Dear Commanders

AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
<div class="IPBDescription">How to keep the base clean</div> Ok, so many times have i seen commanders just throw buildings every which way and then i try to back up and get stuck on a tf or an arms lab...

PLEASE COMMANDERS TAKE THE 2 SECONDS IT TAKES TO THINK ABOUT WHERE YOU PUT SOMETHING!!!!

(Please keep your bases in good order)

An organized base is also easier to defend since its alot easier to gaurd all ends of the TF

Comments

  • Vicentegrad_IIVicentegrad_II Join Date: 2002-12-21 Member: 11275Members
    I have been in so many games where the Spawn Portals are surrounded by other buildings, or even worse, when an armory is walled in

    it makes getting ammo a <i>real</i> PITA

    *sigh* I wish I had a mic so I could try Comm'ing for the first time
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    edited December 2002
    Here is a good BASIC base setup (Door can be just break or walkway, seperation from the cc is the upper level of certian maps, such as Hera, or Bast
    ____________
    |........CC.........|
    |___________|
    |IP...............IP|
    |.....Armory.....|
    |IP...............IP|
    -----(Door)-------
    .T.......TF.......T
    ...T..............T
    ......T....T....T

    KEY
    ---------
    T=Turrets
    TF=Turret factory
    CC= Comm chair
    IP=Infaltry portal
    Armory=Well duh!
    Dots=Space, so the formating stays

    The flanked turrets, although costly, gives you a good base to defend the tf and your base while keeping the cost down, idealy you want to build them in a full circle around the turrect factoy, so they cant get around to a blind spot, Also note the space between the fron turrets, this leaves a doorway for troops to get out if action gets in(Or so that they dont have to go on a bunnyhoping spree)
  • IxionIxion Join Date: 2002-12-19 Member: 11108Members
    edited December 2002
    That "basic setup" looks exactly like ns_eclipse marine start point. But the "basic setup" is almost 100% unnecessary. It's like you set the base up to play one of those long, drawn-out, marines-lose-from-the-start games. Redraw that ''basic setup'' like you really would when you are commanding. I don't know why you would have 4 IPs or a Turret Factory before Observatory in the first place. 2 IPs would probably do the job, and the ability to build phase gates and research motion tracking is a huge advantage. Motion tracking at just a few minutes into the game is key for some maps. Especially maps that you can easily be ambushed. damn those clever skulks.

    Also, it was pointed out that Turrets ( <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> ) aren't really that useful in killing aliens, since they are slow when turning at times, and innaccurate. They seem to be more of a defense just to fend them off of your buildings. That being said, your IPs, Armory, and CC are all vulnerable, unless you really are doing one of those marines-lose-from-the-start games where the entire marines force turtles for the entire game, and maybe then your IPs might be safe.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Thoughtful placement is always the mark of a good commander. I cant stand when i spawn and have to jump over 4 things to get to the armory then jump over 4 other things to get out the damn door.

    I people who do that rarely are the grunts when they play marine.
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    Thats basic, for a large game, so you have 2 or three marines in base also defending the cc, and yes, i do belive that is for eclipse, lol, i still dont know the map names very well aside from hera and bast (My two favorites)


    The four ips are for when you send out a large ammout of "n00b" marines, since they are going to die quickly anyways, the four ips spawn them quickly... And i normally skimp on sensor towers and rely on my marines more (Since cloaking normally comes later in the game) But this is just the way i play, and i can win with that setup... albeit not on a pub where one team is good and the other just gets owned... the only reason i make so many turrets is because when it comes to defending the cc, i can do it for the most part with that setup, but they turrets help alot, expecially once they get an onos prancing around (The do enough damage to help you take em down quick without looseing more than 1 or two marines)
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    I'd have imagined the only time you'd win with that setup would be if you were on a public server and the aliens sucked and your marines didn't.

    C'mon you're planning on them having onos befor you've even got up any research, your expecting them to get onos befor you have a phase gate?!?!? How exactly are you going to beat the onos with turrets? all it'll do is keep your base alive.. its not exactly an offencive solution.


    That setup costs:

    IP (15) * 4 = 60
    Armoury (25) * 1 = 25
    TF (25) * 1 = 25
    T (19) * 7 = 133

    Total = 243

    So befor you've botherd taking any hives you've spent 143 res over your starting res.....

    Ummmmm OOokkey.

    I say you don't have a hive because if the aliens are any good you <b>cannot</b> hold a hive against them without phase gate backup, they can simply have 2 aliens ambush your guys as they run back in dribs and drabs and have everybody else mash you up at your hive.

    It only takes one lurk to destroy a TF if the TF is placed such that the lurk cannot hit it without being in turret Field of Fire then you can hit a turret then run off and heal then hit a turret ect till that turret is dead, any base that doesn't have re-enforcments arrive and weald that base will eventually be lost.

    BlueGhost

    Was that some kinda spoof or something? I just cannot imagine you seriously meaning it.
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    edited December 2002
    blue, it was an example, first off, and second of all, the turrets get added when you have spare res, any good comm wouldnt waste that much res just on turrets at the START of the game

    I apreciate the input, blue, but do you think your are sun tzi? oh well, ive no doubt you know what your talking about, i am just to lazy to type out EVERY LITTLE FRELLING THING about that setup

    And look at it this way, atleast its NEAT, the frigging comms now just place anything right next to the ips and then you get screwed cause you have to jump over buildings to get out and cant dodge acid rockets/bile bombs
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    hah..one commander placed Arms lab in tunnel futher from the base, i'm not sure whether it was intended or not but would it be? I laughed so much!..
    I was skulk and saw it appear in front of me. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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