Squishy, also realize that while you may be correct when talking about clan games, in pub games it is completely different. Pub games generally mean a situation where marines won't follow orders all the time to go through the pg and save the outpost. On the flipside, aliens will have a hard time organizing and attacking said outpost as a team, so the lone skulk/lerk will stay away from 5 or 6 turrets.
OK, I've been argued out of my belief. I will go back to player NS some more. I have been playing this game since the exact day it came out, and am a vet of other games (H-L as soon as it came out, TFC for years, CS at beta3+, many other mods, many you haven't even heard of (lv(or b)-426 the Aliens mod for HL), I've been around. Yes, I'm not the best NS player out there (I just started back), but I am sometimes still top on the server. I am sorry I did not make a better argument (didn't have many people agree with me :| ), but it's life, I'll move on. Well, time to get back to killing...
<!--QuoteBegin-(SiD)Squishy+Apr 11 2004, 06:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((SiD)Squishy @ Apr 11 2004, 06:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marine turrets are largely useless if your marine team is organized which is how the game should be played. OC's can be effective in many situations. If you disagree don't bother posting because you obviously don't know what your talking about.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That statement is too general. Marine turrets are useful.
Ocs have acouple hundred less HP have many blind spots, and actually HAVE a limit to place in an area. Marine turrets do 5 damage, have no limit and totally own skulks and lerks. OCS can hold off marines for some time, but eventually become overrun. Turrets unless being attacked by an onos or a fade keep aliens at bay practically thw whole game
I am of the opinion that the turret is more useful than the OC. Why, you might ask?
Simple, OCs are easy to take down, they have limited range, they are built by gorges who can't afford to build more than 1 or 2 in an entire game.
Turrets can easily kill skulks, they have huge range, they NEVER miss, and they are extremely effective of area denial when there are only lerks, skulks and gorges.
However, both structures are useless, they cost too much res.
I see pub comm commanders rush to lock down 2 hives right from the beginning, I'm amazed that they won. Why?
Because they lock down with rt, tf, pg, and about 4-5 turrets. How much res is that? How much of that res could have gone to shotguns, mines, welders, or upgrades?
In my opinion, any comm who even drops a turret factory for defense (not offense), is simply not experienced, and weaned on easy victories against incompetent aliens.
OCs are not much better, they can barely kill a marine, they can't even touch one at a distance, and they have too many blindspots.
In pub play, they are absolutely useless, marines just demolish them.
I doubt that clan play will see much employ of OCs either. The only times I actually use turret factories and turrets are when I'm sieging a hive, and I want the extra security (the hive is right next to me, for fark's sake), and even then, I get 2 or 3 only.
In my opinion, the turret is fine as it is, but I'd like to see OCs cost reduced or their performance buffed.
<!--QuoteBegin-Rapier7+Apr 12 2004, 07:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Apr 12 2004, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Because they lock down with rt, tf, pg, and about 4-5 turrets. How much res is that? How much of that res could have gone to shotguns, mines, welders, or upgrades?
In my opinion, any comm who even drops a turret factory for defense (not offense), is simply not experienced, and weaned on easy victories against incompetent aliens.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, you are wrong. It is debateable whether mines or a turrets are more effective, but they both have their uses.
Me, on the other hand - well, I'm not so good at <i>dodging bullets</i>. So turret farms can be quite a hazard to my skulk-self. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
From what I've seen, a net of 3 turrents and up will destroy anything but a fade or onos. Wall of lames with OC's can also be effective. I think that both should be used as deterrents, and to aid in defending. They will keep marines from having easy access to a lot of spots, and can be useful in escap and ambush, and they can also be effective in defending phase gates from skulks. When they are attacked, marines can phase in and deal with them.
Honestly, turrents are effective at least in early game, better than electricity (which is a huge waste IMO) as long as the comm doesn't go overboard.
The only function of making the rine turret more powerful would be to eliminate the aliens ability to ocationally take back a newly placed siege outpost. As it stands 2 well placed turrets are enough to deture a rambo skulk from sticking around a location (usefull for defending hives and nodes) and any amount of turrets will greatly aid a defending rine team (gives away positions as well as extra damage). A turret farm does and should not be able to deture a higher lifeform from taking a location that is undefended, but it sould and does give the marine team time to respond to the attack. Thus I summerize that the marine turrets serve thier role quite well. If any defencive structure is under balanced it would be the offence chamber. Often the sheer amount of res you have to spend simply to insure that the marines don't have a location to drop a PG inside your hive is ludicrous.
Comments
That statement is too general. Marine turrets are useful.
I am of the opinion that the turret is more useful than the OC. Why, you might ask?
Simple, OCs are easy to take down, they have limited range, they are built by gorges who can't afford to build more than 1 or 2 in an entire game.
Turrets can easily kill skulks, they have huge range, they NEVER miss, and they are extremely effective of area denial when there are only lerks, skulks and gorges.
However, both structures are useless, they cost too much res.
I see pub comm commanders rush to lock down 2 hives right from the beginning, I'm amazed that they won. Why?
Because they lock down with rt, tf, pg, and about 4-5 turrets. How much res is that? How much of that res could have gone to shotguns, mines, welders, or upgrades?
In my opinion, any comm who even drops a turret factory for defense (not offense), is simply not experienced, and weaned on easy victories against incompetent aliens.
OCs are not much better, they can barely kill a marine, they can't even touch one at a distance, and they have too many blindspots.
In pub play, they are absolutely useless, marines just demolish them.
I doubt that clan play will see much employ of OCs either. The only times I actually use turret factories and turrets are when I'm sieging a hive, and I want the extra security (the hive is right next to me, for fark's sake), and even then, I get 2 or 3 only.
In my opinion, the turret is fine as it is, but I'd like to see OCs cost reduced or their performance buffed.
In my opinion, any comm who even drops a turret factory for defense (not offense), is simply not experienced, and weaned on easy victories against incompetent aliens.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, you are wrong. It is debateable whether mines or a turrets are more effective, but they both have their uses.
Honestly, turrents are effective at least in early game, better than electricity (which is a huge waste IMO) as long as the comm doesn't go overboard.