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Winning conditions at base defense

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anonymissimus:
They move to the power plant normally.
Well, with an unlucky enough base layout and not enough fast runners it can be a problem to reach the power plant in time I guess. A usual base layout should have the command center (with most spawn points) and at least one living quarters (near to the command center to concentrate unit spawning - lone soldiers are bad) very near to the power plant.

hoiba:

--- Quote from: ShipIt on November 27, 2015, 02:50:40 pm ---The misc_mission inside the power plant uses a radius of 6 cells around the marker (green smoke). If it is occupied by both teams at the end of the round, it is considered to be contested and does not count for the aliens.

--- End quote ---

Well.. you said, the aliens need 3 turns to blow it up. Lets say, they get 2 turns before being defeated .. but manage to come back some turns later. Does the timer start over again at 0 and they have to stay 3 turns again .. or is it stuck at the 2 turns and now they only have to stay the additional single turn? ... (questions over questions ^^)

by the way.. I've attached the promised screenshot of the poor base layout. As you see - power plant and entrance are up left with the command center following. the living quarters are mid right which makes it  long way for the rookies with low TU :)
At the bottom once were 2 workshops which I destroyed to limit the options for entering the base to a minimum when it was clear the base would be attacked by the bomber.

anonymissimus:
Your spawn positions are too scattered without the winning condition even.
With several rookies with TU boost you should be able to place a fire field on your 2. turn though, running from the living quarters at the bottom. Aliens at the entrance block the way from the command center to the power plant; if you rush a rookie behind the ramp on turn 1 you should either kill or disable the units on the ramp on the first turn or place a fire field to block their way to the rushed rookie. With that position of the command center relative to the entrance, it's most of the time possible to kill one or more aliens on the ramp on turn 1 by moving a little out of the command center and then back after firing. That can cause the aliens at the entrance to attack your units form the command center and/or the ones trying to get into the power plant, but then they don't try to get into the power plant and you get a chance to kill them after they killed your rookies. You also likely need smoke to get the rushing rookie past reaction fire, unless you kill or disable all of those aliens that can see you previously.
You could improve the base layout by exchanging the living quarters in the east and the western interceptor hangar.

hoiba:
My plan is to destroy the base defenses as they are pretty useless and can't even harm a collector ufo. then I'll bring the living quarters close to the entrances. I only have to figure out where to put the two workshops I destroyed before to still keep a good defensible base.

Killing the alien on the ramp and still rushing towards the powerplant will be difficult. There are no experienced soldiers on the base.. only 12 rookies with limited equipment and poor accuracy. I usually have to shoot with 3 guys at the one alien on the ramp before it hits the ground. But I'll try it :)

anonymissimus:

--- Quote from: hoiba on November 28, 2015, 06:26:30 pm ---There are no experienced soldiers on the base.. only 12 rookies with limited equipment and poor accuracy. I usually have to shoot with 3 guys at the one alien on the ramp before it hits the ground. But I'll try it :)

--- End quote ---
Why would you need experienced soldiers ? Distances are low and rookies can use high tech weapons just as well. For instance, the laser rifle is a particularly good weapon for assault rookies, thanks to its low weight and high precision. With one assault rookie you should be able to shoot maybe even 2 12 TU shots onto an alien on the ramp and move back behind cover. If the TUs don't suffice for doing that then only the 12+8 TU shot or so. 2x12TU shot should almost kill a sheevar or armored Taman on very hard. With 3 such soldiers you should get ~2 kills.

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