Commanders, Please..

StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
<div class="IPBDescription">..spread stuff out a bit!</div> Now that turret factorys and res towers can be electrified, I've been seeing a lot of commanders pack all the buildings as close to them as possible so they get the protection of the electricity.
Unfortunately, this means that a lot of the time you discover that all the buildings in your base are crammed so tightly together that you can't get out of the base easily, or you can't reach the armoury without standing on top of the observatory or TF, or you get telefragged by someone spawning in while you're trying to use the armoury.

And of course, it makes life very easy for bile-bombing gorges and spore-spamming lerks.

If marines have to navigate an assault course while under attack every time they respawn, it is unlikely to improve their chances of survival.

Please, commanders, don't pile all the equipment on top of the electrified structure. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    Call me stupid if you will but the way I see this 'bonsai' base is a disadvantage and not really required.

    -- As StoatBringer states and the reason for this topic, it impedes the movement of marines, which are the main offence/defence of your base.

    -- Elec TF/Res is most usefull in discouraging skulks and fades as the gorge, lerk and onos have ways and means to deal with a elec building. A few well placed Turrets can keep skulks and early to mid game fades occupied till marines get on scene.

    So what advantage does the 'bonsai' base give you ? At best I think a few turrets, maybe your obs can be hidden in the elec field - the rest can be placed in a manner to facilitate movement but not be within easy reach of a sneaky skulk.

    Does it ('bonsai' base) provide enough defense vs the trouble of setting it up and the trouble your marines have negotiating the base ?
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    As long as the IP isn't in the middle of circle of structures, I've never really had a problem. It's pretty easy to avoid getting telefragged.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    A bonsai base is not a real problem, provided it is built well. The trouble arises when the path from the IP is blocked by other structures that you have to climb over. A good way of doing it is to build an armory with an IP on each side. Then place the tf behind the armory, pointing AWAY from the MS exit. It should look like this:

    <span style='font-family:Courier'>...TF
    IP.AR.IP

    ..Exit</span>

    Place all other structures around the TF. All structures are protected by elec, and no marine will ever have to move around the back of this 3x3 block of building. The marines spawn in the corners of the block, and get their ammo from the front side.

    A complete block (with a CC somewhere behind it) would look like this:

    <span style='font-family:courier'>...CC

    XX.XX.XX
    XX.TF.XX
    IP.AR.IP

    ..Exit</span>

    ... where "<span style='font-family:courier'>XX</span>" denotes buildings like Observatories, Arms Labs and Proto Labs.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Having a base built clumped up together is asking for a decent skulk to come in and wear all the buildings down while the base guard tries in vain to circle strafe and get a clear shot.
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    yes but on pub's u'll get marines who run away from base as fast as possible, regardless as to whether there's any base defense, and an elec TF will kill a skulk and delay a fade
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--QuoteBegin--Rennex+Nov 14 2003, 09:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Nov 14 2003, 09:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Having a base built clumped up together is asking for a decent skulk to come in and wear all the buildings down while the base guard tries in vain to circle strafe and get a clear shot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    why don't you talk to me about these things :/

    no <3
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    well, if you have them set up as:

    ... TF ...
    IP AR IP

    then there will INEVITABLY be marines who will stop as soon as they spawn in, and get telefragged....it is entirely unavoidable, people do that.

    Also, as a marine, I prefer to be able to get up and out of base as fase as possible, and that setup limits you to three (3) guys humping the armory at one time, which slows this down, unless you have marines pile all over your structures, and those are simple targets for a brave/suicidal skulk, giving him the chance for 2-3 kills before being vanquished. Honestly, I don't want to be stuck back at base, either, so just give me a base with an effective defense, and give me orders to cap res, or get close to said hive, or something like that...I'm there to assist the commander, not to babysit his architecture.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Actually if at all possible build the ips away from the armory so your team is not telefragged. And as always place your armory so you can ammo and be able to see the entrances and hopefully have jumping room.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    edited November 2003
    Ideally, IP and OB should be placed away from TF/AL/PL/etc with 2-4 turrents covering them:

    ...OB.CC.OB
    ...IP...IP...IP
    .
    .
    ...T...TT....T
    ...AL..PL.AL
    T..ST.TF..ST..T
    T..AR......AR..T
    .
    ...T...TT....T

    T=Turret
    ST= Siege Turret
    AR= Armoury
    AL= Arms Lab
    PL= Prototype Lab

    That would be my IDEAL setup.. resources, manpower permitting... putting armoury AWAY from IP would force players to move up... and most aliens seeing rines up front would focus their attack there instead of OB and IPs... which are lifelines for rines, hopefully giving me adequate time to get that all-important HA train up and running. But then again if I had the res to do a setup like ^^^ that, i probably would already have a HA train up and just about to crush the last hive. Regardless, i'll place 1 maybe even 2 armouries <span style='font-size:14pt;line-height:100%'><span style='color:blue'>as far away from IPs as possible.</span></span>
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin--StoatBringer+Nov 14 2003, 01:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StoatBringer @ Nov 14 2003, 01:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you get telefragged by someone spawning in while you're trying to use the armoury. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    heh I think that's a good thing if we're talking about pubs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    I'm pretty sure building spacing will be changed in 2.1 so this will no longer be an issue.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin--Rennex+Nov 14 2003, 04:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Nov 14 2003, 04:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Having a base built clumped up together is asking for a decent skulk to come in and wear all the buildings down while the base guard tries in vain to circle strafe and get a clear shot.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's kinda the point of making a "bonsai base", the elec provides 100% protection against lone skulks(and even zerg rushes kekekeke).
    But in a MS like eclipse, you're probably better off with 3 turrets.

    <!--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--><!--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-->you get telefragged by someone spawning in while you're trying to use the armoury. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    heh I think that's a good thing if we're talking about pubs<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, not really, since they spend more time humping the armory if they have to start over.

    <!--QuoteBegin--Quantum_Duck+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum_Duck)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm pretty sure building spacing will be changed in 2.1 so this will no longer be an issue.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeeeees, but this topic is addressing commanders using this tactic right now, and stating that it's hampering effectiveness, not that it's "OMG unfair!!!1".
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Given that pain is still the best teacher (yes, I spank my kids daily, it builds character), most marines only get ammo while standing on IPs a few times before learning their lesson. Me, I shun IPs like they were pits of doom opening at irregular intervals, just waiting to swallow me... wait, that's not a metaphor, that's a description. Heh. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    when i command... i use this tactical layout:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    IP ... .. ... AR
    AL ... TF ... OBS
    .. ... PL ... IP
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    AR - armory
    AL - arms lab


    now, you might be saying... armory on a corner?... WHY?


    as you can see... there's no phase gate.. because that usually goes next to the res, or... in the empty corner.

    this allows for maximum usage of the armory, protection of the obs between two buildings, and, a strategic layout that benifits defencisvly, without resricting flow.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    <!--QuoteBegin--Delarosa+Nov 14 2003, 02:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Nov 14 2003, 02:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when i command... i use this tactical layout:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    IP ... .. ... AR
    AL ... TF ... OBS
    .. ... PL ... IP
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    AR - armory
    AL - arms lab


    now, you might be saying... armory on a corner?... WHY?


    as you can see... there's no phase gate.. because that usually goes next to the res, or... in the empty corner.

    this allows for maximum usage of the armory, protection of the obs between two buildings, and, a strategic layout that benifits defencisvly, without resricting flow. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    An armoury in the corner REDUCES the effeciency of getting ammo as only so many rines can get ammo at same time. It might be alright in a small game but on a game bigger than 6v6 you'll have problems
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