Base Layout

Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
edited September 2003 in Frontiersmen Strategy
<div class="IPBDescription">How to place stuff.</div> About 50 % of all games as marine i notice pretty stupid base design,so decided to give u my 2 cents.
Suggestions are welcome.

Tf: If possible place it near a wall or other obstruction (in the pic i placed it between the cc and the console).

Why to place stuff at walls?

This prevents sneaky skulks (sitting behind it) and forces every alien to *watch the wall* while attacking it.

If there is not good tf location near a wall,and u need some extra def,at least surround it with 3 to 4 *close* turrets (imagine a armor composed of turrets).

<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> Turrets:
two ways...
1. spread em for maximum cover
2.build walls to block/delay oni (good when advancing/sieging hives in mid and endgame ,but not close to corners!)

<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> sieges:
Keep em out of the way (against walls) or integrate them in Onos blocks (sieges are a bit lower ,its easier to shoot over them).

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

Armory:
place it so that a resupplying marine can *watch the entrances*, and has some cover from parasites and lerk needles (the armory).
Close to the ip. (u can drop the weapons directly into the ip,saves some time,same for the proto dropping HAs and Jps)

Ips:
SPREAD them! To avoid a single alien controlling both while killing one.
In range of armory
In range of Prot lab
Keep them away from walls (wall climbing skulks and functions as some kind of instagib-mine).Less important.
Maybe near a electrified rt or tf

Pg:
Easily reachable from armory and *covered by all turrets*.
In sight of all entrances! (if it gets blocked u can easily attack the blocker)
But hard to bilebomb (range and height).
maybe near a electrifid rt
*NEVER* close to a tf even if its electrified (onos blocks the pg and shreds the tf)

Upgrade stuff:arms lab,proto lab,obs
push em against walls!
*OUT OF BILEBOMB RANGE*
*NEVER IN THE MIDDLE OF THE ROOM* (cover for aliens)
Pile them if they are Bilebomb safe (else spread them a bit),as seen in the picture.

With such an layout its much easier to defend your base,get where u want, and resupp/rearm.
And its harder to kill.

Never place stuff close to entrances.Keep the way they have to go (under fire) as long as possible.
Prefer high and hard to see places( against bilebombs)
For example the engine room in Ns_bast.

Another point that helps a lot,is to keep the room as uncrowded as possible.
In the pic below a defending marine only sees the res or may be some turrets.
This keeps lag and Cpu/gpu usage low,thus improves the aim/fps.
On the other hand all buldings are pretty safe and have full turret cover
(except for the lower right turret which is only there ,to keep a skulk from hiding behind the rt).

Always remember : Free space is your guns best friend

Comments

  • SakuraSakura Join Date: 2003-02-21 Member: 13789Members, Constellation
    Another point about free space is, that there needs to be an open path from your IP (s) and out into the base. I sometimes see commanders making a veritable gauntlet, so that it will take a marine half a minute to get from the IP and to somewhere he can run instead of jumping armorys, tfs and turrets. This is especially bad on small ledges or walkways (like the walkway in marine base or the ledge in data core hive on hera). If you place your IP so that no alien can get to it, it also means that your marines probably will have a hard time getting away from it. And if you don't get away fast enough, you even risk getting telefragged by other spawning marines.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    At bare minimum, a base should be layed out such that there are no blindspots in turret coverage (if turrets at all), the armory is somewhat conveniant and out of danger, and there is no real risk of telefrag. Everything beyond that is just gravy.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    In your pic, the IP is placed almost between the PG and the armory, this is a bad idea. People going from the Armory to the PG risk getting telefragged, as do people coming th eother way. Never place IP's on the route to somewhere else. Other then that it looks good.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    <!--QuoteBegin--Stoneburg+Sep 9 2003, 10:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Sep 9 2003, 10:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In your pic, the IP is placed almost between the PG and the armory, this is a bad idea. People going from the Armory to the PG risk getting telefragged, as do people coming th eother way. Never place IP's on the route to somewhere else. Other then that it looks good. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Alternatively place the IP's around the Armoury - nasty surprise for humpers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    The sad thing is, most of this stuff was common knowledge in 1.04... Especially tfacs. So many new 2.0 comms just assume the tfac will survive (bad comms!)

    Additions:
    1) IPs. Try to put at least half your IPs where they have a height advantage (often hard/impossible). This way, spawning marines have as much hope as possible.
    2) Phase-tfacs. I do, in fact, put my phase near an electrified tfac, to keep skulks from camping it... However, I also double tfac, so, if you do double tfac, then do put your phase near an electrified tfac or rt, it keeps skulks from trying to camp at odd angles where turrets don't hit them.
    3) Obs. The obs is a big question in tradeoffs... On the one hand, it's insanely vulnerable, so you want to stick it near something like an electrified tfac... On the other hand, shoving it in the back of your base, means it's decloak field doesn't always extend to the base's exits.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    edited September 2003
    Sadly, downing the southmost turret will allow you access to the Tfarm and CC, so you need to be a good comm to spot the attack and get out of the chair to kill the skulk. Once the tfac goes the base is pretty stuffed. You could elec the Tfac but again the skulk need only take regen, down the south turret, and then bob back and forth nipping the tfac.

    Additionally, the turrets are arranged so that you could take down each turret from the doorways in the room, sustaining minimal damage. So another scenario is taking out the northmost turrets, running to the PG and parking on it (or destroying it, whichever) while a gorge bilebombs the crap out of the base.

    If you had marines in that base I'd probably agree its pretty well held. Tho as a standalone base it's horribly full of holes.
  • The_Power_of_CheeseThe_Power_of_Cheese Join Date: 2003-09-08 Member: 20653Members
    nice lay out the only thing i would change would be to place the TF and the back of the comm chair that way it bklocks a skuls fav place to hide when attacking a base plus when its upgraded with electricty it'll give them a nasty shock if they try to attack the chair plus with it in the back the 2 turrets on the comp consoles around the com chair can easily gaurd the front of it.
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    Nice layout. Only thing i would do is drop 1 or 2 turrets more near the armory near the end game..
    and swap the top most IP with the Phase. that way reinforcments step over the phase instead of an IP.
    like this..

    turret---Armory|
    -------------------|
    --phase---------|
    --------------turret\
    IP.----IP.-------turret\
    etc etc -----------------\
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    I did this to show some Basic Principles of "Base building" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .

    You certainly could improve this alot with more turrets or wellplaced mines.

    But this was not supposed to be Helm?s Deep,just an Lowcost basic layout + light defences to give an *example*.

    But i admit the IP and the PG should be swapped ( Me has learned a mucho <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> ,thanks!).

    btw every standalone base is in danger without a defender,if something bigger than a skulk or a one-hive-fatty comes through the door.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    If every standalone base is in danger without men being there...... then why bother building standalone bases at all?

    Second, the key point here is that basically only one turret needs to fall in your layout in order to leave the base open to even a basic skulk assault. Your layout *needs* marines to keep it in basic operation. Thats different from a well laid out base who only needs a marine to make sure the aliens dont chip it down.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    Ok,how about this Layout?
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    edited September 2003
    Abit better! You could use another ip, but yea a good example. Almost all of the turrents have fire range over incomming skulks AND skulks biting that pg or the TF, the only concern i have is that maybe there is a hole in the upgrade area, if a skulk managed to drop into that hole in the back, it could do alot of damage befor a spawning marine manages to take it out. But thats a given
    <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Max i'd drill ur node from behind at the front of ur base also soak up some bullets from rines coming for me then when they try to knife me off i eat em.

    If that wont work ur pretty safe to bile from the hallway on ur res node so u'd need to electrify and possibly consider base defender still or another tf to watch ur node.

    The rine start nodes are just about always in pooey locales for rambo skulk to get behind, eg: origin, lost, veil sorta, hera (this real pooey node) etc.

    - RD
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    Lol, I usually place a turret on the end of the railing, and on the 2 places where it turns. This covers the rt from almost every angle (there's a tiny place where a skulk can bite, but very hard to find it.) and it covers both doorways. Yes, there's a danger of lerks spiking a turret, but seriously, lerks take a VERY long time to spike anything nowadays.

    also, any place in the entire room can be shot at by those 3 turrets, provided you don't block them with buildings. Consequently, if you dump your buildings against the left side wall, they're still covered by all 3.
  • EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
    That looks way to clustered, outside of a 4 or 5 person matches it'll just get obscenley congested if your all huddling up on that platform. If by some chance the alien team decides to rush your base they'll have absolutley no problem taking down everything.

    Dont be afraid to spread things out, you have an entire room to use and yet your confining yourself to a claustrophobic state, which is lerk haven. A lerk wouldnt even have to think about gassing, he'd just aim for the armory and it would hit everything.

    Again, the whole room is available to be built in, dont staunch it, make the aliens work on one building at a time if they come in, instead of giving them a nice 6-pack to munch on.
  • Insanity_GizmoInsanity_Gizmo Join Date: 2003-05-05 Member: 16072Members
    Speaking as a Marine 99.9% of the time (I can't even finish Starcraft singleplayer, for crying out loud...) I just want a few things:

    Unblocked IPs,
    Unblocked Phase Gates,
    Unblocked Armory,
    And out of LOS from vents and Ilk.

    (blocked in this case means the building is being touched by another building.)

    You can place the other buildings any way you want, although if you clump them together, they will be difficult to weld.
  • UntitledUntitled Join Date: 2003-02-09 Member: 13348Members
    Has anyone acually impleted some cleverness into your base layout?



    Imagine placing your IPs next to your MS rt. Then electrify your RT. That shuld teach your skulks to bit your ips. Or jam your armory into a corner, and surround it with ips. Goodbye armory humpers. Those are just two examples of how much you can takke advantage of your base, and very effective in a weird sort of way.
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    Actually, I've found a way to keep melee aliens away from your turret factory is to stick four ips around it. They get telefragged pretty often that way.

    I haven't tried this myself, but it annoyed the heck out of me while I was an Onos trying to kill the apparently undefended main base.

    Yes, I did get fragged. Fragged before the tf could elec me to death. Way before.

    Using ips for defense is...quite strange...but it actually works.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    edited September 2003
    The first picture was just an *example* for all the noobie comms,but this thread has mutated into some kind of "build the biggest sandcastle contest" for me.
    Ok,i take the challenge.

    <i>maybe there is a hole in the upgrade area</i>
    Fact is:
    There is no hole in the upgrade stuff pile,they are one big block.
    And i build the block to protect the obs,which has the lowest hp of all buildings.And to get extra elec cover.

    <i>Max i'd drill ur node from behind</i>
    Hmm,haven´t tested it under fire,but i guess turret 1 2 or 5 have u covered,btw its the main base with lots of traffic & the comm.Hard to kill that res.
    And if u want full rt cover get the base in the first screenshot.

    <i>to knife me off i eat em.</i>
    *If* u find a blind spot,u cannot leave it without being shot from 5 turrets,and therefore no marine has to hunt you around the res with a knife.

    <i>ur pretty safe to bile from the hallway on ur res node </i>
    You are right,but *something is* always in bilerange(Exception is MS at ns_veil).
    And rts are cheap and tough.

    <i> if you dump your buildings against the left side wall, they're still covered by all 3.</i>
    Put the armory against a wall? I prefer my marines watching the entrances,while they tenderly humb the armory.
    But its an idea,if u put the armory a bit out of sight.

    <i>That looks way to clustered, outside of a 4 or 5 person matches it'll just get obscenley congested</i>
    If i ever had more than 3 guys standing around in base,i would rethink my tactics...

    <i>he'd just aim for the armory and it would hit everything</i>
    If the Marines stay near the armory after getting ammo,its not the layouts fault.
    They have plenty of room to spread out...With turret cover and free field of fire.

    <i>instead of giving them a nice 6-pack to munch on</i>
    Aliens can only attack one building no matter how dense they are packed ,except for bilebombs and acid rockets.
    This base is out of bilebomb range from the door.
    Ok,if ur defenses are down,theres a gorge playing in ur base and noone is at home (comm too),*then* its a disadvantage.But if ure in such a ****,the splash damage of bilebombs doesnt matter anymore.
    Same goes for lvl3 fade acidrockets,they take quite awhile,and they cant see them from the entrances (the "pile" ,that is).

    <i>Imagine placing your IPs next to your MS rt. Then electrify your RT.</i>
    I *knew* this would come...
    Watch the tf (the one close to the ip) in the screenshot...

    Thats one reason i build the tf into the pile,extra elec cover in mid and endgame.(if u have the res,are unsatisfied with ur turrets,like some fancy stuff in ur base...).

    <i>Or jam your armory into a corner, and surround it with ips. Goodbye armory humpers. </i>
    lol <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    And i thought the Kharaa are the enemy...

    <i>Actually, I've found a way to keep melee aliens away from your turret factory is to stick four ips around it. They get telefragged pretty often that way.</i>
    ROFL!!!
    4 (FOUR!) ips!
    Its a bit expensive,and if one of ur ips is killed the tf is free for all.
    Btw u have a 1 to 4 chance to telefrag (else u give him free res,and he doesnt even have to walk much),*if* the onos/alien is stupid enough to step on the ip.

    Maybe with a cornered tf,1 or 2 ips,and tons of turrets (a onos can pretty much ignore less than 8 turrets,half damage and regen,u remember?).
    But an interesting idea.

    Thank you for your help/suggestions. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I like the layout now. The only things really stopping it would be bile bomb or acid rocket - AR being endgame, BB meaning dead gorge after a few shots. And, of course, skulk chip damage.

    But if the comm is listening and the team is responsive, then it would be a very good base.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I like it REALLY minimalistic.
    One electrified TF and one ip right next to the command chait.
    Thats all.
    No armory.
    Just secure 7 resmodes with your marines, giving them med and ammo, and noone cares how your base looks.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    edited September 2003
    With just an elect tf/one ip u pretty much beg for sneaky oc drops in your main base... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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