Starting The Base.

SLizerSLizer 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?!
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Comments

  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I tend to prefer the first one but once you start getting into larger games I add a tf in the mix instead of mines.
  • the_holethe_hole Join Date: 2004-01-03 Member: 25019Members, Constellation
    Something I've started to do is

    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.
  • Lost3Lost3 Join Date: 2003-12-09 Member: 24181Members
    edited January 2004
    I'm quite sure the arguments for the various upgrade paths can be argued for quite a while. Each has its own benefits and weaknesses... Only the man on the scene can really say which one will work best for that scenario given the quality of the marines and the quality of the aliens. However, I'd like to bring up the point of what amounts to base erognomics. Basically the how the placement and proximity of base structures has an impact (direct or indirect) on the effectivness on marines.
    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...
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i wnat to start comming...so thx for the post
    i guess it ll help me a lot
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Well, headaches from dropping everything as close together as possible are easily avoided while still maintaining the cluster layout. You just have to make sure that a) the IPs have nothing obstructing them, allowing for easy exit; b) the armory has room for 3 people to hump; c) the base itself is in an open area. Even without the elec defense, this provides an advantage as it makes it difficult for the aliens to single out and take down a particular building, and usually the IPs are on the edge away from the entrance so marines that spawn in during a base attack have a wall of structures between them and the attackers. The easiest way to screw this up is (besides the IP /stuck thing) is to try to do this where you don't have room, like by the comm chairs in Nothing or Caged. Just have to be smart about it.

    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.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Luckily, 3.0 should solve the problems of bases being stuck together like jigsaw puzzles, since there is a minimum distance between structures.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    IP, TF (not on top of each other), armoury (also not ontop of anything) and 3 turrets.

    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.
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    edited January 2004
    <!--QuoteBegin--i'm lost+Jan 8 2004, 03:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jan 8 2004, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Luckily, 3.0 should solve the problems of bases being stuck together like jigsaw puzzles, since there is a minimum distance between structures. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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-->
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    remeber, range of elec is being increased in 3.0.. so you'll still have "clustering" tho a more scattered one...
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I am guessing that it will be possible to attack a structure protected by an electrified structure without taking damage, as long as you don't run right up to it. Bite has a pretty good range. I haven't played 3.0, so I don't know for sure, but that would be my guess.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    <!--QuoteBegin---|HN|-_Prodigy_+Jan 8 2004, 08:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-|HN|-_Prodigy_ @ Jan 8 2004, 08:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Something I've started to do is

    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.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    The only time I got weapons first is if I know my marines are much better than the aliens, then I go all the way with weapon upgrades and walk in their hive with LMGs <!--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
    As far as best starting strats, it all comes down to your team. 'Nuff said.
  • FaT_CaMFaT_CaM Join Date: 2003-04-11 Member: 15394Members
    TF, electrify, IP, armory, RT's = 85 res, enough left to get one res tower
    (the upgrades and obs can come after res is secured)
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    If you use an elec tf for base coverage and are using it on the majority of the buildings I actually prefer to have the ip's out. Most important is to have the armory so you can ammo up and face the entrances, next is to have the ips not next to the armory. If this leaves your ips in front thats ok.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    i do ip/tf/armory just out of habit, but i like arms lab/ip/armory a lot too.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Yes as i command i have allso look how to set my buildings its so frustrating to find that 1 structure if all yuour structures are on smaller are than your fingernail.
    _____________________________________________________________________________________
    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.
    ------------------------------------------------------------------------------------------------------------------------------------------

    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
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    Armour 1st is usually only necessary if they go sc first where the extra bite would help your rines. Else, I would just rush for w3... gg fades.
  • MurdokKMurdokK Join Date: 2003-12-15 Member: 24386Members
    i usually dont create an armory at the begginig, mostly because you dont really need to take extra bullets. this strat is usefull for publics, because you wont have to be yelling al the time "DONT TAKE AMMO GO AND FIGHT"
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin--MurdokK+Jan 10 2004, 11:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MurdokK @ Jan 10 2004, 11:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i usually dont create an armory at the begginig, mostly because you dont really need to take extra bullets. this strat is usefull for publics, because you wont have to be yelling al the time "DONT TAKE AMMO GO AND FIGHT" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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 ****."
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    edited January 2004
    Pubbers will eject you ASAP if they find out you're delaying the armory, guaranteed.

    My strat is 2 ips, armory, arms lab, with immediate armor upgrade, though sometimes I only drop one IP.
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    Sure it depends on the marines, i find it also depends on other factors like server size:

    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.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i do a reloc near res nods and a hive. ( proceesing for example). so it goes: cc, ip, tf, electro, restower, restower, armory, electro for the restowers, and even more restowers.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    of course that doesnt work every time but its my standard strategy
  • DTStrongBadDTStrongBad Join Date: 2003-07-20 Member: 18299Members
    <!--QuoteBegin--SLizer+Jan 8 2004, 07:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ Jan 8 2004, 07:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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]
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    I usually don't comm games but I like to use the close base strat. At at the start drop a TF and 2 IPs, armory isn't really needed because it slows down the capping of res nodes.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    im from the UK and maily play on UK servers, latley cause the UK seen is smaller and the server selection is limited, i have been playing on US servers and noticed the US comms tend to play very differently.

    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!!
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    of course starting strat depends on Map,

    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!
  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    I prefer this:

    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
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i thought a lot about chossing turrets or electro at the beginning. after some time i came to the opinion that turrets are far too easy to take down. 2 skulks and they are through. so i normally electro the tf or the restower (i build the base normally around a restower. so i can electro the tf too if i have to, for more electropower <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> zzzzzzapp)
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