1.1 Turrets Usefulness
Golath
Join Date: 2003-05-20 Member: 16532Members
In 1.1 (not that i tried it) seem useless. In 1.04 they seemed useless enough all they were good for was securing hives and double or triple res. But in 1.1 i think thats not the case... If you want to secure a double res electrify them, teh base dont need them becasue there is constanly marines there, at most a base needs mines. As for hives im not sure about the but is it possible to place a tf (or a resorce tower if theres one in the hive room) next to the phase and electrify it? a few mines could be here and there but thats it really. as i have heard resources are scarce in 1.1 so its not really worth it to place a buch of turrets that can be killed by 1 gorge at hive 2 or a single skilled skulk with regen. I mean if you want turrets to do anything you need to have atleast 3 so they can track if theres a skulk eating one of the turrets stand. But then i could be entirely wrong and have no clue on what im on about. But thats why i posted it. Can a PT or a vet plz comment on this? thx in advance
Comments
All die from <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> at two hives.
I think going with an 'electricity' theme for the marines defensive structures would be very good. Perhaps making turrets a longer range lightning tower (like the tesla tower from red alert 2). This would solve the problem that turrets never hit anything, can't track fast enough etc.
Plus electricity is t3h awesome.
Yeah because it's unballanced and way too overpowering. If anything I would like to see the TF elec range be set to somewhere around melee, so the aliens actually have to try and kill the turrets first. The problem with turrets is that aliens just take out the TF first and then bye bye mr.turret. Electricity was supposed to fix this but elec actually shoots beyond the field of turrets. But I dont have a say in it :/
I think going with an 'electricity' theme for the marines defensive structures would be very good. Perhaps making turrets a longer range lightning tower (like the tesla tower from red alert 2). This would solve the problem that turrets never hit anything, can't track fast enough etc.
Plus electricity is t3h awesome. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Or, the turret fac itself could be changed so that it can't protect anything but itself(the same for elec RT), and beef up the regular turrets themselves to the point where they would be worth their cost.
I guess the turrets could pick up a lighting theme, but to be quite honest that is a tad... out of atmosphere, to say to the least. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
But why bother trying to fix something that is broken when replacing it is quicker? It is already clear that electricity is MUCH better than standard turrets are. If you can electrify some buildings, it would make sense to keep that to the marines defensive theme.
Of course the electric node/tf are whacked as they are right now. I posted a more in depth idea earlier that better explains what they should do. I agree that the TF should have a lower range for its electric attack. The tower merely serves to EXTEND that range (so the TF can bounce an electric pulse off it). This means that the TF actually produces something people will build, eliminates the useless turret altogether and keeps the same general theme.
Plus electricity IS the win.
In 1.1 An entire turret farm gets wiped out by 1 gorge or 1 onos or 1 fade, in while by 1 lerk, and maby a skulk or 2 with regen (if his good). As suggested earlier I think the turrets should be effected by everyupgrade that effects marines. upgraded armour upgrades turrets HP, and MT make a turret have faster tracking or something (thinking along the lines of HL single player)