Make Your Bases Flow
Gecko_God_Of_Dooom
Join Date: 2004-02-10 Member: 26353Members
<div class="IPBDescription">itll help you win more.</div> Okay, I see alot of pub comms, and a few pug comms. that dont make thier bases flow properly.
1st, put the IPs as far away from the comm chair as possible. This will allow you to save your base from one stupid skulk 95% of the time if you have decent aim.
2nd DO NOT PUT ANY BUILDINGS TO CLOSE TO THE IPS. ESPICIALY THE ARMORY.
There is nothing like spawning and waiting to get through the phase gate or just leave base because some dude decided to hump the armory, thus blocking your only exit.
3. Make sure there is a DIRECT OPEN PATHWAY to your phase gate. Nothing is more irritating than a comm screaming, phase phase phase, when you have to play hopscotch through thier base.
4. Have the Phase gate in between the Armory, and the IPs. That way anyone on the armory has a clear path to the phase gate. and since most people look at the armory when they spawn, They will see the pahse gate too, so they will always know where it is.
5. try to keep the, armory, ips, and phase gate on the same ground level.
Hive lock Down. (if you do that sorta thing)
If your going to lock down a hive. FOR THE LOVE OF ALL THINGS PURE. please do not put the TF in the middle with 8 turrets circling it. What you do is put the TF in a corner, or against a wall. Then, put 2-4 turrets infront of it so that way in case anything is hitting the TF, it has 3-4 turrets shooting at it. THEN. if you use a phase gate. make sure AT LEAST all your turrets are able to hit it. ALSO. try to make it so Turrets dont get in the way of marines. putting turrets against a wall and making your mini bases more open WILL be the difrance between keeping that spot and loosing it.
NS is a game lost in the Seconds. not the minutes.
1st, put the IPs as far away from the comm chair as possible. This will allow you to save your base from one stupid skulk 95% of the time if you have decent aim.
2nd DO NOT PUT ANY BUILDINGS TO CLOSE TO THE IPS. ESPICIALY THE ARMORY.
There is nothing like spawning and waiting to get through the phase gate or just leave base because some dude decided to hump the armory, thus blocking your only exit.
3. Make sure there is a DIRECT OPEN PATHWAY to your phase gate. Nothing is more irritating than a comm screaming, phase phase phase, when you have to play hopscotch through thier base.
4. Have the Phase gate in between the Armory, and the IPs. That way anyone on the armory has a clear path to the phase gate. and since most people look at the armory when they spawn, They will see the pahse gate too, so they will always know where it is.
5. try to keep the, armory, ips, and phase gate on the same ground level.
Hive lock Down. (if you do that sorta thing)
If your going to lock down a hive. FOR THE LOVE OF ALL THINGS PURE. please do not put the TF in the middle with 8 turrets circling it. What you do is put the TF in a corner, or against a wall. Then, put 2-4 turrets infront of it so that way in case anything is hitting the TF, it has 3-4 turrets shooting at it. THEN. if you use a phase gate. make sure AT LEAST all your turrets are able to hit it. ALSO. try to make it so Turrets dont get in the way of marines. putting turrets against a wall and making your mini bases more open WILL be the difrance between keeping that spot and loosing it.
NS is a game lost in the Seconds. not the minutes.
Comments
Thank you!
Amories so don't need much protection, if any. IPs and PGs work well next to an electrified RT or TF.
Good advice Gecko.
about hive lockdowns: try to avoid them. actually remove the "try to". the most hive defense you'll ever need is a pg+rt hybrid protected with mines, and possibly electricity (this is a luxury).
<b>YOUR BASE DOESN'T NEED 12 TURRETS IN IT TO BE SAFE</b>
IF i use turrets to lock down a hive, the max I use is 4. and a phase gate. And when im trying to seige a hive, I sell it all. and get back. 32.5 rez (I do something like this once about every 10 games and only on pub play)
I personaly just like to have A phasegate, a Amory, and 1-2 packs of mines. It works way easier, and plus you can sometimes get a fade kill, because he accidently steps on a couple of hiden mines while a marine is popping out.
I also want to say this. Never underestimate the power of having 4 IPs on a large server. +9 players. when trying to seige. @ about 6 mins to the game. does amazing things. Best used with player who just can't aim very well.
My kind of commander. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I also want to say this. Never underestimate the power of having 4 IPs on a large server. +9 players.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, more IPs can prove to make a deadly constant stream of troops. Combined with PGs this can make an ultimate offense.
With a good offensive you don't need much defense.
If I can afford it (and the phase_select pluggin is installed), ERTP's at every one of my res nodes.
I can get my squads to anywhere very quickly. Sometimes I'll have all offense except for one person with a shotgun, and it's his job to continually patrol of the PG locations.
You do NOT want a marine to walk across a phase gate or IP, ever. Do not put either in the path from point A to point B. It's just asking for a telefrag, cuz players are lazy and won't walk around.
Even if you make use of the electric circle, you can easily put the armory opposite the IPs.
Also, avoid placing structures such that they block your rines' lines of fire. Everything that isn't an IP, phase, or armory should be securely wedged into a corner or against a wall, otherwise skulks will just hide behind it, using the shadow to close the distance.
IPs and phase gates are flat, and therefore don't obstruct views. An IP in a corner can be defended with two mines, but if those mines are gone, then it's <i>really</i> easy to camp them. Phase gates need to be somewhere that you can get knocked back from.
An armory in the corner means the marines will have their backs turned. Bad idea.
Be warned: if you leave a gap for a skulk to hide in between the structure and wall, you are in for a world of hurt.
AS some1 said about fixing obs/proto i would say no. It would help allmost nothing...
And Yes please understand that if you want to win your base must not be trick-track to pg/out of ms.
Placing ip`s right next to pg works wonders, Ill have to try it with 4 ip as someone mentioned, Do you allso know how much faster rate you will have?
And read the thread about preventing armory humpers luv the humperzapper there!
<!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
Ajurian L0l!!11eleven
And keep in mind that most of your marines will run straight to the armory when they spawn, regardless of where the IPs and phase are located. So try not to get them telefragged on the way there.
But it's important that its still safe, or easy to defend in general.
Now, how about ns_mineshaft? That marine spawn is nasty. How am I supposed to fit stuff in there without being blocked by walls, beams, or other structures?
If your going to lock down a hive. FOR THE LOVE OF ALL THINGS PURE. please do not put the TF in the middle with 8 turrets circling it. What you do is put the TF in a corner, or against a wall. Then, put 2-4 turrets infront of it so that way in case anything is hitting the TF, it has 3-4 turrets shooting at it. THEN. if you use a phase gate. make sure AT LEAST all your turrets are able to hit it. ALSO. try to make it so Turrets dont get in the way of marines. putting turrets against a wall and making your mini bases more open WILL be the difrance between keeping that spot and loosing it.
NS is a game lost in the Seconds. not the minutes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually, if and when I lock down a hive, I like putting the turrets all around the phase gate and turret factory, as far as possible from the hive entrances (this assuming the hive room is all one level and no major obstacles). Turrets are actually excellent speedbumps for fades and onoses. A careless fade ambushed by a marine coming through the phase with a shotty might not think to blink UP before blinking away from the tf, in which case he's liable to get caught on a turret for a split second, and almost certainly die. Turrets are even better at slowing down an onos; heck, even after the onos kills the tf those turrets are useful slowing down the onos' charge and/or escape.
Oh yeah, and stay away from building near unweldable vents in hive rooms and/or important chokepoints. You <u>will</u> be bilebombed from them if the aliens know what they're doing.
but isn't placing an ip in the corner or at least against a wall opposite the cc a good idea? i mean the skulk would have to rely on sound to know when the commander jumps out and that would be hard because of the sound of the biting.
if the ip is just put in open space, i know as a skulk i tend to bite the ip facing the cc and when the commander jumps out i can quickly react..but if i have to face the wall wouldn't ur reaction time be much slower...?
If I can afford it (and the phase_select pluggin is installed), ERTP's at every one of my res nodes.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you can afford that, either A or B applies.
A) You have so many resnodes you should stop trying to lock them down and just kill the hive!
B) You have so few resnodes that res would be better spent elsewhere.
ERTPs are better off as just ERPs, what do you need the TF for anyways? Have one in MS and elec away.
If I can afford it (and the phase_select pluggin is installed), ERTP's at every one of my res nodes.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you can afford that, either A or B applies.
A) You have so many resnodes you should stop trying to lock them down and just kill the hive!
B) You have so few resnodes that res would be better spent elsewhere.
ERTPs are better off as just ERPs, what do you need the TF for anyways? Have one in MS and elec away. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Originally
Just RT
then if res, electrify
then if res, phase gate
ERP, which is usally ample
If I'm rolling in the res or this area needs an inorinate ammount of security, then ERTP. Best example is the maps with a double res. Base in a hive and ERTP in double.
I always relocate as comm. I think MS is boring and if you just stay in it you will eventually suffer the wrath of aliens with a lot of res and three hives. (read more at Xenocide and you loose)
My usualy strategy is as follows:
relocate, grab res, then depending on alien response and how my team is doing, race to weapons 3 and shotguns and go kill a hive. I play NS much like how I play chess, get on the offensive, stay on the offensive.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the best defense is a good offense<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I am a master of defending a base but that's my backup. Now with that said I don't want my tanks and best troops to be on the front lines. The expendable guys go first.
If I can offer some important tips about IPs to this thread they would be:<ul><li><span style='color:red'>Never</span> put IPs near the armory, but they both go out in the open for easy access</li><li>IPs and PGs should be in close proximity</li><li>more IPs is vital to keeping a strong offense, the faster the respawn; the more man power you can throw at the enemy</li></ul>
Only problem I have with building a lot of IPs early is the mentality that dying is okay in classic. In my opinion, dying a lot is the worst thing that can happen, even if you have 3 IPs churning out marines. With the RFK system, the more you 'feed' the aliens, the faster they get hives and fades. If their evolution rate is faster than our tech rate, chances are you will lose.