Structure Placement

KoniaXKoniaX Join Date: 2003-02-16 Member: 13641Members, Constellation
<div class="IPBDescription">Is it even important anymore?</div> I've noticed this for some time now. It seems that it doesn't matter where the structures are placed anymore. I remember in the 1.3 and 1.4 days structure placement was vital to wining for marines. Now, many commanders just put everything down as quickly as they can with no regard at all to base construction. I believe that this is due to NS becoming more of a FPS than a RPG type game.

Questions, comments, suggestions?

<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->

Comments

  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    For your IPs and PGs, place them in an open area, so when aliens knock you back off of them, you won't get stuck on a wall.

    For your other buildings, place them against a wall or a corner, so the aliens can't hide behind them while they are attacking them.

    Structure placement is important, but it never makes or breaks games.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-theclam+Feb 20 2005, 02:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Feb 20 2005, 02:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For your IPs and PGs, place them in an open area, so when aliens knock you back off of them, you won't get stuck on a wall.

    For your other buildings, place them against a wall or a corner, so the aliens can't hide behind them while they are attacking them.

    Structure placement is important, but it never makes or breaks games. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I would disagree with that statement simply because the mistake of keep a structure too cloose to the CC can cause the lost of said structure and can be very detrimental to the marine team.

    For example a commander plays his armslab too close to the command chair, and in the middle of the area (so it can be circle strafed) is susceptiable to having it be attacked. If the commander pops, and starts shooting, the skulk can use the structure (while chomping on it) as a means for a shield. If the commander (who is now a marine) advances, the skulk can now close the gap easier because of the sloppy structure placement and will have a greater oppurtunity to knock of the commander, and spawn camp.

    Structures should be placed so that commanders if they have to pop, have the GREATEST ammount of distance between themselves and the structure.

    Structures like the obs, armslab, armory and protolab should be placed in a corner, or hugging a wall, to prevent an alien from using it as a shield.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    in good matches structure placement is VITAL.

    I am known to recycle and rebuild a entire base if I took over from aother comm
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Structure placement is essential if you want to stop some opportunistic little git of a skulk taking out your obs and AA without a scratch.

    You may think "it'll never happen" but you'd be surprised how many comms have been viciously screwed because they never heard base under attack messages.

    Furthermore, you try defending base in a cramped and crappy layout. Not pretty.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    edited February 2005
    I wrote a big thing on structure placenment on this forum

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=88500' target='_blank'>Stucture Placement Advice</a>
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Firewater+Feb 20 2005, 04:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firewater @ Feb 20 2005, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-theclam+Feb 20 2005, 02:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Feb 20 2005, 02:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For your IPs and PGs, place them in an open area, so when aliens knock you back off of them, you won't get stuck on a wall.

    For your other buildings, place them against a wall or a corner, so the aliens can't hide behind them while they are attacking them.

    Structure placement is important, but it never makes or breaks games. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I would disagree with that statement simply because the mistake of keep a structure too cloose to the CC can cause the lost of said structure and can be very detrimental to the marine team.

    For example a commander plays his armslab too close to the command chair, and in the middle of the area (so it can be circle strafed) is susceptiable to having it be attacked. If the commander pops, and starts shooting, the skulk can use the structure (while chomping on it) as a means for a shield. If the commander (who is now a marine) advances, the skulk can now close the gap easier because of the sloppy structure placement and will have a greater oppurtunity to knock of the commander, and spawn camp.

    Structures should be placed so that commanders if they have to pop, have the GREATEST ammount of distance between themselves and the structure.

    Structures like the obs, armslab, armory and protolab should be placed in a corner, or hugging a wall, to prevent an alien from using it as a shield. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You're right. I forgot to mention it.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    yea...uh...sure it's not important. here, drop an armory in the middle of the hive and tell your marines to build it and get their ammo from there.
  • ZephyrYHKZephyrYHK Join Date: 2004-04-23 Member: 28130Members
    <!--QuoteBegin-Armageddon+Feb 21 2005, 06:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Armageddon @ Feb 21 2005, 06:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yea...uh...sure it's not important. here, drop an armory in the middle of the hive and tell your marines to build it and get their ammo from there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A bit too much sarcasm there, dont you think?

    I still think structure placement is important, b/c
    1) Bilebomb
    2) Skulk chomping your base
    3) ip spawn fragging (i.e. ip next to armory, rines hump armory, rines get fragged by ip)
    4) weapon/equipment dropping reasons
  • Vader6Vader6 Join Date: 2004-11-07 Member: 32684Members
    Countless times have I had to navigate through a cramped base to get out to the PG or to kill an alien (for some reason many of the bad comms I encounter place the PG far out, but everything else rediculously close) often being telefragged in the process.

    Heres some tips..
    A: space the structures, do this so that rines can get in and out easily. This also lets turrets have an easier time hitting stuff that gets in.
    B: place mines in the space between for an extra punch.
    C: Keep TF's obstructed (behind objects, around corners, etc) and place the turrets so that an alien has to go past them to even find the TF.
    D: space IP's as far from (big must)
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    Good structure placement is one of the easiest ways to tell a good comm from a bad one. IPs should be as far from each other and the CC as possible, and none of the tech buildings should give a skulk a handy place to hide while he's chewing on them. Ideally, they should also be far enough from the chair that they make it easy for the comm to get out and gun 'em down.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    <!--QuoteBegin-Armageddon+Feb 21 2005, 06:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Armageddon @ Feb 21 2005, 06:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yea...uh...sure it's not important. here, drop an armory in the middle of the hive and tell your marines to build it and get their ammo from there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You Sound like rapier7 only 1000 times worse

    ~Jason
  • intensityrisingintensityrising Join Date: 2003-11-18 Member: 23148Members
    Well for me I like to organize the structures placement, Having everything jammed close together isn't so good but on some maps it is. I like to place my structures somewhere its easy to access.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    as long as u know the general rules of building placement, you can easily place buildings down fast as well.

    even though not a single skulk enters the base and your building structure is not made to use, the extra few seconds needed to place them down wouldn't make much of a difference to the game, while a skulk entering a stupidly positioned base can cost you a game.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I've seen some comms do bizzare things, like dropping the armory in a location that marines have to climb a ladder to access, or on the opposite side of the base from the IPs (it shouldn't be right beside them unless you plan on protecting the whole deal with elec, but it should still be accessable)

    IMO making the armory unacessable to marines is the worst mistake you can make. If worst comes to worst, protect your advanced armory with turrets, it's better then crippling your marines response time for the whole game.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited March 2005
    i did a small project to chart ideal structure placements. criticism is more than welcome though. and before someone mentions it, in lost2.jpg i misthought the armory's position (so dont necessarily do what i did there).

    <a href='http://koti.mbnet.fi/tomekki/baset/' target='_blank'>http://koti.mbnet.fi/tomekki/baset/</a>

    see <a href='http://www.unknownworlds.com/forums/index.php?showtopic=88662&view=findpost&p=1400598' target='_blank'>this</a> post for fixes for some flaws in these builds.
  • amnesiacamnesiac Join Date: 2004-11-03 Member: 32619Members
    edited February 2005
    Nice job TOmekki. I think they all look good with the exception of lost2. I don't think moving all the structures onto the top of that slope in any way gives the marines a leg up on the aliens, in fact i think it's better for aliens <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> You may disagree, but i'm just speaking from personal experience. I think you should add some directional arrows to emphasize the flow of the marine start setup. I believe it's really important to have the base "flow" meaning when a marine spawns he doent have to back track to the armory to load up, or walk to far to reach the phase gate. Everything in the base should <i>flow</i> and be easily accessable.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-amnesiac+Feb 28 2005, 11:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amnesiac @ Feb 28 2005, 11:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice job TOmekki. I think they all look good with the exception of lost2. I don't think moving all the structures onto the top of that slope in any way gives the marines a leg up on the aliens, in fact i think it's better for aliens <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> You may disagree, but i'm just speaking from personal experience. I think you should add some directional arrows to emphasize the flow of the marine start setup. I believe it's really important to have the base "flow" meaning when a marine spawns he doent have to back track to the armory to load up, or walk to far to reach the phase gate. Everything in the base should <i>flow</i> and be easily accessable. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    haha, i know. lost2 was just something i wanted to try out because i got the idea of how it could perhaps work. iirc i havent seen it used in a match, though. obviously the vent above the obs and armslab has to be welded shut <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    and i deliberately placed the the 2 ip's and armory in a triangle as far as possible from each other with the pg in the middle, at least in most cases. another important factor is how easily beaconed marines can reach the phase gate, so it must be around the middle of the spawn points (read: base).
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    About the tomekkis placement I like to put the obs in tanith next to rt. I know it gets bit too close of the exit but you just have great vision in that corridor right outside Ms. People often forget to check it out and give free rfk in start of the games.


    I have also made the conclusion that making those open bases wins over tight shacks. As mentioned Does anyone have some good tips how to make your base _flow_ I usually place the armory next to pg so that you have armory and pg in same line when you spawn in IP. Also using the corners ftw, as tomekki preciously showed.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    make a spaced out triangle with your ips and armoury as the corners then put the pg in the middle as tomekki said, this is usually the most effiecient for spawning marines.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    in your one in eclipse...can't the skulk go behind the arms lab?
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i cant access NS as of now so someone else has to check that. however i _think_ that it cant.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited March 2005
    <u>In reply to: <a href='http://koti.mbnet.fi/tomekki/baset/' target='_blank'>http://koti.mbnet.fi/tomekki/baset/</a></u>

    All of the builds are decent. Comments on your builds.

    caged:
    The commander lacks line of sight on both the armory and obs. They can both be placed against the far wall where the commander maintains line of sight. The arms lab is an early game stucture, therefore placing it below the vent has major early skulk rush factors. Judging what team you are playing also plays a role in possible early game rushes.

    eclipse:
    Good build, good marine start.
    note: Someone asked if the arms lab in that location has a blind spot. It does not. The armory actuly has the largest blind spot in his build.

    lost1:
    good

    lost2:
    bad, everything about it is bad.

    metal:
    Your metal build is rather interesting. It would have the awsome effect of reducing the effectivness of fades(which metal marine start is known for) although it again takes away line of sight from the commander. Simply because the commander loses 100% line of site on your armbs lab and obs, I would never use this build.

    origin:
    Everything is good except the armory placement. The armory placement is horrible in fact. There is a huge blind spot. Just drop the armory down off the brush and it will remove the blind spot.

    tanith:
    I frequently see commanders drop their armory there but have never figured out why. There is a blind spot and it is close to the chair. Having a blind spot on any structure that close to the chair is brutal for the commander. Why not far-wall the armory just like you have the other structures?

    veil:
    I thought I skulk would be able to fit behind your arms lab, so I went and tested it. I was wrong, the small space behind the arms lab is too small for a skulk to fit within. The fact that a skulk can not fix behind your arms makes this build impressive and new to me.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    thanks for the feedback <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> and yeah, i tested that veil armslab as a skulk, too.

    <!--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-->lost2:
    bad, everything about it is bad.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    i saw this one coming <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> you're right, though.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    I think people have pretty much covered marine start base design all over, so, yeah.

    However, the thread author commented on 1.03-1.04 placement... and that was as often tfac placement as anything else. I think, yes, as a community, we're seeing a lot more sloppy outpost designs. Think tfs where 1-turret down makes a blind spot, phasegates neither protected by electricity nor in an open area, outpost observatories without any protection... It's just sloppy.

    Admittedly, there's no best solution for outpost design... too many possible locations, too many variations (obs, no obs, for example). But, I think you can still tell, in general, the good comm who places an easy-exit phasegate with some electricity cover, versus the bad comm whose tfac is in the middle of the room with 1 turret on the rear, and a phasegate jammed between an unelec res node and wall. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    It's just that a lot of the new comms... just don't get it. Don't know why. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • Vlad_DraculVlad_Dracul Join Date: 2004-09-21 Member: 31839Members
    maps have changed for example eclipse <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i know, but i havent had a chance to sit down and make up some smart base layout for the new eclipse. besides, i think it's gonna change slightly in 3.1 =o
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