Commander Question -- Which Structures Are Needed?

CoBrANiTeViPeRCoBrANiTeViPeR Join Date: 2002-11-03 Member: 6382Members
Besides as a backup, is it necessary to have more than 1 observatory? Should another be built in a hive base? What about Arms lab? Prototype lab? What must be nearby in order that heavy armor or jetpacks can be dropped? Just a plain old armory? Or anything at all?

In order to drop a gren launcher next to an advanced armory, does an arms lab have to be nearby? Or does the arms lab just have to exist?

Much thanks.

Comments

  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    The Shotgun, Welder, and Mines need the Armory
    The HMG and GL need the Adv. Armory, and you need to have a working Arms Lab for the GL.
    HA and Jetpacks need the Prototype lab.

    Building backups of your Infantry portals is rarely a bad thing. A backup CC in a well entrenched forward base can save you the embarassment of having a load of HA/HMG marines, but no Commander. You will rarely need backup Arms Labs or Observatories.
  • Shifty_EyesShifty_Eyes Join Date: 2002-10-31 Member: 1784Members
    I've found making a backup base in the hives themselves is a really good strategy.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Well, you have to remember only observatorys can see cloaked aliens before they attack. If I have the resources I tend to set one at every mini base or node. As is you do need an upgraded armory for HMGs or Nade launchers but...with the resources the way they are now...all your main gear should be only at your base, I don't recommand trying to set up every resource node with an upgraded armory and prototype lab.

    As a commander you'll learn over time the what, where, and when of buildings. Get yourself a pretty normal strategy of what you want to take and where on each map. Then work with your marines and make sure they know what you want to do when your doing it...if you have the time to tell them.
  • CoBrANiTeViPeRCoBrANiTeViPeR Join Date: 2002-11-03 Member: 6382Members
    Hmm, so you need a prototype lab nearby to drop heavy armor? Or can you drop it anywhere on the map once you have the upgrade.
    Thanks for the information, just trying to nail down some of the finer points before I attempt commander again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    In order to drop any equipment you need the appropriate structure nearby. "Nearby" fluctuates from structure to structure, but you'll see a green ring around it when you click on the structure. Anywhere in that ring is fair game.
  • GhengisGhengis Join Date: 2002-11-04 Member: 6839Members
    The items listed above have to be dropped near their respective sources. All guns, mines, and welder have to be dropped near an ammo depot, or adv. depot in the case of GLs and HMGs. Armor and jetpack must be near a proto lab. Health and ammo can be dropped anywhere.

    My advice, and don't go telling anybody who commands while I'm playing alien, but the best idea is to turret all your mini-bases and just include a phase gate. Now, anybody that needs anything can return to your main base and grab it, so you only need one ammo station, one proto lab, etc. Save money!
  • GrailGrail Join Date: 2002-11-06 Member: 7233Members
    I don't know if this will really help, but I layed out a few numbers and times in another post. Might give you a better idea of what the commander has to keep in mind while expanding

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=9622' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=1&t=9622</a>

    -Grail
  • CoBrANiTeViPeRCoBrANiTeViPeR Join Date: 2002-11-03 Member: 6382Members
    Very good, thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
    I'm sure I'll think of more questions!
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    edited November 2002
    My bases usually consist of the following:

    <b>Start Location:</b>
    CC
    2x Infantry portals
    Adv. Armory
    Turret Factory and 4x Sentry Turrets
    Observatory
    Prototype Lab
    Arms Lab
    Teleporter

    <b>Secondary Base:</b> (usually in a Hive location)
    CC
    Infantry portal
    Armory
    Turret Factory and 4x Sentry Turrets (+ 2x Siege Turrets later on)
    MAYBE an Arms Lab (late in game, if I have resources and not done teching up yet)
    Teleporter

    <b>Forward Bases:</b>
    Armory
    Turret Factory and 3x Sentry Turrets, 2x Siege Turrets
    Teleporter

    This tends to keep my troops happy - if they want armor, advanced weapons, or jetpacks, they just step into the nearest teleporter to grab em up.

    Hope this helps a bit, it usually works well for me! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Yea...I have to agree, I haven't really been using Phase gates much but usually about mid to late game I start using more. Took me a bit to figure thier system out but...usually at least one to the middle of the map or the forward base helps, just remember aliens can use them to so. Don't go nuts.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Yes, aliens can use the portal, but the mobility it gives your troops, IMO, makes up for it. If possible, I try to set up my base in a layout so that I have the 4 Sentry Turrets covering the whole thing, with a teleporter in the middle. That way, if a Skulk or something gets by (no Onos, as I secure a Hive location ASAP <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->), they get caught in 4-Turret crossfire.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Excellent point Flatline. Remember, nothing beats a good turrent crossfire. With only about 3 of maybe 4 turrents in the right place they can do the damamge of 8 with less consistant loss. At this stage of the game the aliens seem to have the resources, with a good team, to expand a lot faster. There is no reason to bunker in with turrents or do the turrent crawl forward. if you think you need turrents to hold off the aliens...it's to late. if your spending your money on turrents...the aliens are getting bile bombs...which means they destroy all in front of the that isn't moving.
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