Commanding: An Art?
Kitfox
Join Date: 2002-11-25 Member: 9960Members
I was just wondering what u all think... Would u guys say commanding is more succefull if you place defence in a *secure* but artisticly simetrical(i can't spel) fashion, or a randomly what ever seems good type of way?
Artisitc
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Abstract
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Artisitc
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Abstract
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Comments
Next, Geometric formation are always more effective. Always.
BlueGhost
BlueGhost<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not if your predictable action is really a feign... or if your strategy works no matter what.
What really irritates me is when a comm makes the infantry portals behind a pile of other structures so we have to walk on top of them and one skulk eats our whole base. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
And yes artisticaly pretty Sige Bases or Turret Farms are 1) more effective 2) make u look like a better comm
It gets me irratated...
Anyways, easy movement is key in NS. I can't stand jumping over stuff to get out the door. Especially when commanders put non-active buildings in view! Why? Hide it! It's not being used by anyone but you. Once it's built the marines dont need to see it ever again.
If you have a symmetrical room, you have placed your turrets well, if they are also symmetrical.
But are those rooms really symmetrical? Not always.
It all depends on efficienty usage:
You want maximum square meters be inside your TF green circle.
You want maximum turrets firing at every spot.
You want differenty ranged fire to any moving target from all angles.
You want maximum fire range.
You want maximum cover fire to every single turret that gets attacked.
You want maximum angle coverage to all heights of the room.
You want maximum bulked space around a turret to prevent skulk-run-around.
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The point is, aliens don't pay that much attention to your turrets and neither do your marines. Considering the current phase rush strat right now calls for a small amount of turrets before you rush the second hive, and FINISHING up turret defense later when 2 hive are secured, your strategy is simply an end game thing to laugh about or take pictures for if you actually plan to place some 20 turrets in the shape of a constellation or a pentagon, or whatever your deal is.
Efficient and effectiveness rank first. Like a prevoius poster said, IP's that are in the clear are effective. My bases and nice and simple, but never pretty. Needless positioning buildings such as arms labs, obs, proto labs, etc. are stacked basically into each other or on top of each other. It's easier for turrets (though I never build turrets in base) and marines to defend. Armories, IP's, etc however, DO require effective positioning. You don't want marines with their backs turned getting ammo.