Turret Limit

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Comments

  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I think one of the harshest parts about *serious* turret farming (once you get beyond a 20-turret count, usually) is that the moment i get into LOS of the farm, I take a framerate hit. This, combined with the 20-odd turrets pumping ammunition in my general direction, is a serious pain in the ****... I've watched 8-alien rushes die in a matter of seconds attempting to breach a massive farm.

    The fact of the matter is, there's a point at which the nasty little combo of turret farming in a fairly open room and a few marines backing that up with launchers and welders just gets ridiculous. The marines are something you can deal with... even HA goes down if you beat on it enough, and marines are only as good as the skill of the player. But by going to the "corporate-level farming" level, a commander has just created a room where any kharaa entering is going to be taking a couple hundred points of damage a second... that's not survivable. Even umbra loses its nice little edge when you get some grenades flying out. And if the aliens have to go jogging off a good bit to get to a healing base (because of the nice little siege cannon inside the farm), it just becomes an exercise in frustration.

    Someone previously said that limiting the number of turret-related structures in an area would just lead to redundancies (double or triple TF bases). I'd much rather attack a double-TF base with 6 turrets than a single-TF base with 30... and if it's got many less than that, I'm not calling it a farm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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