Starting The Base.

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Comments

  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin--leek+Jan 14 2004, 09:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leek @ Jan 14 2004, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Take NS_Lost for example if the aliens Start in Eq Hive first and i manage to reloc to Alpha <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you like relocating to Alpha, you should try the hallway in Los Paranoias. Build by the crates in the middle of the hallway - this gives you plenty of Onos-shooting room and you can put turrets up on the crates so they're not in the way. You can access 5 RT's very easily, own Alpha, and are right next to Temp Control, which basically = map ownage. The only downsides are you have be careful building because quarters a bit tight, and there's so many places to go from there you have to make sure that spawners don't wander off in a random direction. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Never EVER turret the space around the RT there though - an onos can just run around the corner and take down a couple of turrets at a time, and HMG's don't have any good vantage points.

    I don't think I've ever seen MT first unless the aliens have sense, that's really strange. Although I have seen Weapons 3 and MT before armor 1... arrrgggghhhhhhhhhhhhhh
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    i prefer the small hallway that links Los Paranoias with Requiem and the Res Room for alpha leaves the base less prone to lurk gassing
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin--leek+Jan 14 2004, 09:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leek @ Jan 14 2004, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> of course starting strat depends on Map,

    Take NS_Lost for example <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmm I just got this idea how`boout the Eternal requiem, it might be bit tight there but think of the defensive abilities. just 2 packs of mine in the exit`s and gg. and onos will get shoot soo much before it gets to middle section of the ramp`s

    So could this maybe work`? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    edited January 2004
    <!--QuoteBegin--Doobie Dan+Jan 15 2004, 08:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Doobie Dan @ Jan 15 2004, 08:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think I've ever seen MT first unless the aliens have sense, that's really strange. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    IMO, MT is quite handy in early game... Especially if you are planning to pressure the starting hive; your RT collecting team can easly track and eliminate escaped skulks... With MT you will protect your RTs and prevent the second hive going up much more easly... On the right hands MT will repay its cost very soon...
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    edited January 2004
    Eterenal Requiem is a big NO! Leaves base very prone to gas, to tight to get out of the base u just end up trapped.

    The bit of hall between Los Paranoias, Eternal Requiem and Alpha Continum hive is perfect its in siege range of alpha if aliens try to risk building it, its equal distance away from 3 nodes, gives two optional routes for leaving base 3 if u weld open alpha weldable door. give good access to nodes at Tempreture Control and Overlook.

    this location is easily defendable with mines also so i dont have to bother with turrets in base for a long time into the game. i can also build a base there that doesnt take my marines the abilities of an olympic High jumper to get out of <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    To me Motion Tracking is a luxury yeah id like it but i have plenty more important things too spend my res on usually
  • chuzwozzachuzwozza Join Date: 2004-01-19 Member: 25464Members
    The one thing I DO NOT believe in at all is a relocate. Why? What's the point? You waste res building another cc, which you can't sell! If you're base IS getting totalled by aliens, then YOU AND YOUR TEAM ARE DOING IT WRONG! Learn HOW to defend the spawn properly. Think about turret placement on an alien's level, not how pretty the arrangement looks as a comm. Don't just build turrets INSIDE your base - with fades and onos, that will be too late to do anything other than annoy them. Guard strategic locations well; put turrets in sneaky-b*st*rd places; have two tf's overlapping turrets, meaning they have to take BOTH out to stop your guns from firing; and don't forget the value of mines. In the hands of a well-skilled mine layer, these are phenomenal - being put in dark areas just round corners so unsuspecting skulks get blown up, or stacking mine on top of mine to create a nice onos/fade trap (ten mines that look like one - most onos think screw it, i'll just run over it!)
    The comm is supposed to have a strategy game - so think strategically.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    edited January 2004
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The one thing I DO NOT believe in at all is a relocate. Why? What's the point? You waste res building another cc, which you can't sell! If you're base IS getting totalled by aliens, then YOU AND YOUR TEAM ARE DOING IT WRONG! Learn HOW to defend the spawn properly. Think about turret placement on an alien's level, not how pretty the arrangement looks as a comm. Don't just build turrets INSIDE your base - with fades and onos, that will be too late to do anything other than annoy them. Guard strategic locations well; put turrets in sneaky-b*st*rd places; have two tf's overlapping turrets, meaning they have to take BOTH out to stop your guns from firing; and don't forget the value of mines. In the hands of a well-skilled mine layer, these are phenomenal - being put in dark areas just round corners so unsuspecting skulks get blown up, or stacking mine on top of mine to create a nice onos/fade trap (ten mines that look like one - most onos think screw it, i'll just run over it!)
    The comm is supposed to have a strategy game - so think strategically. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well it depends really doesnt it, some times relocating can give you a real advantage depending on its location. There are some maps i never relocate on because the marine spawn offers nice advantages. Other maps relocating can give a real boost, Like the location im on about in ns_Lost. It gives immediate access to 3 resource towers and a hive.

    You are saying im wasting 20 res on anothr CC? Quite Frankly the res expenditure you are on about is rediculous for a base, 2 TFs and turrets?? wow theres about 100 res down the drain already! I dont build turrets in base and i never seem to have a problem defending, do you? I dont call placeing a bog load of turrets in my base thinking Strategically, I do however call maximising my ability to Hold Res and while denying Alien res and a hive thinking Strategically. Yes relocations arent always a good idea but it can be.

    The Reloc im talking about on ns_lost i would only ever do if the aliens Started in Equ Hive. It gives my marines the maximum amount of time to get the new base up, I really think you should reconsider ur obviously Contradicting statment. Never do a relocate and think Strategically is just wrong, just look at the benefits you can gain by executing a relocation to a <span style='color:red'><u>GOOD POSITION</u></span>.


    I dont relocate because i cant hold the base, I relocate to get into the most painful position for the aliens to deal with.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    The mt rush hasnt yet been mentioned here and im having campagne for bump


    Ip 20 res armory 10 res obs + mt 45res

    Leaves you nice little 25 res for rt`s and comes effect few minutes later <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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