Turret Farm? Or Not?

CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
<div class="IPBDescription">Teh turretz r rex0ring m3!</div> How many turrets does it take to make a turret farm? 7? 8? I belive it's situational personally. However, seeing as how the aliens have a limit on their offense chambers and d chambers... Why not a limit on turrets? Even in very large rooms, I find that 7 turrets is too much. Personally I put my vote up for a six turret limit and a 2 siege limit. Otherwise you get little marine death posts where you can't enter without being wasted by 20 turrets and you can't build anything within a 4 mile range due to siege farms. As an afternote, I think there should be a limit on the number of sieges altogether. This would prevent nearly unstopable siege rushes where a siege is layed on nearly every part of the map as the marines build phase gates and turrets and sieges everywhere making it impossible to push back. Constant flow of marines + turrets + no structures buildable around marine outpost = ownage.

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    When they're so many that doing more than peeking your nose in for 1 sec kills you(ie at least 7 in a clump). Wth is up with that anyway, turrets get ridicolously better when many, not just compensating for each other, but actually getting <b>better</b>!
    Group bonus?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I'd admonish you for not putting this in the Suggestions Forum, and then move it there myself... except if I moved it there, I'd lock it because it's been suggested a million times.

    In the future, please (a) use the search function at the *bottom* of the forum, and (b) post in the appropriate forum.
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