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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Perfect base
Hyperkultra wrote: First. With that many guards, your approaching the MOID limit, which means exploding actors. Second. Holy crap, that is what I call a brain vault. Oh so thats what the actor limit is called, ive been calling it the Actor Max. I found that out by buying brutus (like 50) AND then summon a rocket on top of an enemy. But Thanks for the brain vault comment ^.^ As you can see im a person who can make things look good, but not make good looking things. Edit: oh yeah forgot to show you my rocket dock, here it is! Trimmed for sanity reasons. Please keep politics to offtopic. - D
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Tue Oct 27, 2009 1:57 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Perfect base
uhh... thanks for that dragonxp...
Anyway. my perfect base is either a) sticking the brain vault up top out of the map, or b) making a simple base with one entrance I need to defend. digging routes are blocked by 6 foot of steel.
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Tue Oct 27, 2009 8:41 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Perfect base
Just stick it really far underground with incredibly easy entrances besides for bottomless pits beneath them.
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Tue Oct 27, 2009 8:45 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Perfect base
did noone look at my base
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Tue Oct 27, 2009 9:21 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Perfect base
We're all too lazy to download it. Well, I am.
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Tue Oct 27, 2009 9:25 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Perfect base
CrazyMLC wrote: We're all too lazy to download it. Well, I am. a thread that amounts to a pissing contest over who can make the best base, and you don't consider mine worth the look. its a png and a single ini file. actually take a look at it.
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Tue Oct 27, 2009 9:30 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Perfect base
Miles, your perfect base has been downloaded 14 times, including me. Stop bitching. Pretty good, but not really perfect, mainly because the sentry AI is idiotic and because corridors get cluttered up by corpses/debris. Also, because the enemy AI will dig from above into the brain bunker, ignoring that maze.
Last edited by Metal Meltdown on Tue Oct 27, 2009 9:34 am, edited 1 time in total.
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Tue Oct 27, 2009 9:32 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Perfect base
That base is very good, especially for snipers. 'sniper/flamer/shotgun' Lol.
Metal, the AI tries to navigate corridors before it ever digs.
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Tue Oct 27, 2009 9:34 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Perfect base
your supposed to manually control the topmost actor, the first one gets a heavy sniper to shoot down the hallway. when they die they settle as scrap, shoot the scrap and it clears it. derp.
The shotgun/flamer part is directly below it, they fall into the next floor down, directly to flamer/shotgun at point blank. Laser rifle also does well here. Note that even the heavy flamer can't clear the scrap. the opposite end of that hallway is another sniper. controll whatever is closest in your base to where the AI will be.
Eventually the map gets cluttered enough on top due to the occasional stupidity of the AI, which makes them start to dig, from the TOP of your base... which puts them, still in range of the first sniper. once they get past that, and to flat ground, they start just walking again... once that gets too cluttered they dig to the next floor, cycle rinse repeat. it took me a good half an hour for them to start digging the FIRST time... this base can, by that logic, last about 3 hours of continuous play, you just have to occasionally buy something to clear off the top of the map, and maybe re-flatten things with a concrete sprayer.
To make it truly perfect, it'd need to be made of test, so the AI couldn't dig. for best results, play on Easy to minimize AI Teamkills and dropship crashes.
Also that was only one of my bases.
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Tue Oct 27, 2009 9:09 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Perfect base
We were too lazy because we couldn't view it in-browser. Therefore it required work.
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Wed Oct 28, 2009 5:58 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Perfect base
411570N3 wrote: We were too lazy because we couldn't view it in-browser. Therefore it required work. Allstone sums it up perfectly.
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Wed Oct 28, 2009 9:46 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Perfect base
I made a really huge base with traps and enormous doors and called it UltraBase X1 (super usual boring name whoop)
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Wed Oct 28, 2009 6:15 pm |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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Re: Perfect base
This mine. I create it my self with Map Pack3 objects by Gotcha ! the right side. the left side no one of my men is died INSIDE of unmoveable bunker modules craft.
Attachments:
File comment: the smaller version. yeah, 30 minutes and I losses 1, enemy 206. Perfect and good base (I think)
ScreenDump003.bmp [ 1.37 MiB | Viewed 4591 times ]
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Thu Jan 14, 2010 2:55 pm |
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The Pope Man
Joined: Fri Dec 22, 2006 10:14 am Posts: 29 Location: California, USA, Earth, Sol System
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Re: Perfect base
This design works well, if you doesn't count it as cheating.
Attachments:
CC Perfect Base.PNG [ 322.24 KiB | Viewed 4574 times ]
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Sat Jan 16, 2010 12:16 pm |
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