving a godd layout of the spot, not just where to put your base. if you build bad, it does nto matter where you build.


Tru' dat, and yet, can we not also summarize the properties of the proper build (stagger turrets, so that when they turn around, they can still be jumped over, or run between by humans, etc.)? Asking to have this meandering thread summarized is not asking to be spoon-fed; one still has to spend the time actually building to see what works. And what, _Equi_, would be the worst that could happen? Someone might lose a round? N00bs do crazy, unannounced reactor moves and misplacements all the time at the places where you and I play every day. If they could sift through this 5-page discussion, and learn common placements, and typical practice, without having to get through the part of the thread where it devolves from its stated task (and into individual building practice for one or two people), what would be the harm? In fact, after a couple more rounds, I'll just DIM for instant flamification. Perhaps two stickys would be best: Common Base Locations, and Proper Building Techniques.
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_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #143 on: March 25, 2007, 03:20:14 AM »

basically, try not to be out in the open and make sure turrets are not blocking each other.

oh, and you don't need to put the _ before and after my name. i only have those because the firs account i made wihtout the underscore would not verify.
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TriedtoDestroyMetal


Turrets: +0/-1
Posts: 123


« Reply #144 on: March 25, 2007, 06:12:58 PM »

Hey so on ACTS instead of calling it the 'Hall' you should call it the "sidehatch"
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img]http://image.listen.com/img/356x237/7/1/0/4/504017_356x237.jpg[/img]
Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #145 on: March 25, 2007, 06:14:21 PM »

I refer to it as the side corridor.
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U R A Q T
_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #146 on: March 25, 2007, 06:15:05 PM »

"hall" is the shortest way of putting it
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Plague Bringer


Turrets: +147/-187
Posts: 3812


« Reply #147 on: March 25, 2007, 06:16:49 PM »

what about |?
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U R A Q T
TriedtoDestroyMetal


Turrets: +0/-1
Posts: 123


« Reply #148 on: March 25, 2007, 07:32:55 PM »

Quote from: "_Equilibrium_"
"hall" is the shortest way of putting it

yeah but "sidehatch" is the funniest.
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img]http://image.listen.com/img/356x237/7/1/0/4/504017_356x237.jpg[/img]
Zort


Turrets: +0/-0
Posts: 9


« Reply #149 on: April 27, 2007, 08:50:06 PM »

There is a real alien base on Arachnid2. I shall call it the Red Room. I've seen it done in-game, but it didn't work because they put the OM in the wrong corner and there was no tube on the ceiling, so the overmind was prifled from outside and jettards destroyed the rest.
Screenshots:

That screenshot does not show the barricade and tube outside, so:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase2.jpg - The tube is a little hidden, to stop humans from shooting the overmind without going in. It is a little to the left of the very center of the screenshot.
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase3.jpg - The barricade blocks anything bigger than a normal dragoon.
And to get to it:
Go out this entrance to the default base:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase4.jpg
Take a right as soon as you can:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase5.jpg
And there you are:
http://xs.to/xs.php?h=xs314&d=07175&f=arachnidAbase6.jpg
It's not great, because there are open corridors leading up to it, and it is close to the human base, but it is far better than the default. There is also a safe spot, in the corner opposite the overmind.
I have seen a human base in it, except the reactor was built on the ledge above the booster.
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