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Mercenaries Guild

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Jun 24
2008

Build Theory: Karith Human base A Rank 2, H Default Left

Posted by muaddib in PaperBuilding

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Karith consists of 173 base locations, 7 of which are A ranked spots

To be considered a A ranked spot the spot has to have the following:

 

  • Ease of access from starting location
  • Map Control
  • Quick access to likely enemy base locations
  • Ease of Defense

 

For humans these spots are:

 

  • Elevator room (Ele)
  • H Default Left (left)
  • H Default Right (Right)
  • Slow door (Slow)
  • Dark Stair (Dark)
  •  Soda in A default (Soda)
  • Gimp hall that nobody ever builds in (Gimp)

 

 This post will cover H Default Left for Humans

 

Left, while not offering Map Control or Easy access to enemy base locations, does offer an easy move in any stage and is not that difficult to defend provided you deal with snipers.

 

This area offers large runups over the top making it easy to defend  while the bottom has a much shorter distance.  it is common for large aliens to simply wait around the corner leading to outside feeding off of players who chase retreating aliens.

 

Building

 

There are several different permutations for this location, this post will cover general theory and not exact builds.

 

RC: typical build is to shove RC into the corner and build around it this gives the RC good defense on two sides but gives it no cover from snipers or maru hops.

 

The box on the right by the lower door does offer some cover to the base from snipers and keeps rants from running a direct assualt.

 

Arm: the arm has several possible positions in this area, from close to the RC to hiding under the stairs.

 

Medi: as with arm there are many different styles to bulding but generally it is placed close to the arm for ease of use.

 

 Turrets: general build style with turrets for this location, and for almsot all open floor locations to to build them in a ring formation, while this offers all around coverage to does not concentrate fire well and is easy to isolate single rets and take them out.

 

Defense

 

Large guns covering bottom, chain or luci for example. 2 - 3 out of 5 players per team

hitscan jets covering top for maximum damage while attacking and retreating.  1 - 2 per 5 players

adv Ckit to maintain structures. 1 per 5 players

Backup to both help maintain structures and cover defense. 1 per 5 players

 

Example:

 

12 players

  • Builder
  • Builder backup
  •  4 - 6 to cover bottom
  • 4 - 6 to cover top

 

The defenders can also be used to assualt A base if the location is known, however no more than 50% should be used to assualt at one time unless it is confirmed that the OM and large aliens are down. Still best to leave at least 2 -3 in base to cover.

 

You will have to watch out for adv goons coming in over the top and using small ledge to snipe or using the stairs to cover them while sniping.

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Comments (1)Add Comment
Great!
written by SilverFox, August 21, 2008
I really like the format of your posts here!

I'd be tempted to put the DC in front of the Arm. Its common for Goons to snipe from that front door where they can quickly run away without too much crossfire. The DC would behave as an sheild for the Arm.

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