Commanders, Please..
StoatBringer
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-->
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
-- 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 ?
<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.
why don't you talk to me about these things :/
no <3
... 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.
...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>
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-->
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".
<!--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.
<!--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