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Base Design - Layouts

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Base Design - Layouts Empty Base Design - Layouts

Post by Uhmari Fri Sep 20, 2013 2:23 pm

Base Design 101

"The Do Nots"

Do not spam the same weapon type (like all beam, all rails).
Do not neglect upgrades, and defenses
Do not spread to loosely, if your going to use a spread build, close in pockets of 2 or 3 turrets
Do not leave resource storages, Anitmater storages out away from protection
Do not spam the same type of shield on all turrets

"The Do's"

Always Upgrade when every you can. base defense should be priority over all other aspects, Second only to technology upgrades that will better defenses of the base.

Always look for ways to improve your defenses, watch peoples attacks on you (now easier then before).

Always use an even spread of weapons, for example 25% Rail, 25% Beam, 25% Torpedo, 25% Mix.

Always think before you place, use your head, something many dont do these days, they just place, Calculate, and view trajectories, and other such complex variables.


Last edited by Uhmari on Wed Sep 25, 2013 10:04 pm; edited 3 times in total

Uhmari
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Base Design - Layouts Empty Re: Base Design - Layouts

Post by Uhmari Tue Sep 24, 2013 6:16 pm

How to Counter destroyers.

Place the Torpedo in front of the rain in the direction defending from like so
Base Design - Layouts Destro10


This will cause torpedo's and rails to fire at a destroy er when the destroyer has something in its range.
This layout becomes ineffective once mass drivers come to play. (level 28-30+)

The most efficient 10 turret layout
Base Design - Layouts Base_l10

This is a very effective base, will drop destroyer rushes, and beam rusts, and provides Anti-Beam Rushing.
Rails should be swapped out for Mass driver Asap.
Torpedo's can be changed out (2 of them, one top left, one top right) to polaron But dont do it tell atleast level 2 polarons, its recommended you wait tell level 3.


As time progresses, You can improve this layout, Change the rails to Mass drivers, or Plasma or a mix of the two, however know its important that the middle two play the role of anti-sniper power, and they need to exceed 8000 meters in range.
The torpedos on the side, play a sector role as secondary fire, You can op to change them out for anything over 7000 meters. Special benefit go's to polaron for helping with anti-kiting, or MD/Plasma.
the gaps on the side should be pulse beams, they are extremely important to the build, Do not let up on them, as they are the greatest anti-rush deterrent, with 4 (2 on each side) you cannot go wrong.

Uhmari
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Posts : 23
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