The Teqnikal Way to Build a Base v1.0
Holy smoke, excellent guide Teq.
Chad Gulzow-Man's second account. 'Nuff said.
I hate to bump my own post. However, I was really looking for some input from the community. Is the guide any good? Is it total crud? What do you do in your base? ect etc...
Nerf unto others as you would have them nerf unto you.
[url="http://boards.cityofvillains.com/showflat.php?Cat=&Board=faq&Number=5935090&fpart=&PHPSESSID="]The Teqnikal way to build a raid base v1.0[/url]
I'd like to see these ideas tested - maybe on the test server where you can tear down and rebuild bases at will.
The theories are all sound though. This is a pretty thorough list of all the tips and tricks I've seen for raid bases.
@Mindshadow
I've tested them on the live servers in practice raids. So far we have not been beaten by pylon drops or anchor kills. Really the only thing thats beat us(on the defending team) is lag and or DC'ing. And no, we don't camp the spawn points. Some traps may be placed in the area. But it's not 2 full teams of 16 people waiting to kill you before you can react. And if anyone wants to try a design out on the test sever PM me, so we can set up a date and time. I'm a left coaster.
Nerf unto others as you would have them nerf unto you.
[url="http://boards.cityofvillains.com/showflat.php?Cat=&Board=faq&Number=5935090&fpart=&PHPSESSID="]The Teqnikal way to build a raid base v1.0[/url]
Holy moly, excellent guide. Extremely useful. 10/10
Once again, you're the MAN!
Chad Gulzow-Man's second account. 'Nuff said.
Great guide, love the pics. There were some strategies I didn't think of that help shed some new light. The only problem of course is mostly from my end where the SVG needs to earn more prestige to afford the secure rooms.
Other than that, I have another little tip on blocking the dimensional anchors, you can use trees and its foilage to block them from view also, but using the wooden spikes of course seems like it would work better since they physically block the anchors.
Anyways... this was wonderful first attempt, very impressive! Hope to see more tidbits from you on base raiding in the future!
-6T
Nice post! Lots of things I might not have thought of on my own! And I never knew you could get rid of an entire section of a room. Woot!
I've only done one insta-raid so far and one thing that got me (as a defender at the time) was they left one pocket in the ceiling where a flyer (blaster, I'm assuming) hid. It wasn't until I was dead on the floor and looking up at the heavens to discover what had killed me! Very sneaky!
Arc 185502: Who Killed Snow Globe? a mini mystery Put together the clues to solve the case!
Arc 22832: And Hell Hath No Fury (extreme)
Will you be the key to the Knives of Artemis' survival? or the instrument of their destruction?
Great work on this. I hope the art of raiding will continue to evolve via similar efforts.
Thanks for the time you put into this guide.
Chiming in again having done some of your ideas in my own base and done an IntaRaid with a coaltion.
1) high ceilings worked in our favor. Not the entire room. But we dropped a couple blocks down and put the anchor waa-aa--y up there and covered it with the arcane light. They were only able to find 2 of 6 anchors and only destroyed one. My SG is full of fliers so I left most of them high. Being a blaster myself, I just hovered and dealt death from above since no one looks up. They also had two bubblers and the high ceiling let me get around them easier. You're light trick was spot on though! They asked where the rest of the anchors were at the end of the raid! muah ha ha!
2) Inpsiration storage. We weren't allowed to take from storage during the raid. Only the tree allowed us to buy them. That sucked. At least we had that though! lol
3) The pain field is so cool to look at (arcane version). He didn't seem to be very effective however. (Was hero vs hero though) Any smart stalker would avoid it and it's range isn't large enough to worry them I would think. (I wish I could keep it as a decorative item.) The chill cannon wasn't much liked and trashed, but they spawned right in front of it so that might be why. We also had an elite energy beam in the vault but the vault didn't see much action. I like the idea of the elite anaylzer (drops def/res). I imagine if it kinda just sat there and an attacker didn't know what it was for, they'd leave it be. Currently we only have 2 secure rooms so I think we are going to lose the pain field for the elite chain gun at some point.
If I were to add to this guide, I'd say if you have the space, put down TWO infirmaries. Our attackers camped one but since we had two, the rez took turns where it put us and we could escape the camp. And a good tactic is to destroy the rezzer so defenders have to go to a hospital.
Arc 185502: Who Killed Snow Globe? a mini mystery Put together the clues to solve the case!
Arc 22832: And Hell Hath No Fury (extreme)
Will you be the key to the Knives of Artemis' survival? or the instrument of their destruction?
Sweet, thanks for the info. I'll try to put some of those ideas into my next guide. BTW if anyone has any pics of base items feel free to send them to me Teqnikal@gmail.com
I'm going to try to make a much more in depth guide, with more pics, prices and turret base damage etc.
Nerf unto others as you would have them nerf unto you.
[url="http://boards.cityofvillains.com/showflat.php?Cat=&Board=faq&Number=5935090&fpart=&PHPSESSID="]The Teqnikal way to build a raid base v1.0[/url]
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I hate to bump my own post. However, I was really looking for some input from the community. Is the guide any good? Is it total crud? What do you do in your base? ect etc...
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awesome guide, tyvm!
I know this is an old post, but I just found it and I think it's wonderful. I'm definately going to play with the SG stuff on the test server now, I didn't know it gave you the extra prestige to play with there. It'd be much useful instead of constantly buying/selling stuff to try to accomodate our needs.
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I know this is an old post, but I just found it and I think it's wonderful. I'm definately going to play with the SG stuff on the test server now, I didn't know it gave you the extra prestige to play with there.
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They don't give the big prestige boost on the Test Server anymore whenever you create a sg/base. That was removed quite a while back.
Well that sucks. That was my main reason for going over there.
I've come back to your guide time & time again while getting our base raid ready.
Our 8X12 base is now SG mish/raid ready and we've invited others in to review it as if they were conducting a raid. It appears to be a very good design. Although we cannot yet afford secure control & energy rooms as yet, I have already worked out a future floor plan.
I also used floor & ceiling alterations to crate travel bottlenecks. An found a good way to conceal ancors is to fully raise alternating ceilings, install the large overhead tech storage tanks to fill the area and tuck the ancor centered into the center of one of the ceiling walls. the nice thing about this is it does not have to be where the room wall is, & can be over a travel area, yet go unnoticed. After the raid you can go back and relocate it elsewhere. If you do this to all the rooms it makes finding all of the anchors a severe nightmare. especially while incuring aggro.
I also noticed that by placing our turbine generator in a high floor/low ceiling room and installing lateral files along it's longest section, it is nearly impossible for the enemy to find the targeting box to destroy it. One less item to worry about.
For our Secure TP room, teleporter are raised and lined up along two walls, allowing the beacons to be placed on the floors for easy view under normal use. though the tech raid teleporter cannot be placed in a 4X4 room due to it blocking doorway access, it does fit nicely near the center on a 4X4 platform with lowered floors around it. Advanced Chill guns are placed at the corners of these lower corridors to ensure that at least 2 guns can hit you wherever you are in the room The floors are raised only where the teleporter are placed and the ceilings lowered with tech storage tanks in raised sections as described above.
I've found that the arcane 4-post lights and posts placed side-by-side, when used with raise floors and lowered ceilings, can be used to construct very effective mazes (and presumably jail cells). It is impossible to move between them. I have not been able to test whether it is possible to use range attacks. Nor have I been able to determine if "teleport foe" could be used to box someone in.
We do not have an IoP as yet and are waiting impatiently for the game to re-allow the trial, however, in our vault, each non-doorway adjacent corner is decorated and concealed identically, so that only the members of the base know which one contains the IoP support. I noticed that it is possible by placing the lighting-posts pairs partially on the IoP stand, without an IoP on it, it is possible to box it into it's own cell with decorations. I don't know if the same is true with the IoP in place. And the "ethicacy" of doing such a thing is sure to bring protests. I noticed thru experimentation that the game will not allow you to fully box in control items or generators in such a way.
Due to current low prestige available, the lighting-post mazes are out of our budget to finish the entire base, but in control, energy, & vault rooms lateral files are used for the maze.
Took your suggestion on seperating non-raid worthy areas like entrance and the workshop from key raid target areas to get from one to the other, one must pass through the secure portal room, & through the infirmary which provides a bottle-neck to the rest of the area. Until we can afford a larger plot size to install a second med bay. the infirmary is our weakest link.
I have already installed inspire stations in the infirmary & energy room for quick access and making it a point to try to save the higher level ins, rather than using them in mission to thoroughly stock them up for quick on the run "snacks". I intend to place others at other key points in the target areas wherever possible as we can afford them.
In addition, I suggest keeping a good stock in base salvage of everything needed to make 16-32 sets of raid powers and that they are on hand to ensure everyone who will be participating has or can make what they need BEFORE starting. I'm sure it would be hard to live down the embarrasment of enter a raid only to discover that a few people forgot to bring along a pylon.
Wow, if I would have know anyone was still looking a my guide I wouldn't have gotten rid of the pics. I guess I'll have to make an updated guide now.
Nerf unto others as you would have them nerf unto you.
[url="http://boards.cityofvillains.com/showflat.php?Cat=&Board=faq&Number=5935090&fpart=&PHPSESSID="]The Teqnikal way to build a raid base v1.0[/url]
The Teqnikal way to build a raid ready base v1.0
Hopefully by now you have read some of the other wonderful posts on thebasics of base construction. If not, try the Lil_Miss' Guide to bases . Building a functional base is much different from a raid ready base. Everyone has their own ideas of what will work best. This guide is mine.
Step one. The test server is your friend.
If you do not already have a character on the test server here
is the info on how you can copy one over. Once on the test server starta supergroup and base, you will be given thirty-six million prestige toplay with. This will give you a rough estimate of how much prestige youare going to need to build your base.
Step two. Start putting things together.
Adjust the floor to the maximum height and the ceiling to the lowest point, this will minimize travel throughout your base and take most travel powers out of play.
View of Fully raised wall
Use colors in each room to help you remember where you are, but use the darkest settings to help confuse the raiders.
Use straight lines throughout the base, you want to be able to see from one end to the other if possible, so you always know where the enemy is at.
Clear Hallway
Drop down doorway section. This is where the raiders will spawn. These sunken doorways are a great place for base turrets, Corruptor andmastermind traps, and/or debuffs.
Sunken Doorway
Separate your base into two sections, control, energy, medical, and vault on one side, as these rooms are crucial to defend from attackers. Put the workshop, and teleport chambers on the other. These two sides may be linked with your secret entrance, or if you can afford it, a defense corridor.
Remember you only need eight total rooms for a raid ready base. Fewer rooms mean fewer doors, this means less possible enemy spawn points.
Overhead View
The other approach I though of was a, "come get some" design where you make a centralized room with the defendable rooms on the top of the map and the work shops and, teleport chambers on the bottom section. This essentially forces the raiders to come to you, on your terms. This base design is set up for an AES and Turbine generator, since they most likely are not going to be destroyed in a base raid.
Come get some design
Remember enemies spawn in doorways, try to keep these to a minimum.
Minimize direct travel through your base. There are two ways of accomplishing this.
1. Form and function; Using large visually appealing
objects, to hinder direct movement, And to minimize door way size.
2. Utilitarian; It may be ugly, but only you know how to get through this mess of blocking objects.
Door Blocking
Minimize hiding areas in your base or "wasted space." Again,you can go with utilitarian or form and function, depending on your style of game play. You can actually remove parts of the room byclicking in the center part of the object window. (Where you raise and lower the floor/ceiling)
Raised wall section
Step three. Placing items:
Don't be picky! Yes it looks great if you can go with just one type of base, arcane or tech, but a mix of these will let you use the salvage that you already have without having to find someone to trade with. Also, some items have smaller "foot stamps" than others.
Tech and Arcane raid teleporters
Try not to place important destroyable items at the end of
hallways, as they make great targets for long ranged attacks.
Views of generators
Hide key items with non essential items, use a database to block the mainframe It's better to loose 50 control than 250. Blocking high end items with low end items
Try to keepthese items out of view. As with doorways and halls use decorative items to block these from view and/or attack.
Items hidden from plain view
Inspiration storage. If you can afford them, put one in the
workshop and one in the medical bay, for a quick skittle snack when rezzing. Don't forget to stock them with break frees.
Turrets and defense items. In choke points, these items shouldbe placed in the sunken area of the doorway, one on each side. I think that everyone can agree that sappers are very useful turrets, if you can afford it put one in every defense corridor you have. Other handy items are slow traps, analyzer turrets (lowers defense and resistance) and chill turrets (immobilize and damage). All though your raid experience
may vary. It is my opinion that turrets that do direct damage are pointless, as you and your team will dish out more burst damage than any turret or trap. Pain fields however, are great for knocking stalkers out of hide.
Choke Point
In defense corridors larger than the choke point, place turrets on the edges of the sunken doorway area. This will ensure that no matter where the raiders spawn in that corridor, they will get shot at.
Security Corridor
Dimensional anchors. Use, the arcane anchors, I repeat, use thearcane anchors. They are smaller and a lot easier to hide from the attackers. One of the best ways to hide the anchors is to raise a section of the ceiling and block the anchor with decorative items such as the wooden stake. Some people will call this a cheap tactic, and it is. However, I'm in it too win it. This also keeps most melee character from destroying the
anchors, as they usually have super speed or super jump.
Dimentional Anchors
Thank you for taking the time to read my first ever guide. Hopefully this will help some of the base monkeys out there. Any constructive criticism or additions to this guide are most welcome. I look forward to raiding with you in the future. If you would like to contact me in game, I'm on the freedom server, @Teqnikal. If you would like to try out your design on the test server, I'd be more than happy to take a beating for you.
Yours in Villainy,
Teqnikal
Nerf unto others as you would have them nerf unto you.
[url="http://boards.cityofvillains.com/showflat.php?Cat=&Board=faq&Number=5935090&fpart=&PHPSESSID="]The Teqnikal way to build a raid base v1.0[/url]