Ns_bast

CayCay 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.

Comments

  • saint0zsaint0z Join Date: 2002-10-16 Member: 1505Members, Constellation
    wow. never thought of that, thanks for the heads up.
  • BlackoutBlackout Join Date: 2002-11-17 Member: 9004Members
    I spent 7 hours campaigning on ns_bast today, and came away with some tiny scraps of wisdom. First, the tram access tunnel is hell to hold onto. Effective sieging can be done from Feedwater hive and the RP just off the tram tunnel, but it's still risky. Fades will badger you to no end at that RP, and move on Feedwater hive if they're smart. I reccomend establishing forward bases under the next hive, with the giant molten lava vat and orange light everywhere. Just keep the heat on; if the aliens start moving in on the tram tunnel, it's bad news.

    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.
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    Might I add to your post, that Turret factory placement is perfect, for if your smart, you can place 2 turrets upon that diagonal ledge (2nd pic, bottom left) and have them act as support. (Marine with jetpack to build or stack up marines)
  • CayCay Join Date: 2002-11-12 Member: 8329Members
    edited November 2002
    good point

    (he means here)
    <img src='http://www.freewebsitehosting.net/websites/jgcay/ttable2.jpg' border='0' alt='user posted image'>
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I disagree about the portal placements. I've seen people teleport into the ceiling when portals have been placed by the CC, and under the vent is bad for obvious reasons.
  • CayCay Join Date: 2002-11-12 Member: 8329Members
    Reson I suggest under the vent is that you can place a turret there to cover them and then spawning cant be rained down on by vent goonies.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    edited November 2002
    Hmmrph. Turrets mean nothing to determined skulks.

    And one factory is never enough. You never know when someone sneaky is gonna cancel the one you have.
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    How bout siege canons in the upper right of marine base room. Don't those cover the top middle hive site?
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin--tleng+Nov 25 2002, 06:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tleng @ Nov 25 2002, 06:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How bout siege canons in the upper right of marine base room. Don't those cover the top middle hive site?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • CayCay Join Date: 2002-11-12 Member: 8329Members
    another Risky idea, Make an armory a priority followed by a welder, Get the vent welded shut from the inside Pronto, then put turrets up on the balcony. Makes em hard to skulk down.
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