Terrut Farm Vs Oc Fortresses

AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
<div class="IPBDescription">which ones better?</div> the marines and aliens are very diffrent ( its kinda the piont of the game) and each team has pros and cons but I was just wondering what do you think is better, Terrut farms or OC forts.

Comments

  • Boy_who_lost_his_wingsBoy_who_lost_his_wings Join Date: 2003-12-03 Member: 23924Banned
    im not quite sure what a "Terrut" farm is, but i know a turret farm would own a OC fort
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    but OCs can have DCs to repair the OCs, right now the aliens have 3 ways to heal structures, threw health spray, the nateral regeneration, and of course DCs the marines only have one way to heal buildings and thats with the welder I think there should be another way for the marines to heal buildings.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    well i actially tried it when i was bored by myself in elcipse. i built 10turrets, put a line of TF's in the middle to prevent attacking unbuilt oc's. then i put 10 Oc's. after i recylced the TFs and phased to go see the action... the turrets got pwnt...twice!, its cause a few of the OC's attacked 1 target at a time.
  • Boy_who_lost_his_wingsBoy_who_lost_his_wings Join Date: 2003-12-03 Member: 23924Banned
    oc shoot slow turrets shoot fast, you can have more turrets than ocs, and the damage that the turrets do at their speed negates any DC healing
  • Boy_who_lost_his_wingsBoy_who_lost_his_wings Join Date: 2003-12-03 Member: 23924Banned
    edited March 2004
    <!--QuoteBegin-Diablus+Mar 30 2004, 05:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Mar 30 2004, 05:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well i actially tried it when i was bored by myself in elcipse. i built  10turrets, put a line of TF's in the middle to prevent attacking unbuilt oc's. then i put 10 Oc's. <span style='font-size:14pt;line-height:100%'><b>after i recylced the TFs</b></span> and phased to go see the action... the turrets got pwnt...twice!, its cause a few of the OC's attacked 1 target at a time. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    not to mention chambers are a little more flexable then terrets as far as you can't stack turrets but you can stack chambers you can biuld towers that callasp to make lots of chamebers really close toghther and turrets only need to loose their TF and there gonzo.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    OC farm is far better at slowing aliens then an oc farm is at slowing marines.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    how do you figure that? unless your a not to bright onos that hasn't grasped the concept of crouch jumping I don't see how they could slow you down more then they slow marines down seeing how they don't shoot aliens they shoot marines.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    edited March 2004
    a reen fortress will out do an alean fortress because of these ->> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> plus did you upgrade teh turret damage?
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    yeah thats true that seige will allways prevail but one of <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> bad boys can take down the TF to make <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> and <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> useless
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Enough electrified turret factories (ten, maybe more) with some turrets (however many there is room for after all the tf's) should keep a few onos out for a while.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    I know exaclty what your talking about, just the other day I held off landing pad for 40 minutes agaisnt hordes of oni with 8 elected TFs and a elected RTs with terrets around the edge. it was the best
  • Salvation_r2Salvation_r2 Join Date: 2003-11-26 Member: 23606Members
    not that long of a while depending of course how it is all built (if they are build so everyone can hit the onos, then yes, if not....doom is your wasted res <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Big part of it is how you build it. There's a good way to do it and a bad way to do it.

    You could have only one tf (bad way) or you could have 2 tfs (good way) or even 1 tf electrified and perhaps 2 less turrets (good way).

    For aliens, you could create a wall of OCs (bad way) or you could back it up with DCs (good way) or you could spread them out so that siege cannot destroy them all in one try (good way).

    Res point for res point, aliens have the advantage with low points, because humans have to build tf and it takes away from building less turrets. Later on though, humans have the advantage with more res points, because sieges can take down entire stacks of alien defense regardless of how well it is designed within a given area.

    There's your answer.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    There's one thing that really makes a difference. That's the gorge. I've taken down entire turret farms and bases with nothing but OCs and healspray. Occasionally a DC or two (at the most). As long as you keep them healed, OCs will kill any non-moving target in time.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    yeah thats true but then one of theese guys hops te wall and <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> thats when the gorge combat skills come into play and you make good use of your spit and health spray.

    I think ultimatly the siege turret will allways be the trump card and I dunno if I like that or not.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    welder doesn't run out of adrenaline.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    welder doesn't allso heal marines health just their armor, welder also doesn't have a huge range of effect to kill things with , welder allso costs res .
  • KepaKepa Join Date: 2004-03-05 Member: 27160Members
    <!--QuoteBegin-Avenger-X+Mar 30 2004, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avenger-X @ Mar 30 2004, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> welder doesn't allso heal marines health just their armor, welder also doesn't have a huge range of effect to kill things with , welder allso costs res . <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Healspray (evolving into gorge) costs twice the amount of res as a welder. The range of effect of healspray isn't exactly huge, either. The more I use it, the more it seems that it can only affect one object at a time. And though the welder only heals marine armor, it heals it much faster than healspray can heal alien health or armor.

    Anyway, it's generally easier to build a decent sized turret farm than it is to build a comparable OC wall, due to marines getting centralized resources for building. And as marines have ranged attacks, they can often slowly take out OC walls with minimal deaths. Aliens can't touch turret farms until they get two hives for bilebomb or they get lifeforms above lerk.
  • inkblotinkblot Join Date: 2004-01-05 Member: 25077Members
    Maybe in a straight up Turret Vs. OC battle, the OCs would win. Not only that, but the turrets have the weakness of requiring a turret factory. However, I would argue that the turret is the more effective unit in the game. Reasons:

    -At ten res/OC, I hope you have some spare res lieing around without a better use. Unless your on a team that controls 6+ RTs, there's generally a better way to use that res.

    -Grenade launchers and siege turrets can lay waste to an OC farm in one-two minutes. Generally, not game breaking.

    -Turrets are close to essential. Otherwise, you base is more than likely gonna be munched by skulks and it will slow you down significantly.

    -OCs, on the other hand, are rather ineffective at stopping more than one marine. A few healthpacks and the OCs are dead.

    -You can't recycle OCs if you want to.

    -A heavy train rolls right past an OC farm, even with DCs to heal it. A solid turret farm can stop an onos, or an entire team. If only acid rocket was better....

    Frankly, I find that OCs are useful on occasion, but not so much as turrets are. It might be worth it if the OC will hold a RT for a significant amount of time, but a wall of OCs is often going to accomplish little. Laying down 5 OCs and 2 DCs brings you very close to the cost of an onos, and I'm not counting the res it takes to gorge.

    OCs are an annoyance, but turrets can win the game. I don't really have a problem with this, OCs certainly have some advantages. And it certainly feels like aliens are at least on par with marines as of now.
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    <!--QuoteBegin-Boy who lost his wings+Mar 30 2004, 06:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boy who lost his wings @ Mar 30 2004, 06:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Diablus+Mar 30 2004, 05:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Mar 30 2004, 05:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well i actially tried it when i was bored by myself in elcipse. i built  10turrets, put a line of TF's in the middle to prevent attacking unbuilt oc's. then i put 10 Oc's. <span style='font-size:14pt;line-height:100%'><b>after i recylced the TFs</b></span> and phased to go see the action... the turrets got pwnt...twice!, its cause a few of the OC's attacked 1 target at a time. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You should read the whole post wings. He said he put tfs between the two warring factions to prevent any premature damaging. He then recycled the tfs between the two factions and left the tf controlling the 'terruts' <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    If you're implying a battle between regular marine turrets and OCs, OCs win hand down.

    Although OCs may seem to shoot slower, they have an unpredictable RoF. Sometimes they fire just as fast as a turret, sometimes slower than an Onos can run a meter. Throw in 20 damages per spike, and self-regeneration, OC fortresses win over turret farms.

    Of course, sieges make short work of any alien building.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    As far as the healspray/welder discussion, heal spray is certainly better at healing structures. Heal spray heals 64 hp/spray on structures, which happens every .67 seconds, and a welder heals 64 hp/second. Additionally, heal spray can heal multiple structures.

    Also, if turret farms were limited to 8 turrets, then onos wouldn't have a problem with them, just like HA doesn't have a problem with 8 OC's. So, I would say that the fact that you can place 20 turrets in a room makes turret farms better.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <span style='font-size:8pt;line-height:100%'>This topic is ridiculous, so much so that I can't help but amusedly join in:

    Things depend on how the fight between stationary defenses elevate in scale, and this also brings up possible questions of balance issues between alien and marine teams.

    I believe in the beginning, assuming the OCs aren't able to focus all their attention on the TF<span style='color:yellow'>*</span>, I believe they would win. They have a health advantage, a little regenerative power, a random ROF, and I'm not sure about this, but I think OCs have the damage advantage too. I think turrets only do 10 dmg per shot, while OCs do 20. Not sure about that, and maybe there's some interplay between OCs, turrets, and attacking enemy structures at half damage or something, who knows.

    <span style='color:yellow'>*(who knows if they do this or not. I figured they had some form of aiming AI, but I could be wrong and it's just a trigger impulse at the first thing they "see" in range.)</span>

    Now, lets assume that it's 8 turrets versus 8 OCs. The OCs will win. ENTER: More turrets. Lets say the com droped, oh, 16 turrets. Maybe in ns_nancy's large cargo bay, with three or four different TFs set up to provide coverage. And because there's lots of flat land in this hypothetical room, they can all shoot at the OCs. The OCs will lose this battle.

    Now, enter alien stationary support structures. Namely, DCs, which heal at a rate of 10 HP per click to all surrounding alien structures. For each DC, the line of 8 OCs is given slightly more ablative resistance over time. Lets assume our friendly gorge stumbles upon 80 res, and drops 8 DCs behind the line of OCs, with a crawlspace between them. OCs will EASILY win this one.

    Now, enter LA Welder marine, complete coward, hides behind the turrets welding them as best he can, ignoring the wall of OCs entirely. I think at this point, to inflict enough damage to kill even one OC, the entire phalanx of 16 turrets would have to focus on just one of them at a time. Thanks to the welder rate, the turrets in the front stay in a decent enough shape to continue firing indefinately. Turrets win.

    Now, enter Gorge. For our hypothetical example, we must obviously be at the endgame, so assume gorgie has adren and can drop a nearby MC to give him constant adren boosts. He wedges himself in the cracks between OCs and DCs and healsprays like mad. I don't think even 16 turrets can put down enough firepower at this point to eventually kill even one OC, assuming turrets only do 10 dmg per click.

    At this point, neither side wins, and it's a stalemate.

    Now, lets say the com upgrades the turret factory to a siege factory. With a wall of 8 DCs supporting 8 OCs, one or two sieges should be enough. If he puts down even one siege cannon, the wall will eventually be eroded by the sustained blasts, with a slight chance of killing the gorge if he isn't careful about the explosion radius. I say slight chance because he is surrounded by 8 DCs. I think they can actually heal him fast enough so that he can be taking a hit every few seconds and still be happy and cute. Turrets win this one.

    The next step in the stationary defense arms race is multiple healspray gorges. Assuming that our room isn't big enough to fit 16 OCs with 8 on each side, those 8 OCs are maxed out for their damage. You can't put down more than 8 of any alien structure down in one place. Even with OCs' quick ROF, a few welder marines concentrating on one turret at a time can easily heal them fast enough to keep up. OCs have reached their maximum effect as offensive siege devices.

    At this point, all the com has to do is keep dropping sieges and it's done. OCs are going down, DCs are going shortly after, and the marines throw a party.

    Even if we assume this is somehow ALSO taking place in a hive room, say ns_nothing's Great Viaduct, with the hive adding to the 8 DCs worth of healing, the most stationary offensive power the aliens are ever going to have is 8 OCs in a line or wall. Roughly 160 per click, assuming OCs do 20 damage. The only way they win is if they somehow hit the TFs, and nobody welds over the damage.

    It's not happening for the aliens once things escalate. OCs are more multipurpose than turrets. You can use them to take down electrified or abandoned marine structures without supervision, something you can't do as easily with turrets. Dropping a 10 res tower is easier than a, what, 20 res structure, then 10 res structures around it? Some people even use TFs as electric generators to kill alien RTs at a cost of 50 res. Like most things, aliens have the starting advantage and a guerilla feel to how they operate. But give the marines enough time, and they out-tech the aliens and screw them up royally.

    OCs are meant to be more versatile, not merely consigned to stationary area sentry duty. Going gorge somewhere tricky and putting a secret ninja OC up where nobody will see it is something you just cannot do with turrets, due first to their sheer noisyness, and second due to their necesity of a nearby turret factory to operate. OCs are able to be deployed in places that hinder progress long enough for defense to arrive. The closest thing the marines have to it now is a single factory with no turrets, which is then electrified and left in place. It costs 50 res, takes longer, has less range, but does do somewhat respectable damage to any two targets in range, and can pose significant blockages if placed in tight vents or hallways. The cost is absurd however, which is why it's hardly ever seen even in the nubbiest of pubs.

    BOO BA BALOOBA A BING BANG BOOM, HA CHA!~ :D</span>
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    I'd just like to point out that they're both useless.


    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->OC farm is far better at slowing aliens then an oc farm is at slowing marines.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Entirely true. There's this little thing called "res," and it's probably just a *wee bit* wasted on oc farming.

    Turrets are anything but essential. They're borderline useless.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    On some custome maps I have played with huge amounts of res(almost like playing co but in 2.01) the comm would build like 20 elec tfs in a passage way preventing an onos from going down until all or most of the tfs were destroyed. I think a wall of elec tfs owns the crap out of anything.
Sign In or Register to comment.