Pay Attention To Where You Put Structures

SecretFireSecretFire Join Date: 2003-01-02 Member: 11712Members
<div class="IPBDescription">TSA marines are a little claustriphobic</div> Often times when I'm playing, people will lay out a base with absolutely no regard for where they put things. Obessesing over where you put things might seem a little silly, but it's actually quite important. A good marine base requires 2 things:

1. An easy path to all necessary structures, ips, armory and phase gate.

2. Lots of empty space to move around and shoot incoming skulks.

Often when the marines relocate, you see structures being placed all over the area in a somewhat random pattern. Once turrets start getting placed, it's a clogged nightmare. There is a problem with this: The small spaces and confusion of a clogged up base gives skulks a major advantage. Without distances between them and the skulks, and room to dodge, marines have a much harder time of defending.

Also, when the marines are forced to crouch jump around the base, they get to the armory and phase gate much slower, and it's quite possible to get several telefrags as people try to move around the base past ips and phase gates.

Another big problem you run into is handing stuff out, especially HA/MHG. Trying to get a good group together when there's no space to put them in is rather difficult. You end up having to drop items all over the base, and hope the people can grab their stuff and form into a nice little group.

So when you relocate, pay attention to space, and make sure the marines don't have to go through a maze to get where they need to go.

Comments

  • LitanyLitany Join Date: 2002-11-10 Member: 8043Members
    edited April 2003
  • roachemsroachems Join Date: 2003-04-02 Member: 15148Members
    bout time someone said something about that.


    - roachems[AR]
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    i forgetin the heat of battle about that sometimes.

    Start getting turret farm locations that are like obstacle courses for the rines.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I put phase, IP's and armory a nice distance apart. Everything else I stack in a massive pile on top of the comm chair, then make some one cover it in mines.

    This setup is nice because the marines have easy access to the buildings they need and everything else is in one spot for easy turreting/mining.
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    I said something about this before and no one paid attention to it. Bravo.
  • SecretFireSecretFire Join Date: 2003-01-02 Member: 11712Members
    Well, while a have a few people here, here's a question: How far away should the non essential structures be, do you think? They need to be close and defensible while still keeping space around the base. And of course, there the issue of drop radius around a proto lab.

    And: Shoud there be more turrets in a base than the amount required to effectively cover all angles?
  • Sgt_AstroSgt_Astro Join Date: 2002-12-21 Member: 11311Members
    All the upgrade labs are weak compared to the essiential structures. Which means a single skulk can take a 45 Rp structure out on one run. Although stacking all your buildings in one massive pile may seem appealing, 1. it makes it difficult, if not impossible to select the buildings for upgrades and 2. if a skulk finds a hole to hide in it can eat all of them from the inside out with perhaps only his tails hanging out. The proper radius for non critical buildings to be appart IMO (in my opinion) is about the size of a skulk around the building, that way you don't get skulks wedged inbetween buildings who are almost impossible 2 hit.

    Also, if you lose a building (unless its an rt) NEVER put it in the same spot, it died for a reason!

    Furthermore, if your going 2 have more than one IP, DON"T put them next to eachother! A single skulk can sit above the ips, or next to them and eat everyone as soon as they spawn, this is especially true if the ips are next to a wall.

    Hope this helps.
  • OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
    Amen. Here is my basic spawn setup (note: read my post titled Marine Tactic #9 in the Frontiersman Strategy forum).

    1.) Build your infantry portal (IP) one portal's-length away from a corner in your main spawn (preferably against the wall).
    2.) Once the IP is completed place a turret factory (TF) in the corner behind the IP.
    3.) Place a sentry turret (ST) at the corner of the TF which should place the ST adjacent to the IP.
    4.) Drop your second IP on the other side of the TF which will effectively create a wall that the ST can shoot over, prevents circle strafing of said ST, and covers both the ground and walls from skulk spawn camping attempts. The key here is that the IPs are low enough that the ST can shoot any target without being impeded thus forcing skulks to sit still if they wish to do any real damage. (this step can be completed later if you do not need the second spawn immediately)
    5.) Place one ST on top of your resource tower (RT). You may have to try many times to accomplish this as there are only certain spots that you can stack them on. Placing it off the ground makes it very hard to circle strafe AND allows it to shoot over the RT and into the rest of the base.

    This is a pretty solid base defense that prevents clutter because you're building a corner and stacking on the RT. If your RT's ST can "see" the IP's ST then build your armory at the halfway point of a direct line drawn between the two. This provides cover from all angles and leaves plenty of room for the "humping". As for advanced and costly structures, simply place them anywhere along a wall and drop a ST on their far corner to provide cover. Preferably these STs would also have angles on the central armory providing even more cover and crossfire.

    If you have any concerns about the cost of this, well, I have not lost a spawn yet. Not to a skulk rush anyways... Not for a good hour or so of intense gameplay. And, if you missed the opening please note: I explain my use of the TF concisely in my other post, Marine Tactic #9.

    -OldManRipper
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    Many people under-estimate the importance of structure placement and for the sake of my sneaky alien tactics I wished you kept quiet about it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    As a skulk preparing for a base attack the first thing I'll do is go on a scouting mission. I probe to find gaps in there turret coverage, make a loose mental map of the base layout, and <i>find flaws in their structure placement</i> that might play to my advantage.

    <!--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-->1.) Build your infantry portal (IP) one portal's-length away from a corner in your main spawn (preferably against the wall).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'm not sure it's a good idea to make IPs right next to walls. Sometimes when you are chomping at an IP from the ground and someone respawns there is a tiny chance that marine can leap off the IP before you can kill him. This might be due to armour upgrades (Not enought chomps) or the positioning of your chomps (Your weren't angled high enough to actually damage the marine).

    With an IP against the wall I can elevate myself up the wall, hang at respawn height and bite downwards. This way I can chomp the IP and be pretty confident that any Marines who spawn will also be covered by my bitegun.

    I build my IPs in the corner but I allow enough space so that a skulk can't reach the IP hanging from the wall.
  • OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
    But you missed the point when you quoted me... read on and find out why I placed it there. Yes, I have done what you have done many times. I know where you're coming from. Now read the rest of my post please.

    -OldManRipper
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    edited April 2003
    <!--QuoteBegin--OldManRipper-nC-+Apr 22 2003, 04:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OldManRipper-nC- @ Apr 22 2003, 04:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But you missed the point when you quoted me... read on and find out why I placed it there.  Yes, I have done what you have done many times.  I know where you're coming from.  Now read the rest of my post please.

    -OldManRipper<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've read your post.

    I should have clarified in my prior post;

    <b>If you don't plan to get a Tfac for your Main Base</b> it is best not to put an IP right against the wall because of the popular tactic I posted above (which many people are aware of)

    But <i>if</i> I was going to get a Tfac for base (As a Comm I prefer a Base Guard and Mines) your layout advice would come in handy.

    <!--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-->5.) Place one ST on top of your resource tower (RT). You may have to try many times to accomplish this as there are only certain spots that you can stack them on. Placing it off the ground makes it very hard to circle strafe AND allows it to shoot over the RT and into the rest of the base.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't know if I would ever recommend stacking marine structures as a Comm. Like you said, it is so hit and miss to purposely stack in the command console (I can't anyways) and I think there has been talk that it will be removed in v1.1 anyways.

    <!--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-->...prevents circle strafing...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I do like the fact that you take this into consideration for your layout. Structure placement can total affect a skulk's ability to circle strafe and chomp a turret/building. I can see that this IP/Tfac/Turret placement could be awfully effective in pubs, <i>expensive</i> but effective.

    Next time I need to build a Tfac in base early or make a relo to Hive I'll try it out.
  • OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
    Yeah I'm going to miss building stacking... there isn't anything like having a Sentry on top of your armory... funny stuff.

    -OldManRipper
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I will miss building stacking too. Nothing like having my entire base in a rather large pile near and on top of the comm chair surrounded by turrets and 6 packs of mines.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    some people will put IP's up on top of things to prevent skulk eating em, heres a note; put the armory in a difficult place as well, preferably with only one or two sides accessible to a marine, i like putting it up on that pointy thing in atmospheric for example. if only one marine can hump at a time, more of your marines will be active and defending.

    if you put the armory in the middle of the room, you will often have four or five marines seeing only it, making armory sounds (which sound like a skulk dinner bell to me!)

    put that armory in a difficult place and some amrines will complain, but what they dont kno is that while theya re complaining they are providing very good human base defense!
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    It's just like any RTS. In starcraft, especally, if you didn't leave enough room between buildings, your units would trip over them, get suck, and defending and repairing was a pain.

    Similarly, a too-compact base will make skulks harder to hit as they dart in and out of buildings, and will make it difficult for your amrines to reach the PG or leave without running into someone who just respawned and is running to the armory.
  • 2Moronic2Moronic Join Date: 2003-04-07 Member: 15268Members
    edited April 2003
    Many games I have been the commander, I find that you can defend a hive with around 2-3 packs of mines strategically located around the buildings along with just 3 turrets or heck even two can be quite effective for a short period until you can build some more... The gorg also has a hard time trying that tactic of placing buildings on the pg especially when he has to circumvent turrets as well as a mine field. The cost isn't that bad when you see that at most it will take two mines to kill a skulk. So that is around 3.2 res per skul when they have level three carp. That 3.2 can get recovered quite quickly compared to 19 for a turret at the immediate time. If you use a mixture of mines and turrets you can create a very difficult situation for skulks, because they have to keep moving to avoid the turret fire, of course on the flip side they need time to adjust their movements to dodge the mines. Well, obviously one of them is going to get him, most likely the mine. You can buy two packs of mines for the cost of one turret which is another reason to use them initially. A defense of 2-3 packs of mines and say two turrets can handle single and dual skul attacks quite easily. Multiple attacking skuls is a bit different, An example, when all of them attacked at once(around 8 or 9) I lost all of the mines( 2 packs ), tf, and turrets(2 at the time). However, the defenses managed to wipe out around 5 of them and created enough time for all my marines to come through and retake it. There was alot of med spamming involved when they started to come through, but I managed to retake it as well as kill the gorg whom was starting to build. I planned to build more turrets but I was busy securing the other hive that what I had there was or had to be enough, the sudden rush of all of them though was not expect at the time and surprisingly the mine and turret defenses held under the intense pressure that I was able to resecure it. I dont think even if I had a 6 or 7 turret defense system could hold off that many skuls, they would have quickly taken out the turrets and then worked on the pg. The mines I have to say was the primary line that truly held them all back.

    Structure placement is very important that designing your buildings so that they are built into the walls allows for better coverage. Build the Tf as close to the pg as possible and both into the wall if possible away from any vents so to prevent lerk harassment. By building into the wall you have cut off areas of attack a skulk can attempt to try on it as well as increase your turret coverage since there is no need to cover a side which is in a wall. If your trying to fend off a skulk rush in the beginning I prefer to use mines. Although they cost 8 res and it is only a one time use they are VERY effective in providing coverage. As for spacing, you want your structures close yet not far from each other because you close open gaps for skulks to exploit. If your afraid about the skulks giving your marines a hard time then use the mines to help complement your defenses so that skuls dont have the advantage of close quarters battle in your crowded structures, even more so it makes it even more dangerous for the skulks when there is mines in narrow gaps, where there is only ONE way to go...

    You should never use mines as your only means of securing a hive. Because they get used up, you need quite a few to keep it secure, and they are stationary. So use a mixture to your advantage and be sure to tell the marines where you want them before you give them the pack... I always end up giving out alot because they dont put it where you want them which is around the buildings. Instead, they place them in the entrances of the hive areas... *sigh* It's not bad to do that but they really should have placed them around the buildings first.

    Also, skulks to chomp the ip and marine only need to run into it and then jump once. You will find yourself floating on the edge where the marines respawn. At this position, you can chomp the ip and chomp at any marines who respawn as well. You do not need to stick on to a wall to do this as mentioned somewhere around here.

    As a favor to all your marine comrades if you see no one guarding the front of the base while your members are loading up on ammo be the turkey(frontman) and guard the front for a bit until they are through with the armory. I usually regate myself to guarding them while the monkeys load on ammo because they are having "special" relations with the armory to realize that we are under attack. Be proactive and a team player by being the turkey(dedicated welder) in the HA assault especially when you see NO ONE taking the job, which I end up taking I might add.

    Believe me being the turkey is the MOST important job no matter how unglorious it is, because guys and girls... There is no thanksgiving... without the turkey...
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    <!--QuoteBegin--Zel+Apr 22 2003, 02:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Apr 22 2003, 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> some people will put IP's up on top of things to prevent skulk eating em, heres a note; put the armory in a difficult place as well, preferably with only one or two sides accessible to a marine, i like putting it up on that pointy thing in atmospheric for example. if only one marine can hump at a time, more of your marines will be active and defending.

    if you put the armory in the middle of the room, you will often have four or five marines seeing only it, making armory sounds (which sound like a skulk dinner bell to me!)

    put that armory in a difficult place and some amrines will complain, but what they dont kno is that while theya re complaining they are providing very good human base defense! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Of course, some marines will inevitably sit there facing the armory in line, oblivous to anything else in the room except: "Wow that guy sure has been there awhile, isn't he done already?" "Hey buddy, I'd like some ammo too ya know!" <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Also, if building more than one IP, place them as far apart as possible so that the skulks eating one can still get shot by the other coming out of the IP 10 feet away.
  • 2Moronic2Moronic Join Date: 2003-04-07 Member: 15268Members
    edited April 2003
    There really is no way to protect against it... You just have to trust that your players know what they are doing... And putting the armory in a horrible place can be more detrimental than helpful in keeping your marines in line...

    It really just helps to have consious players who are aware of what is around them and are consious of what needs to be done and how it is to be done. I think it helps to have semi-commander players who know what it means to command and how important it is to be aware of these very small but life-changing details. Details like when loading on ammo it only makes sense to face the door where the enemy is most likely to come at you.

    I am sure many of you have commanded a team which went off on their own and did their thing while you were trying to get them to go to the @$^%#&* wp you set. Whats more is they all complain that you didn't command them well but it wasn't your fault since everyone went in totally the opposite direction from the wp you set... I know, it really makes you want to cry when nobody follows your orders, hate it even more when they blame you for their own insubordination.

    But in those few games, you thank god you have those few players who listen to you and follow your plan to succession and don't run off on their own just for kicks, many of those are unwilling turkeys who really brings thanksgiving to the table... Oh and brings fun to the game... If you see no turkey on the team, then opt to become one and voluenteer for the job of being the turkey...
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