Tf/pg Placement

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">Small Note</div> Noone seems to have mentioned it before, but its a tactic I use so I'll share it.

Some people like TF's against a wall, I dont beacause NS rotates them sometimes leading to blindspots. Sure I can usually cover it with a turret but imho its a bit of a risk. Anyway the thing I do is obviously PG first, then I put the TF next to the PG. BUT what I also do is try to hide to PG with the TF. The reason for this is if PG's go down usually so do the turrets so PG>rest. I don't have examples but obvioulsy your just trying to stop lerk spikes so place it in the way of probable lerk spots. Even if there are two its's nice to have one covered.

If you combine it with placing the PG against a wall you can make it relatively hard to shoot.

I know its not a ground breaking tactic but I hope you find it useful.

Comments

  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Another thing on placing the TF against the wall is because of that same random revolution, you can sometimes end up with a TF half in the wall. Whenever this happens to me, I usually find it impossible to upgrade the TF, so need to waste another 25 RP if I want to get any siege in the area.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Inexorable+Feb 11 2003, 10:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Inexorable @ Feb 11 2003, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Another thing on placing the TF against the wall is because of that same random revolution, you can sometimes end up with a TF half in the wall. Whenever this happens to me, I usually find it impossible to upgrade the TF, so need to waste another 25 RP if I want to get any siege in the area.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    But for example if you are defending some res node you probably don't need a <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> ,so placing TF against the wall is a good idea <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Placing turrets up against a wall works great - when it works. Like Inex said, most of the time I end up with an un-upgradable or sometimes even unbuildable TFac halfway in the way.

    I still like the triangle method when it comes to locking down a hive. Sure, it takes an extra turret to work, but that just means that any alien coming through the phase will be hit in 3-turret crossfire instead of 2.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Well, even though I have not placed a single TF in a LONG while, if you cannot achieve a tf against the wall with no room for skulks behind it, then you just need to work on your placement more. The only time it refuses to upgrade for me is on certain parts of maps, not the fault of being on a wall... (Eclipse hive for instance... ARG...)
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Canadianmonk3y+Feb 11 2003, 07:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Feb 11 2003, 07:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, even though I have not placed a single TF in a LONG while, if you cannot achieve a tf against the wall with no room for skulks behind it, then you just need to work on your placement more. The only time it refuses to upgrade for me is on certain parts of maps, not the fault of being on a wall... (Eclipse hive for instance... ARG...) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, what happens when I try to place one is after I have it lined up, I click to drop it, and it comes down rotated or at some kind of angle - placing it into the wall that I so carefully lined it up against.

    Even if I put it in the middle of the room, it comes down at a different alignment sometimes.

    Last I checked, there wasn't a command or something for rotation that I might be doing accidently, so I think it's just a random NS bug.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Paq+Feb 11 2003, 01:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paq @ Feb 11 2003, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Inexorable+Feb 11 2003, 10:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Inexorable @ Feb 11 2003, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Another thing on placing the TF against the wall is because of that same random revolution, you can sometimes end up with a TF half in the wall. Whenever this happens to me, I usually find it impossible to upgrade the TF, so need to waste another 25 RP if I want to get any siege in the area.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    But for example if you are defending some res node you probably don't need a <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> ,so placing TF against the wall is a good idea <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bleh, we've been over this, don't bother to defend res nodes, unless it's a double. 3-4 turrets and a TF cost as much as a whole load of HMGs!
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Something that just came to me though, is that putting SGs near the wall is always a good idea. The easiest way to take down a SG is to circle-strafe around it, so putting it against the wall makes sure Skulks are constantly crossing back through the line of fire (unless they're <i>really</i> good and can climb on the wall over the turret consistantly).
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Flatline[UTD]+Feb 11 2003, 08:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Feb 11 2003, 08:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, what happens when I try to place one is after I have it lined up, I click to drop it, and it comes down rotated or at some kind of angle - placing it into the wall that I so carefully lined it up against.

    Even if I put it in the middle of the room, it comes down at a different alignment sometimes.

    Last I checked, there wasn't a command or something for rotation that I might be doing accidently, so I think it's just a random NS bug. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, it does randomly rotate a bit.
    Thing is that there is no gap for skulks if the tf is correctly placed.
    When placing the tf, you have to have to maneuver the tf within a pixel or two of the model turning unplaceable. Just for practice on 1.03 ns_bast servers, you might want to try placing sieges in the corner of the marine start, which if placed correctly, can shoot the engine room hive from the marine start. If you can place buildings like that, no skulk will EVER get behind ANY tf you place.
    No matter the rotation, I believe the model is still just a square, which does not rotate when you place it, but is slightly smaller than the tf body itself, leading people to think that tfs against the wall can be snuck behind.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    I hardly ever fail to place the TF in a corner correctly (skulks cant get behind it). Upgrading it has also worked just fine except for the occasional map bug like Canadianmonk3y mentioned (another proof that ns_eclipse is a map straight from hell!). It's funny to see a TF half-sunk into the wall, but it works great so practice doing it right. 1 TF in a corner and 2 sentries near it so the TF and the sentries together form a triangle. Then just add more sentries around the TF to complete the coctail. Another option is to build the TF riiiiight next to the RT so skulks can't go between the RT and the TF. I've also seen some skilled commanders place the TF on top of an RT (I'd sure like to know how it's done!!!).

    P.S. I also think the TF's hitbox is a square whose seemingly different alignment is only a fake. Please corret if I'm wrong.
  • Alpha_1Alpha_1 Join Date: 2002-12-18 Member: 11041Members, Constellation
    Move the TF over your RT, slowly move it away from the RT until it turns green, drop it. It will land on TOP of the RT. You can do that with any structure you like. I've set a TF on top of an obs and an armory, pretty much hiding the obs.
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