Multiple Bases Strat Or Mini-bases

FiredragonFiredragon Join Date: 2003-07-16 Member: 18207Members, Constellation
<div class="IPBDescription">Could try this out see how it works</div> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->

Well with the new maps and old maps is that I make strategy guides,I take a 5 subject notebook start a LAN game with sv_cheats.


What I do is for a marine strategy guide is I walk around the map writting down all the room/hall/hive names.Then I write down how many things I need at each base like cc's,tf's,turrets,phasesgates,armories,inf portals etc.


One of the things ya wanna try and do is that res depending you want to build full bases or mini at every resource node you capture and can hold.To me I believe resnodes are key locations besides hive rooms.

Also mini-bases could be in rooms without resnodes,I think it just would kinda make it harder for the aliens to move around if you try to dominate the map by building bases everywhere lol.


Building bases/protecting/defending is try to build as many turrets as possible without crashing yerself or the server,basically a massive turret farm

Tf/seige/turrets at resnodes- electrify tf/resnode build phasegate,observatory,armory,as many turrets/seiges ya can.


For moving about the whole map fast is ya can use phasegates or ya can be spawned in at whichever of the multiple bases you have built around the map to takeout hives/aliens etc.


For some things concerning CAL rules like you can't block phasegates or plugup vents with CC's or electrified tf's well somethings that could possibly throwout CAL rules is you can just simply and very EASILY is take them out or just have the Commander recycle beautiful word recycle <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> lol <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->

Comments

  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    My doctrine on base creation is that it should be done at choke points - so thats junctions which if held will deny whole areas of the map.

    As an alien player I have done this on repeated occasions with success.

    As a marine I'm in the hands of the commander, but each time its been employed correctly its been profitable.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    this just wouldn't work on pubs...
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    <!--QuoteBegin-Firedragon+Mar 3 2004, 01:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firedragon @ Mar 3 2004, 01:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For some things concerning CAL rules like you can't block phasegates or plugup vents with CC's or electrified tf's well somethings that could possibly throwout CAL rules is you can just simply and very EASILY is take them out or just have the Commander recycle beautiful word recycle <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> lol <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nobody would complain because you would be essentially handing them the easiest win ever. To be blunt, this strategy is not effective. Building mini bases at every resource node is a waste of resources. By the time you actually get all these mini bases up, fades and onos will be walking all over your 0/0 marines. Locking down key chokepoints however can be beneficial, but locking down every node is just a waste.
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    <!--QuoteBegin-ChkChkChk+Mar 3 2004, 04:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChkChkChk @ Mar 3 2004, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->this just wouldn't work on pubs...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This wouldn't work anywhere.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Hmm, and here's me thinking you were on about a strat I've tried to do a couple of times in pretty large games.

    When you have 9+ marines (not including yourself) I've tried a couple of times setting up two bases. By bases I mean comm chair, IPs and an armoury, maybe with some defences. This allows you to pretty effectively control 2 areas of the map as you have players spawning at both and we all know that marines are better at defending stuff than turrets or mines. Also it makes setting up a new base if you lose one effortless.

    A bad thing about this is that you have average defences at two bases instead of good defences at one. A good thing about this is that you can easily pressure two areas at once. Another bad thing about it is that you normal pressure two places at once so you have to be good as a comm at jumping between the two.

    Phase tech is a must have.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Gah spend your money on killing things rather than building a bigger base. If you won like that, you would have won faster and by a larger margin if you used your resources aggressively.

    Phase gates are plenty for getting your rines to the front line anyway. An extra CC/IPs is a complete waste when you have perfectly good ones to start, plus adds an extra unneeded level of complexity. If you need a new base because the old one is being eaten, build when you need it, and no earlier.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Onoses come into the game so early these days that it's silly to build more than one outpost, unless I suppose it's teams of 12 or something. In that case the aliens' only chance of winning is an incompetent commander or a lucky skulk/gorge rush.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    the only reasion why you should make as econd base is so you can attack another hive more quickly.
    but...
    bases defend against skulk rushes, which is very handy when pressuring a hive.
    bases with 30 turrets defend against just about eveyrhting cept an onos.

    basicly it works like this
    if you got the rescorses attack attack attack.
    if you dont. defend.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    edited March 2004
    <!--QuoteBegin-Mintman+Mar 4 2004, 03:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Mar 4 2004, 03:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, and here's me thinking you were on about a strat I've tried to do a couple of times in pretty large games.

    When you have 9+ marines (not including yourself) I've tried a couple of times setting up two bases. By bases I mean comm chair, IPs and an armoury, maybe with some defences. This allows you to pretty effectively control 2 areas of the map as you have players spawning at both and we all know that marines are better at defending stuff than turrets or mines. Also it makes setting up a new base if you lose one effortless.

    A bad thing about this is that you have average defences at two bases instead of good defences at one. A good thing about this is that you can easily pressure two areas at once. Another bad thing about it is that you normal pressure two places at once so you have to be good as a comm at jumping between the two.

    Phase tech is a must have. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This works pretty good actually. Seen it another comm do it yesterday; on ns_lost with Cargo as the main hive. He just kept an ip at marine start, and relocated to alpha. This really denied a lot of mapcontrol to the aliens, as we had MS, Docking, Coolant, Equi, the two Cargo nodes, and temp control, leaving them with a minimal area of operation, a divided hive situation (cargo lockdown, equi miles away) and 3 res nodes at any time. It was great! I wonder what would have happened if some alien would have been clever enough to actually attack MS IP though ...
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