Starting The Base.
SLizer
Join Date: 2003-11-07 Member: 22363Members, Constellation
<div class="IPBDescription">Share your base strat.</div> Ookay i have been playing commander quite lot nowdays, and i have worked few working start strats.
I was just thinking that you could send your ideas or strategies that work or havent even been tested. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Heres some of my strats, btw i dont want how to build turrets but how to build proper base.
So now to strats:
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> arms armory ip _60_ <-- that is quite nice when you get adv rightaway and also upgrd weapons immediatly at 5min you usual have lvl 2 wps at least and adv and also hmg ----> means that all fades will be shreddered,
but these leaves you rt bit bumpy cos you cant electrf them.
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> ip tf _35_ <--- these is for the not so trustable public game. Idea of this is to send all your marines to cap res and immedatiatly electrf them u usual get with 65 res 4 res up quite quickly and then electrf them now the skulks can`t do much for your rt and your team will mostly get more. This time you should also start making more base. (btw armory after 3 rt)
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> ip obs armory tf _65_ <--- Idea of this strat is to get quick pg up so you will save 15 res on all rt, because you do pg instead of electrf. this will need saome team working because the pg`s are quite easy to destroy so you need your team to response to your "pg!" call. this often falls to that yuour team wont listen and you loose all your rt.
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> So what ideas you got for bases?
i have also few others but i keep these best. So how about you?!
I was just thinking that you could send your ideas or strategies that work or havent even been tested. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Heres some of my strats, btw i dont want how to build turrets but how to build proper base.
So now to strats:
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> arms armory ip _60_ <-- that is quite nice when you get adv rightaway and also upgrd weapons immediatly at 5min you usual have lvl 2 wps at least and adv and also hmg ----> means that all fades will be shreddered,
but these leaves you rt bit bumpy cos you cant electrf them.
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> ip tf _35_ <--- these is for the not so trustable public game. Idea of this is to send all your marines to cap res and immedatiatly electrf them u usual get with 65 res 4 res up quite quickly and then electrf them now the skulks can`t do much for your rt and your team will mostly get more. This time you should also start making more base. (btw armory after 3 rt)
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> ip obs armory tf _65_ <--- Idea of this strat is to get quick pg up so you will save 15 res on all rt, because you do pg instead of electrf. this will need saome team working because the pg`s are quite easy to destroy so you need your team to response to your "pg!" call. this often falls to that yuour team wont listen and you loose all your rt.
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> So what ideas you got for bases?
i have also few others but i keep these best. So how about you?!
Comments
Ip, armory, mine pack, arms lab - 70
then send people out to get res ... once I have 3 nodes .. I save for first armor upgrade ... works great for me. If I have a group of good players then I may upgrade weapons first... depends on what kind of team I have.
Take for example, dropping your IPs just a hair too close to your TF, sure you electrify the TF but spawning marines are stuck. /Stucking will alleviate that problem but this is really the tip of the iceberg when it comes out to poor base lay out. I've seen maps where the Comm drop everything as close as they possibly can. This makes it extremely tough for marines to travel in/out and through the base, meaning rearming/healing takes longer and frustrates every marine. Building new structure becomes an exercise of worming through various structures and trying not to fall onto the IPs when other marines spawn in.
I for one would like to see more Comms ponder the layout of their structures to save the ground pounders headaches in base which can easily translate into headaches from skulk bites...
i guess it ll help me a lot
Even if you don't do this, it's a good idea to provide an onos-area, where an HMGer can fire at an onos while having a little wall to hide behind, preferably by the IPs.
The turrets should be able to cover all angles of the CC, armoury and IP. Ideally you also make it so that at least one turret gives some covering fire to your start RT.
Mainly for when you can't trust your marines to defend anything. Same price as an electrified TF but much more useful.
No more phasegates on top of electrified resource towers ? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Ip, armory, mine pack, arms lab - 70
then send people out to get res ... once I have 3 nodes .. I save for first armor upgrade ... works great for me. If I have a group of good players then I may upgrade weapons first... depends on what kind of team I have. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If you arn't going to use the arms lab until after you get a few res nodes, then don't drop it. The thing is only useful if it is doing something for you. If it isn't then those 25 res could be better used getting a pair of shotgun or starting the armory upgrading since it takes so long.
Also, you almost NEVER get level 1 guns first. Armor 1 is SOOO much better in almost every single siguation. Armor 1 lets you take an extra bite, which means you will be able to fire off at least 3 more rounds (if you are pinned in a corner) but normally it will give you enough time to get off the rest of your clip and maby even reload. I hate it when a commander gets level 3 guns before even starting armor.
(the upgrades and obs can come after res is secured)
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Also, you almost NEVER get level 1 guns first. Armor 1 is SOOO much better in almost every single siguation. Armor 1 lets you take an extra bite, which means you will be able to fire off at least 3 more rounds (if you are pinned in a corner) but normally it will give you enough time to get off the rest of your clip and maby even reload. I hate it when a commander gets level 3 guns before even starting armor.
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for that i like to say that usual when u upgdr fast at least i want that my marines kill those skulks quickly so after 3 min i will haave lvl2 weaps and that is devastating at that point of game then i might take armor depending on situation
instead, you get people harrassing you for ammo on the radio all the time. "comm ammo. ammo comm. i need pistol ammo 2. i need ammo as well. dont take all my ammo ****."
My strat is 2 ips, armory, arms lab, with immediate armor upgrade, though sometimes I only drop one IP.
For instance, if the server is quite large you might be able to forgo the TF till later in the game when fades start popping out. Due to the large number of marines, there should be a couple of marines in base most of the time creating a minimal defence for your base. The reason for this is that you have saved yourself roughly 45 rez to spend on more important things in an all important early game.
As a sidenote with the upgrades:
I normally hold off my upgrades till i have a couple of rts under my belt and perhaps some ground or/and a keylocation. However it is a difficult task to know when to stop expanding and start pumping some of the rez into the Upgrades. I do this so my team will firstly be able to hold what we have and in turn still keep ourselfs on the offensive.
The upgrades should come before they are <i>required</i> but also keep your prorities straight. If not getting lvl 3 weapons means u can defend double rez with a tf and phasegate then defend instead of upgrade, u'll pay it off in the long run and won't sacrifice much time on a lower importance upgrade. Also thinking ahead helps. If your going jps your going to need higher armour to help against spores and medspam.
OK well in the games i do comm iusually use this combo depending on the players :/ But not only do i get tf i elec. it as well great eartly base defense for marines since you cant kil annything w/o dying more then 5-6 times as one skulk or 1 time as a skulk w/ group of 3-4 but i usually have the marines build wait for erush and elec. and then go res hunting so thats like 15 ip 15 tf and 30 elec. for a good base defense early on and by the 4 xtra rt i will keep the frequently dying marines at base to build armory and arms and get upgraes while the other guys to a hive for lock down.
The reason this works is b/c A) no armory humpers as there is no armory to hump b) res boost early on and you dont need marines to be in base early on and they can defend key points/hives and C)allows for turrets later in match when you have upgrades and junk and whe you 1337 players you drop them the med and ammo as needed so that they dont lose points you can let n00blets die cuz they dont cost a thing but a good player is priceless and it dont matter if you drop 10 points of res from meds and ammo you will get double that by the time the aleins have the same amount of rts or even a hive so here is my start hope it helps.
Peace,
-[2iD]Bill D. Hives[CpL]
as a UK player my start start is usually IP -> Armory -> Arms Lab -> Armour1 ASAP of course dropping nodes as soon as they are available to me is a very high priority. i then tend to get weapons one underway and get Obs and phase tech ASAP as soon as i have PGs down ill be getting Weaps 2 underway.
the americans ive noticed do something really strange they seem to invest in Motion Tracking very early with the high cost of MT i tend to not do this until mid game personnaly and would prefer to invest in an Upgraded armory before MT. This MT comes before researching any of the Armour/Weapn upgrades which to me is crazy!!
Take NS_Lost for example if the aliens Start in Eq Hive first and i manage to reloc to Alpha, ill be capping Los Paranoias, Alpha Res and Requiem Res and not have to bother Elecing them as they are so close to my Base that marines can protect them effectivley this save 90 res from elecing Rts and gives the marine economy a real boost!
TF, IP, 3 Turrets (1 behind CC, 2 out infront of base so when you build an armory they will leave plenty of room and cover most of the base). I send my rines out of base right away and get 4 RTs and a Hive before they earn an armory. Without a hive lockdown marine's will have a tough win, and this allows you to see who on your team is better than the others if your on a pub.
-Red