A Old Strat

XodlikeXodlike Join Date: 2003-06-03 Member: 16985Members
<div class="IPBDescription">Would it be better?</div> The IP+ARMORY+TFAC+ELEC strat is to famous.
Than i noticed instead of elecing you could place 3 turrets.
Which would trully work out better the 3 widely even spaced turrets or eleced.
<img src='http://home.comcast.net/~nukeaqua/NS_strat.JPG' border='0' alt='user posted image'>
A rough sketch in MSPAINT

Comments

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    The problem is that a lone skulk (even without regen/cara) can take down any one of those turrets in one go. I personally think 4 turrets would be better.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    depending on the area, you can usually build the tf and other strutcures in a corner so that each turret you build can cover all open sides of your structures. The problem with your setup is that an alien attacking your structures can only be hit by 1 turret at a time. If you build in a corner you have already blocked 2 of the sides from any kind of attack, and you have turrets to protect the remaining sides. Its just more efficient to build in a corner. You get more bang for your buck.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    It's more efficient to use mines.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    But then u lose the valuable electricity which cares for ur buildings way better and plus u get to elec nodes for the same price. Turrets are easily taken down, 3 skulks max to rip ur base apart unless u have it covered by a rine. Even one OC from a gorge will distract all those turrets for one skulk to annhilate ur base.

    Normally 1 elec tf will cover most of ur buildings, provide u with elec for nodes and allow u to have all men on the field rather than one covering base.

    - RD
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    edited October 2003
    <!--QuoteBegin--Roger Dodger+Oct 27 2003, 08:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Oct 27 2003, 08:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But then u lose the valuable electricity which cares for ur buildings way better and plus u get to elec nodes for the same price. Turrets are easily taken down, 3 skulks max to rip ur base apart unless u have it covered by a rine. Even one OC from a gorge will distract all those turrets for one skulk to annhilate ur base.

    Normally 1 elec tf will cover most of ur buildings, provide u with elec for nodes and allow u to have all men on the field rather than one covering base.

    - RD <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    maybe i read this wrong but you do know that you don't need to elctrify a tf to be able to electrify res nodes right? You only need to have a built tf somewhere on the map.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    I know that drawing is not accurate, but with the clipping of the buildings and the size of the skulk, there's bound to be a hole somewhere where the skulk can slip in and chomp the Turret Factory without getting shot back in return. It would take about... 2-3 lives to find the hole, but it's almost certainly there.
  • WaltWalt Join Date: 2003-10-12 Member: 21635Members, Constellation
    When I saw "A Old Strat" I thought you were talking about a vintage guitar. O_o
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--QuoteBegin--Forlorn+Oct 27 2003, 08:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 27 2003, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's more efficient to use mines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    mines are more deadly but turrets will ensure that a skulk or 2 can't kill your tech while the marines are out of the base. Making your structures completly immune to skulks by using mines is next to impossible and would cost lots of res. Also you have to replace mines to fill the gaps. Turrets won't save your base from a regen fade but they will shoot down any skulk long enough for you to notice and do something about it. Turrets and mines both have notable advantages and disadvantages and are both useful.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Lucid+Oct 27 2003, 01:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucid @ Oct 27 2003, 01:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 27 2003, 08:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 27 2003, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's more efficient to use mines. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    mines are more deadly but turrets will ensure that a skulk or 2 can't kill your tech while the marines are out of the base. Making your structures completly immune to skulks by using mines is next to impossible and would cost lots of res. Also you have to replace mines to fill the gaps. Turrets won't save your base from a regen fade but they will shoot down any skulk long enough for you to notice and do something about it. Turrets and mines both have notable advantages and disadvantages and are both useful. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Lucid, replacing mines shouldn't be too big of a problem now, right? They give res for kills in 2.1, no?
  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, Constellation
    <!--QuoteBegin--Forlorn+Oct 27 2003, 03:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 27 2003, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lucid+Oct 27 2003, 01:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucid @ Oct 27 2003, 01:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 27 2003, 08:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 27 2003, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's more efficient to use mines. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    mines are more deadly but turrets will ensure that a skulk or 2 can't kill your tech while the marines are out of the base. Making your structures completly immune to skulks by using mines is next to impossible and would cost lots of res. Also you have to replace mines to fill the gaps. Turrets won't save your base from a regen fade but they will shoot down any skulk long enough for you to notice and do something about it. Turrets and mines both have notable advantages and disadvantages and are both useful. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Lucid, replacing mines shouldn't be too big of a problem now, right? They give res for kills in 2.1, no? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Aye, they do, but they also can be blown up by attacks and will have 30hp. That's only 3 parasites. =/
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Walt+Oct 27 2003, 11:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Walt @ Oct 27 2003, 11:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When I saw "A Old Strat" I thought you were talking about a vintage guitar. O_o <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    tee hee <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    <!--QuoteBegin--nukeaqua+Oct 27 2003, 09:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nukeaqua @ Oct 27 2003, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The IP+ARMORY+TFAC+ELEC strat is to famous.
    Than i noticed instead of elecing you could place 3 turrets.
    Which would trully work out better the 3 widely even spaced turrets or eleced.
    <img src='http://home.comcast.net/~nukeaqua/NS_strat.JPG' border='0' alt='user posted image'>
    A rough sketch in MSPAINT <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    that's what I did in my first thot about layout as comm in 2.0.

    The problem is that the 3 turrets do not support each other well enough and consequently can do little against a fade or onos or group assault. Furthermore if one goes down there goes the plan.

    The way to fix. Make sure they don't attack base, or, kill them before they can seriously threaten base, or, mount some kind of awesome base d and scale it up as the threat increases. Or a combination of all 3. Then replace turrets as needed. But always remember to scale up your defense as the aliens get more dangerous, or else be totally kicking their **** otherwise.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited October 2003
    This layout works particularly "well" on ns_eclipse. I have not commed much since beginnings of 2.0 and I took a month and a half break so I did not inspect other maps very much.

    The layout doesn't necessarily own on ns_eclipse, just that, I found my base very well covered and pleasing.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited October 2003
    <!--QuoteBegin--X_Stickman+Oct 27 2003, 10:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (X_Stickman @ Oct 27 2003, 10:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know that drawing is not accurate, but with the clipping of the buildings and the size of the skulk, there's bound to be a hole somewhere where the skulk can slip in and chomp the Turret Factory without getting shot back in return. It would take about... 2-3 lives to find the hole, but it's almost certainly there. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, because you will take your time to learn the maps and learn how to lay it out correctly. Furthermore you will elec your tfac, that is the point of this strat.

    You could not elec your tfac but then you'd be going with a different strat. After all, you have to protect your buildings somehow.

    Anyhow it's obvious and should be well known, as I and other posters have explained, that this is a perfect base except for its low firepower. It is little more than a deterrent for random low level aliens that wander in. You will have to scale up your defense, or be ready to replace and supplement what you have while you are busy kicking their ****. Since if you don't kick their **** you'll have to scale up your defense anyway or you'll lose.
  • J3kJ3k Join Date: 2003-09-04 Member: 20562Members
    if u choose a right spot.....u can just have one turret covering all
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