Structure Placement
Kazyras
Join Date: 2002-11-23 Member: 9722Members
<div class="IPBDescription">The zero clutter way.</div> I've had this occur one time too many: a skulk manages to sneak into the base and kill a couple of marines and take down a structure by just constantly running/dancing around and generally being a pain in the ****. Marine structures seem to be magnetic bullet sponges, so I figured, hey, let's just build structures as FAR away from each other as possible!
It works extremely well.
The idea behind this is to give ZERO cover for skulks who manage to sneak in and keep all structures within line of sight of each other so they will be easily defendable by even just 1 marine. In practice, this translates into building stuff in corners. A skulk who wants to destroy a structure will NOT be able to put it between himself and a marine so he should be easily killed. A skulk who just wants to rush in and kill marines, then possibly the IPs will also find no cover whatsoever and should also be dealt with swiftly. This also cuts down the amount of mines necessary to cover a single structure, though I do prefer guarded mine walls (see my topic on it.)
Another good thing to do is to place the armory far away from the IPs. This promotes (read: forces) travelling and gives you cheap mini patrolling that helps prevent skulks from sneaking in and killing all armory humpers. I think placing IPs so spawners cover 1 entrance to your base and placing the amory so the humpers cover another is good practice.
It works extremely well.
The idea behind this is to give ZERO cover for skulks who manage to sneak in and keep all structures within line of sight of each other so they will be easily defendable by even just 1 marine. In practice, this translates into building stuff in corners. A skulk who wants to destroy a structure will NOT be able to put it between himself and a marine so he should be easily killed. A skulk who just wants to rush in and kill marines, then possibly the IPs will also find no cover whatsoever and should also be dealt with swiftly. This also cuts down the amount of mines necessary to cover a single structure, though I do prefer guarded mine walls (see my topic on it.)
Another good thing to do is to place the armory far away from the IPs. This promotes (read: forces) travelling and gives you cheap mini patrolling that helps prevent skulks from sneaking in and killing all armory humpers. I think placing IPs so spawners cover 1 entrance to your base and placing the amory so the humpers cover another is good practice.
Comments
I too, agree with you. Buildings too close together make it easy for pestering skulks to hide behind and dodge bullets from. Open areas are where marines have the advantage, wherein Claustraphobia is a skulks best friend.
Some guidelines I go by:
- Structures against walls or in corners
- IP's far away from eachother
- Create an easy, short, open and logical "road" from IP--->Armory--->Phase Gate
The IP thing is important, I've seen COM's drop 3 IP's in a "cluster" so that one skulk can easily camp them all. Either put them far enough away that a Marine spawning in one can kill a skulk chomping on the other or out of sight of eachother.
Ps. I tend to hide structures that have no direct use.
If the aliens can come in and actually eat on structures, sooner or later youre sold, since handing out welders that costs res and time to keep the base whole is not good...
Keeping structures togheter is what I usually do, to be able to mines all of them at the same time...I usually put phases outside the cluster, and two IPs on the side...
Just make sure you mine the base alot, no matter where....
On a slightly different note, try not to place structures in view of doorways... The number of times I've lerked to take down an obs or armoury from afar is quite obscene, and it leaves the marines at a distinct disadvantage!