Ns_bast
Cay
Join Date: 2002-11-12 Member: 8329Members
<div class="IPBDescription">A guide for marine base locations.</div> Ok Starting off, There are two good places to put the IP's Behind the command chair, and under the vent opening, Personally I prefer one in both. now the second most important Item to place is the turret factory, Theres one good place to put it.
<img src='http://www.freewebsitehosting.net/websites/jgcay/TFloc.jpg' border='0' alt='user posted image'>
Now the Reason I say place it here is because it allows you to Place turrets at both your entrances, as you can see in the picture, You can place turrets on the elevator itself, DO THIS, Now you have a mobile defense platform for upstairs and down, If your turrets get in trouble haul them back up and weld them. Its important to note A seige is a must for this map I recommend placeing it either next to the turret factory, or Even better just down from from where the vent is (Further away from the command chair).
The second benifit from puting your TF there is
<img src='http://www.freewebsitehosting.net/websites/jgcay/ttable.jpg' border='0' alt='user posted image'>
Thats right The killing box, 3-4 turrets will decimate any skulk that dares come through there, and make a Fade think twice, plus your TF is nowhere near the Killingbox/TT for hit and run attacks.
Thats All I have for now, If anyone else has suggestions Please post em.
<img src='http://www.freewebsitehosting.net/websites/jgcay/TFloc.jpg' border='0' alt='user posted image'>
Now the Reason I say place it here is because it allows you to Place turrets at both your entrances, as you can see in the picture, You can place turrets on the elevator itself, DO THIS, Now you have a mobile defense platform for upstairs and down, If your turrets get in trouble haul them back up and weld them. Its important to note A seige is a must for this map I recommend placeing it either next to the turret factory, or Even better just down from from where the vent is (Further away from the command chair).
The second benifit from puting your TF there is
<img src='http://www.freewebsitehosting.net/websites/jgcay/ttable.jpg' border='0' alt='user posted image'>
Thats right The killing box, 3-4 turrets will decimate any skulk that dares come through there, and make a Fade think twice, plus your TF is nowhere near the Killingbox/TT for hit and run attacks.
Thats All I have for now, If anyone else has suggestions Please post em.
Comments
Also, the opposition's gorges usually take a while to grab new hives. Bast is a winding map with an anxiety-inducing atmosphere - just get over it, colonize empty hives fast, never skimp on the phase gates. They will save you.
(he means here)
<img src='http://www.freewebsitehosting.net/websites/jgcay/ttable2.jpg' border='0' alt='user posted image'>
And one factory is never enough. You never know when someone sneaky is gonna cancel the one you have.
Don't think so although I haven't checked. I usually build a base if I can in the vents as a back up incase the main base is overun also it is within range of the engine room hive.
I think the idea for putting the factory there and the building siege guns fast at the the lifts and round the corner by the airlock might prevent the walls of lame from appearing all together <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Gorg drops OC siege guns blows in up right away along with the gorg, even if they don't destroy it the continuous siege gun blasts on that one OC will prevent the aliens from putting any more there and one OC is no trouble to a smart marine.