Building You Main Base
Allgoodthings
Join Date: 2003-09-16 Member: 20932Members
<div class="IPBDescription">IP placement</div> Just a simple request, when constructing your main base please think about you object placement. Although it is quite tempting to place your armory near your ip's for convenience, this is a big no-no. When the armory is too close to the ip's you will often find that when your troops are getting ammo or recharging health they will often get telefraged. Also don?t build you ip's at the top of a staircase like in ns_nothing where it can easily lead to congestion and more telefrags. This same principal also applies to the temptation to place a tf near ip's for electrification defense, but again when you phase in and you are stuck between a wall and a tf and there are skulks all around base it becomes really hard to kill them or get out. That?s about it, just a petpeev of mine that never seems to get fixed.
Comments
ALWAYS surround your armory with ips!
This way armory humpers like the guy above me play russian roulette.
ALWAYS surround your armory with ips!
This way armory humpers like the guy above me play russian roulette. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Haha, nice one! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
And if someone gets telefraged from humping too much, he's not worth it anyway.
Unless i know i wanna kill plenty ocs, i won't bring more than 150/20 bullets.
200/30 is about the time to get telefraged.
As for infantry protal placement, I recommend a spot as far away from the commchair you can get while maintaining line-of-sight with it. This makes it nice and easy to pop skulks that try to kill base.
Usually, the best base layouts are more open and easily accessable, but that makes them more vulnerable because they will lose the electrical cover of being right next to a turret factory. That means building turrets to cover the periphery buildings, which is going to be more expensive. You have to find the right balance between a good layout while keeping expenses down, especially early in the game.
(slightly off-topic: it helps to build the Prototype Lab and the Armory so that their drop circles overlap, so you can drop HA's/Jetpacks near the weapons and welders)
*EDIT* one more thing! Sometimes I find it a good idea to build two IPs with as little as 4 or 5 soldiers. It depends on the situation.
If a cc goes down and there are ips near it do they still work?
helps you to nail 3 skulks on yourself if all rines desided to like die
ALWAYS surround your armory with ips!
This way armory humpers like the guy above me play russian roulette. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
thats quite possibly the best idea ive ever seen
ALWAYS surround your armory with ips!
This way armory humpers like the guy above me play russian roulette. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
old, but still funny <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
that is sooo last month
ALWAYS surround your armory with ips!
This way armory humpers like the guy above me play russian roulette. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> LOL LOL LOL <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->