Tf/pg Placement
Kid-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.
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
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-->
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.
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.
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!
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.
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.