Turret Strategy

Anonymous_CowardAnonymous_Coward Join Date: 2003-08-15 Member: 19768Members
<div class="IPBDescription">from the Kharaa strategy board</div> killswitch1968 wrote a post about how one could possibly take out a Turret farm as a Skulk simply by hiding behind a turret.

I put forward the proposition that it is possible for a commander to prevent this by making a farm where you will get hit by at least 3 turrets, no matter which turret you hide behind. Furthermore, I claimed that this was easily possible with only 4 turrets.

As examples, I offered the following possibilities:

<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
_________ <--wall
     TF      

 X       X

  X     X
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

Imagine this one as a rotated perfect square:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
_________ <--wall
   TF

     X

X        X

  X
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

And this one would work fine if you didn't have to worry about the TF:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
_________ <--wall
    TF

 X     X

 X     X
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->


jamespsx then put forward his own turret ideas:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->IMO i think the last 2 ways of placing turrets are the best, but the last one only lets 2 turrets shoot at a skulk on either side of the tf... now this is a very dodgy and expensive stratagy so if ur playing ns_canyonwar then ur ok aslong as u take middle res.... anyway, bak to the point u should place tf's along the bak of the front line turrets (depending on how long the line is, it will cost more and more the longer the front turret line)

here's kindof a diagram of what im talking about

TF

XX

TF TF TF TF etc
X X X X X X X X X X X etc

make sure u elec the tf's up front and make sure that they can electrifi the alien that is attacking one of the turrets in the turret front line. if there is a low ceiling then skulks cant jump over without being hit AND electrified.... the pefect anti-onos system... as long as u have the res to carry it out...
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

And then suggested that this be reposted, in some form, to the Frontiersman Strategy board, so...

Any thoughts?

Comments

  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    Just top clarify my post was<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=53901' target='_blank'>here</a>.

    In short: Even if you have a turret farm of ten turrets, a skulk can use a turret to block the bullets of other turrets simply by being very close to it. This can reduce the number of turrets shooting the skulk be 3,2 or even 1. And 1on1 a skulk will kill a turret.
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