Proper Turret Placement

NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
<div class="IPBDescription">Fields of fire are soooo important</div> When placing turrets and factories, never leave a side of a factory exposed. A good way of preventing a lone skulk from taking down your entire array of turrets is to surround the TF with a triangle of turrets, so that there is no exposed side or area. Placing factories up against walls is an okay method, although sometimes there is just enough room for a dastardly skulk to wedge in and start munching.

Also, never assume that Mr. Bob won't be able to simply soar past your turret array; in fact, this is often quite simple, especially with leap. Keep good layout plans in mind when taking area, for a lack of planning often leads to a lack of succcess.

Comments

  • ExplosiveExplosive Join Date: 2002-11-08 Member: 7809Members
    i wholeheartedly agree... too many times ive winced as ive sseen commanders place turrets in crap positions and i think omg we are all goona die. try and tell the comm and he tells you to shutup.

    next thing you hear is some alien gloating that hes killed the CC...
  • SkippySkippy Join Date: 2002-11-13 Member: 8385Members
    edited November 2002
    A triangle or square formation around the turret factory helps to keep this pesky sulks from just leaping over the first line and munching on the turret factory because of bad placement.

    Also remember that turrets can't hit CRAP all in vents. A hit and run regenning fade will pick your base apart.
  • ChronChron Join Date: 2002-11-03 Member: 6185Members
    with enough turrets, and proper placement, the only thing they will hold back in skulks. they will slow down fades, but if they get umbra, it'll hardly even slow them down. There is no substitute for actual players. Which is why I sometimes wonder if I shouldn't forgo turrets in places in favor of guns and/or armor for my team.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    While turret placement is definately important, it's not always possible to do. When you're in a narrow hallway or vent, getting a triangle formation up and still having room for siege and to get by is easier said than done.

    Ever wonder why many hive locations have slanted floors? It's so you can't place turrets well on them.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Heh, I was just in a game that showed how important turret factory placement is. It is about 5 mins into the game, and the aliens are getting owned. The marines already have a hive secured, and are proceeding to our main base. I get a vain hope that I could somehow do some damage to their base... I run in, and notice that the turret factory is perfectly placed for me to hide behind. I proceeded to chew that up, and when that was done, I started on the two marine spawn points. As our team really sucked, only one marine died, and was shortly meat for me. I then got the other portal, and without anyone to build his structures, the commander turned to meat when he tried to get me out of the base by himself... Lets just say that it did not work... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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