Guide To General Base Building By Shadow

ShadowShadow Join Date: 2004-09-01 Member: 31145Members, Constellation
edited January 2005 in New Player Forum
<div class="IPBDescription">
(with lost a pics, better hope you d</div> <span style='font-size:14pt;line-height:100%'>Guide to general base building By Shadow</span>
<span style='font-size:8pt;line-height:100%'>(with lost a pics, better hope you don’t have a 56k modem)</span>

First of all the guide can also be found <a href='http://members.home.nl/lenie.b/ns/Guide_to_general_base_building_By_Shadow.doc' target='_blank'>Here</a> with better pics so plz click the link (it's a .doc)
If you can't click it (retarded orso) of don't dare to klick it then read on!

Good tactis begin with a good base, without it you don’t have the tech/weapons to kill the enemy.
Some people may disagree with me on how to build the base but I like it OPEN, with a clear view of enemy’s that might be in your base.
Here is a top view of how I would build a base in veil

<img src='http://members.home.nl/lenie.b/ns/upload/1.JPG' border='0' alt='user posted image' />
Don’t mind the (sexual different oriented) purple collors


So what do we got? We got ourselfs nice open base, not much place for the aliens to hide because all buildings are jammed to the side. From almost every position there is a good overview off the entiry base

<img src='http://members.home.nl/lenie.b/ns/upload/2.JPG' border='0' alt='user posted image' />
<img src='http://members.home.nl/lenie.b/ns/upload/3.JPG' border='0' alt='user posted image' />
<img src='http://members.home.nl/lenie.b/ns/upload/4.JPG' border='0' alt='user posted image' />

Oke a short list of steps to follow to get a good open base like this:
- If you have 2 ip’s put the far enough from each other so a skulk can’t cover then both.
- Put the buildings in such a way that aliens can’t hide behind them, remember as rine you want to have a clear unobstructed path to your enemy.
- The armory and the proto must have a overlapping dropzone
- Put the obs in a extra good spot because you want to keep it!
- It's a good idea to put the obs near a exit/entrance so you can spot rushes better (tnx DE)

Now some examples of how you shouldn’t build a base:
<img src='http://members.home.nl/lenie.b/ns/upload/5.JPG' border='0' alt='user posted image' />
Those ip’s are way to close to each other one skulk could cover them easily!
<img src='http://members.home.nl/lenie.b/ns/upload/6.JPG' border='0' alt='user posted image' />
Well if you see this during your pwc then get your self another clan, the only thing that could happen that the enemy is laughing so hard they forget to play
1 elec tf + 4 turrets = 80 RES! and 1 rine would do a better job covering the base because you can hide from the turrets behind the arms lab or the cc
<img src='http://members.home.nl/lenie.b/ns/upload/7.JPG' border='0' alt='user posted image' />
This base is just to crowed, lots of objects in the way. This is a normal pub match base and this is not how it should be done!

Oke now some deeper stuff (well it’s quite logical you just have to aply it)
<img src='http://members.home.nl/lenie.b/ns/upload/8.JPG' border='0' alt='user posted image' />
(sorry for the pink color again and the non-matching tiles, the distance between the pg and the amory look rather small but is a bit larger, because of my poor paint skill)
Oke what does a rine has to do when he spawns? He has to get some equip/ammo and pg or walk. So where do the rest of building go to? Indeed not in the way! Notice that the protolab’s (bodem left) drop area is large enough to drop equip in front of the armory where it sould be.
There is a clear and unobstructed way from the armory to the pg and to the ip’s
The only things not against a wall are the ip’s and pg but you can shoot over them when a skulk is on the other side

Hope you have learned something. The reason for me typing this was that I hate those bases at pub matches, so next time you pop in that cc plz give it a try!

---Shadow out <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->

/edit fixed them pics a bit

Comments

  • GrimfangGrimfang Join Date: 2003-02-04 Member: 13086Members, Constellation, Reinforced - Shadow
    Very good and simple guide, easy to understand.
  • DarkEnligtherDarkEnligther Join Date: 2003-08-29 Member: 20330Members, Constellation
    Maybe add something about the obs? I find that an obs placed near the exit(s) of a base increases your chance of actually spotting an enemy before he gets near (unless you have MT of course).
    For example on that Eclipse screenshot I'd put the obs near the door against the wall.

    Also, you might want to put some more space between the PG and the armory, if, ON A PUB, people get beaconed, you drop em lots of guns, they ARE going to hump. And they ARE going to crowd around on the armory and one of em is going to step on that PG and might just get his stupid arse telefragged

    And what about mines? Mines are your best Pub friend!

    Good guide though <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    Good guide.
    Only thing I have to disagree is you're IP placement in the first picture.
    If a skulk (or whatever) sits in front of the IP the spawning marine will be trapped in the corner and has absolutely no chance to evade the attacker.
    I recommend to build IPs in open places.
  • ShadowShadow Join Date: 2004-09-01 Member: 31145Members, Constellation
    tnx DE for the suggestion of the obs near a entrance it's edited
    and well the ips are so placed that if a skulk is biting them (i'm talking about veil) then comm can pop out of his cc and kill them with great ease
    Thats my biggest flaw as a comm, I pop out of the cc to much to kill incomming skulk (i know i can beat them ^_^) and i don't recommend that for others just get a mine pack and place 2 mines infront of each ip and thats setteld as well
  • TmHTmH Join Date: 2004-10-05 Member: 32096Members, Constellation
    Good guide, easy to understand.
    But it still isnt a good idea to place the IPs in a corner, its important to be able to dodge a skulk when you spawn IMO...
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    Having the ips in those corners on veil is horrible. One skulk biting from the opposite side traps all spawning marines.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited January 2005
    Good guide, but I utilize a different build that people have called "suicide d". At least in pubs when I don't know the marines or I think that they are not going to be close enough to the base to defend it. Essentially build everything around an electrified tf. Yes it costs 40 res but piece of mind from skulk rushes is invaluable. I know becuase I've taken out several bases my self as a skulk.

    On that subject the close IP thing is deadly, I've been able to camp three ips clustered in a line and this was against good kids, but when you move them farther away that extra .5 of a second is enough to give the marine the kill.
  • DarkEnligtherDarkEnligther Join Date: 2003-08-29 Member: 20330Members, Constellation
    4 packs of mines > elec TF
  • ShadowShadow Join Date: 2004-09-01 Member: 31145Members, Constellation
    come one show me your base then! Where would you put them ips on veil?

    My defense is that whenn the skulks only have a 90 degree angel to attack each ip and that 2 mine are enough to cover it completly
    second there are 2 ip's separated by a stair (with a bar next to it) so if a skulk is biting 1 ip and a rines spawns on the other ip, the skulk is death
    3th if a skulk bites a ip, the comm has a excelent vieuw on the skulk while the skulk can't get to the comm because there is bar between him and the comm

    so from my experiance if works!
    if you are unsure then get a extra mine pack!
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    I liked the guide but your biggest problem is those IP`s


    I have thought how to solve the ip question and i like to place the ips on the stairs.
    This way you have some space between that doggy and you hopping out the chair!


    Also about general observatory placing, put it behind the rt as near the wall you can get on right side.

    Why? The left way is long corridor--->easy to see spawncamping oni`s while the right side is cornered and aliens like to camp there, especially under the rail in corner. Surprise them and spot em by obs on the wall!
  • Skilled_ProSkilled_Pro Join Date: 2005-01-08 Member: 33748Members
    Get as many IPs as possible, that way it will increase spawning time meaning you have more men to work with. Two at the start is fine, but when you start getting res and people start dieing, lots of IPs really help!
  • ShadowShadow Join Date: 2004-09-01 Member: 31145Members, Constellation
    <!--QuoteBegin-Skilled Pro+Jan 8 2005, 07:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skilled Pro @ Jan 8 2005, 07:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Get as many IPs as possible, that way it will increase spawning time meaning you have more men to work with. Two at the start is fine, but when you start getting res and people start dieing, lots of IPs really help! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    erm thats is a game of how many players? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • TmHTmH Join Date: 2004-10-05 Member: 32096Members, Constellation
    It's a pub game you already lost <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    good job on the guide.

    But I disagree with your setup on the very first pic (map is ns_veil if i'm correct). I have a pretty good suggestion from clanning experience (last year the map of the week was ns_veil for two weeks and my clan practiced the same building techniques over and over with many wins).

    The ips are in the correct place. However, I think the armory should be placed against the wall, in the space between the arms lab and the other structure. The obs should also be placed far away from the comm chair, in a corner, so that a skulk who is going to try and eat it will not be able to hide behind it. The arms lab should be placed at the opposite corner for the same reasons. Finally, the space between the comm chair and the Armory should be reserved for a phase gate and mines should be around/close to the ips.

    The real goal of structure placing is to prevent skulks from taking shelter behind anything. So you want to place as many structures against walls and in corners as possible.

    Never jump out of the comm chair if a skulk is eating a structure that is very close to the CC, unless you have mines nearby.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    You got the general idea of spacing buildings out, not clustering, and giving the commander a good view of the area.

    The IPs should be in the open, so that the skulk knockback will push marines away and not into a railing.

    The armoury should not be placed in the corner like that. Marines taking ammo will be forced to face it, or will not be able to see the approaches to the base properly. Meaning a skulk can easily chomp them down. For e.g., placing the armoury where the arms lab is, stick it a bit out so a marine can face the 2 entrances, and place a mine behind the armoury so that skulks can't hide behind it when the commander jumps out.

    Placing mines near the IPs and even 1 near the commander is very important against skulk rushes. I start with 1 pack at the start and if they are used up or fades come, I'll beef it up to 3 packs for a total of 12 mines.

    People think it's a waste, since a fade can take 6 mines before dying. But my team has laughed like crazy when a fade tries to swipe the base tech, and a single LMG marine and 3 mines blow the fade sky high.
  • DemonfistDemonfist Join Date: 2005-01-08 Member: 33966Members
    Great guide man! I've been looking for something like this, so I don't get yelled at for trying out commander <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-Skilled Pro+Jan 8 2005, 07:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skilled Pro @ Jan 8 2005, 07:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Get as many IPs as possible, that way it will increase spawning time meaning you have more men to work with. Two at the start is fine, but when you start getting res and people start dieing, lots of IPs really help! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like to place 3. Ip if the game isnt stuck on the 1 hive alien massacre as they nowdays do. It`s amazing how good that thrid IP can be especially on hazard new Pg`s where you need people -now- and not after respawning.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-Demonfist+Jan 9 2005, 12:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Demonfist @ Jan 9 2005, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Great guide man! I've been looking for something like this, so I don't get yelled at for trying out commander <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nice that it helps. Now concentrate to our holy discussion about:

    IP`s and their non-exsisting-360-degree-freedom
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Concerning the last picture:

    The armory isnt placed well. Rines face the wall, when the hump it.

    Rine looking at a wall=easy prey

    and btw: You stole my ip placement u evil evil evil evil.....PERSON <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    The only issue I can see is that you require the marines to go up the stairs, or jump to geto the armory. if you need to SG rush this could create a problem since you will have a bottle neck effect. but other than that. good base.
  • ADagADag Join Date: 2005-01-10 Member: 34723Members
    Most of the time....If your team is good...you won't have aliens in base...Always keep your vision at least showing a little interest in base....I'd recommend having the ips same distance from the armory but enough distance apart you could put like a electrofied tf in the middle...I think its easier if you place armory in the middle...Its going to be the thing most people aim for first....If you are having serious troubles with skulks biting the ips( and arent losing insane res) ...spend the 40 res for electrofy. Alot of this information you can learn just by watching other commanders....It doesn't hurt to learn other strategies..

    I normally don't comm many NS classic maps...Mostly just siege but i'm not a horrible comm.
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