Fix Turrets

NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
edited August 2004 in NS General Discussion
<div class="IPBDescription">please?</div> k I know it's everyone's favorite game when the marines have a turret farm and a PG in both of the other hives and you wait 25 minutes until they get HA and kill you, futily running around dying to millions of well placed turrets, but seriously isn't this getting old? I mean I know removing turrets/OCs would totally shatter almost all elite pub strategies but honestly it needs to be done. At least make turrets do 2 damage or something.

The bottom line is turrets need to be severely reduced in power or removed. There is just no way to make a game of NS with 2 turret farmed + PG'd hives fun. The game is over at 5 minutes then you wait 20 minutes to die.


Call me elitest or whatever I really don't care.

Edit: I'm talking about in pub play, but I expect if some clan was lame (****) enough to try it this strategy would work beautifully in a clan game.

Edit2: Yeah I'd like to see OCs removed from pub play as well, but they aren't as game shattering as it's hard to get enough of them so that 1 or 2 LMG marines can't kill them easily (notice how plain 0 res marines can kill OCs but a skulk has 0 chance of killing a turret), and if they do, just siege or GL it. Aliens need 2 hives (bilebomb) to even have a chance at killing any mass of turrets, if there is a PG there. Plus OCs are just used as an excuse to say that someone isn't res whoring, because fading and dropping a bunch of OCs isn't really just the same thing isn't it?!?!? The only difference is the piles of OCs suck and the fade is actually useful


Edit3: Oh and <b>fix the downloads page PLEASE?</b> Lots of new people get discouraged or just plain don't try NS because about 90% of the download links are broken. If you're trying to get more people to play NS this is definately a huge deterrent. Just remove the broken links.
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Comments

  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    Errr clans don't do it because it's a waste of res. It only works when the game is severely skill stacked or there are few players. So, if you see a lot of good people on one side and a lot of bad people on the other side, try another server.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    If marines have locked down your hives, you have no choice but to evolve into higher lifeforms. Too many people see this as res-whoring, and they would rather lose the game than take a chance and evolve.
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    People telling nadagast how to play, never thought i'd see the day...
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    Just fend then marines off for a while and get fades
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    With 1-2 RTs on a 9 player alien team. Yeah, great idea! I bet you can go lerk at the same time they get HA.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    Even if you get Fades there is nothing you can do... if you attack a turret farm + PG (assuming there are no marines there when you attack, very unlikely) then they will just phase in with shotguns and you will HAVE to run or run a very high risk of dying as fade. Seriously the game is just over =|
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    I think a simple start would be to add a limit to amount of turrets in a room, just like chambers per room. However, I think ns's static d overall needs to be nerfed, theres no point in going online to play against AI controlled stuctures, you go online to play against other people. One of the main reasons most people considered 1.0 so fun was because static defense was so weak, its meant to annoy and slow down the other player, not do the killing for you.
  • UnderDOGUnderDOG Join Date: 2003-04-05 Member: 15221Members
    <!--QuoteBegin-Rue+Aug 16 2004, 05:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Aug 16 2004, 05:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just fend then marines off for a while and get fades <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You dont realize that a hive with a pg, and elect tfac and 6-8 turrets will not die to fades, even 3-4 unless the marine team completly ignors it.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited August 2004
    I've never seen 2 hive lockdowns against d chambers first nadagast, only against M and S chambers.


    Next a 2 hive lockdown would only really work against aliens that have a side hive (where you lock down the middle one and just scout the side one, now this is an effective and lame strategy). This is more of a map flaw and one hive lockdown than anything, like on veil where you can't go from side hive to side hive easily at all. And this isn't really a 2 hive lockdown, it's a one hive lockdown because of a cramped map design.

    Other maps like nothing, caged, are too big for a middle hive lockdown to work.

    Otherwise if generally what happens is that aliens start with middle hive, marines go to one hive lock it down and spend like 50ish res on turrets and then other hive they start locking it down and fades appear and kick the marine's nuts out of there, hive 2 starts going up and marines are short of upgrades to stop the fades.


    If turrets were easy to use in clan play they'd be used more often, but I think spending 10 res on a turret over a shotgun is generally a bad move, as the shotgun has way more killing potential.


    Honestly I don't think turrets are that much of a problem, 1300 hp a piece they are easy enough to kill, I'd say what is worse is electricity, as say a 6000 hp RT has way more stopping power agaisnt things like skulks and stuff

    I suggested to Flayra that he could make elec RT zap your adren instead of hp, he seemed to like it (so elec RT's can never kill you, and packs of skulks would be able to take them down with ease, and cost would be lowered down to 20 res)
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    What forlorn said. Although I think that turrets could become a problem once they get the damage boost from weapon upgrades. On the other hand, having regen overflow from health to armour might give the aliens an advantage vs static defences too.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-RabidWeasel+Aug 16 2004, 06:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Aug 16 2004, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What forlorn said. Although I think that turrets could become a problem once they get the damage boost from weapon upgrades. On the other hand, having regen overflow from health to armour might give the aliens an advantage vs static defences too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes this is a really good point, a regen fade wouldn't even be dented by turrets with overflowing regen because armor would stay full.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    edited August 2004
    actually, static defenses ARE quite weak.

    Turrets are merely a problem for skulks. A fade or a onos at any level can destroy a turretfarm.

    As Nadagast said, its the phasegate and the shotgunners.
    Its simple to me. The higher lifeforms are way too easy to kill. Especially the Lerk.
    I know the statistics and how devastating good fades can be, but we are talking about pub play here, and there are rarely such elite fades.

    Marines pack way too much firepower. The turrets are merely annoying. A Hive one Onos with regen can walk into any farm and snuff the TF. Its the marines that kill him. And the turrets that block his escape route.

    In 1.4, I played marines only because it was more challenging. Aliens were powerfull and deadly and the very moment the fades showed up meant trouble.
    Skulks were quite tough too.

    Today, I play aliens for the same resons. Its more difficulty. Any half decent comm that knows how to use an armslab and a bunch of people who are at least able to pretend that they are intelligent can win a game.

    Eliminating static defence would severely nerf the fun of the game, as it would cut one of the stretegic aspects.
    Building and fortifying outposts and strategic positions is one of the key elemtents that make the game apealing for me.

    There are more sublte ways of balancing the game than eliminating turrets.
    Posible solutions i can think of could be as following.



    <span style='font-size:8pt;line-height:100%'>Maybe eliminate the elctrification upgrades, to make the outposts and rts more vulnerable against skulks. Its way to easy to secure 3 nodes and tech up right now.
    Also, there would be an increased chance of blind spots at TFs for those clever skulks</span>
    -----------<span style='color:orange'>Strike this one,I just read forlorns Idea about elec damadging adreanaline and that really sounds reasonable</span>---------------

    Just make the the higher evolutions (fade and onos) not clip on turrets. Fades might be able to blink through buildings and an Onso could be large enough to simply walk over such small objects as sentries. I really don't know if this would be hard to code, but it would at least make escaping from a Base easiser if the attack turns out to be unsuccessfull.

    Improve redemption.

    Raise the armour values. Aliens are wet tissue paper agaist upgraded weapons. I know about balance and and stuff, but the HMGs damadge at lvl3 is ridiculous.
    Especially lerks are a waste of res. Of course they have spores and umbra, and thus are menat for supporting Onoses at endgame and anoy rhines at early game.
    Inbetween they are dead meat and plain useless. He was desinged as jetpackcounter or so I thought. Yet it is by far easier to kill a lerk as jetpacekr with a shotty as its vice versa.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Legat+Aug 16 2004, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legat @ Aug 16 2004, 06:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Eliminating static defence would severely nerf the fun of the game, as it would cut one of the stretegic aspects.
    Building and fortifying outposts and strategic positions is one of the key elemtents that make the game apealing for me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I bet you 100 bucks if a public vote was held more people would say they prefer no static defenses over static defenses.

    The problem with the said poll however is that the people who can't stand static defenses don't play the game, but even still I bet you my side of the poll would win.


    I think static defenses can stay, but just so that they are mild support. I think static defenses should be wasted by any competant force the aliens have to offer, whether it be skulks and lerks or several fades.


    Look at any good RTS, good players don't get too much of static defenses except as temporary holdover's untill they can get bigger units to come out because they know bigger units totally walk all over static defenses.

    I've always been a fan of making static defenses cheaper and easier to pruduce, at the expense of making them weaker (such as throwing in a hard counter).

    Like turrets that cost 5, deal 7, take 5 seconds to build but spores would block 1/3 of all turret bullets. (and umbra block 1/2)

    Or OC's that cost 5, deal same amount of damage, but only have 550 HP (that's one lv. 1 LMG clip)

    But meh.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    edited August 2004
    <!--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-->Look at any good RTS, good players don't get too much of static defenses except as temporary holdover's untill they can get bigger units to come out because they know bigger units totally walk all over static defenses.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Sure. Thats compeltely reasonable. Still its a part of the game to fortify positions and if it is just to defend the phasegate from skulks.
    As I said, they are not too effective IMHO, especially the OCs are quite vulnerable to determined attacks. They serve their purpose. Not more. Turrets don't fend off an Onos onslought themselves. Thats the defenders job.

    Its just too easy to do so right now.
  • SoberanaSoberana Join Date: 2003-06-25 Member: 17695Members
    nerf static d to make it an annoyance, not a problem
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Legat+Aug 16 2004, 06:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legat @ Aug 16 2004, 06:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Look at any good RTS, good players don't get too much of static defenses except as temporary holdover's untill they can get bigger units to come out because they know bigger units totally walk all over static defenses.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Sure. Thats compeltely reasonable. Still its a part of the game to fortify positions and if it is just to defend the phasegate from skulks.
    As I said, they are not too effective IMHO, especially the OCs are quite vulnerable to determined attacks. They serve their purpose. Not more. Turrets don't fend off an Onos onslought themselves. Thats the defenders job.

    Its just too easy to do so right now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If it takes an onos to kill turrets then the turrets are too strong by RTS standards because onos are top teir, imagine how crappy starcraft would be if it took battle cruisiers to kill your basic defense in that game

    Or imagine warcraft 3 if it took Tauren to kill a tower, for gods sake the game would suck terribly if it was like that

    I think turrets are too strong in the wrong area's and too weak in others. Turrets are too hard to use because they are such an investment, but they are really lame when in numbers because they are so strong.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    edited August 2004
    The problem with turrets is the eliminate skulks from the picture so you have at most 3-4 (weakened by the turrets) Fades vs the phasing in shotties/hmgs. It's seriously absolutely retarded. Without a bunch of aliens it takes way too long to kill a PG to be able to ninja it.

    How this hasn't been fixed yet is beyond me... I'd say like at least 70-80% of games I play are just turret farm to wait to lose/win. BORING AS HELL.


    Edit: Yea the only way to even have a chance at killing these farms + PGs is getting an onos. The only reason they can do it is because they do 2x damage to structures and limit the amount of marines that can come through... However by the time you get an Onos the game is already over. And even that doesn't work all the time.. half the time you'll lose the onos.

    Maybe make the turrets cost 5 res, do 1-3 damage, and build quickly, but there is a limit of like 5-8 per room (like chambers) or per TF. That way the only thing they could effectively stop are skulks. I would also maybe suggest reducing the amount of health on PGs... or giving fades 1.5 or 2x damage to structures.
  • keelemkeelem Join Date: 2002-11-07 Member: 7482Members
    Lowering turret tracking speed could help

    Then you can circle around a turret and bite it down without taking much damage, like in 1.0x
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    edited August 2004
    What about making the damage of turrents change with each weapons level...?

    example: no upgrades - 5 damage
    Weapons 1 - 8 damage
    Weapons 2 - 10 damage
    Weapons 3 - 13 damage

    Values are welcome to be tweaked of course, I just thought them up in like 10 seconds.

    I know they already do change with each weapons level, but make the damage less at the start, and alot more when they're upgraded.

    You could have a mass of no to low upgraded turrets, or you could have a few strong ones.

    Turrets health could even be tweaked by the armor upgrades. This would allow skulks to take out turret farms early game, because the marines are using all the res for turrets and not upgrades. On the other side of the fence, if the marines already have weapons 2-3 and you're at one hive, you've lost anyway, so I don't see any harm.

    edit: Or, you could have a whole separate tech tree just for turrets. The turrents could have mechanical armor/damage upgrades, completely separate from the marine's upgrades.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin-ThE HeRo+Aug 17 2004, 02:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Aug 17 2004, 02:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about making the damage of turrents change with each weapons level...?

    example: no upgrades - 5 damage
    Weapons 1 - 8 damage
    Weapons 2 - 10 damage
    Weapons 3 - 13 damage

    Values are welcome to be tweaked of course, I just thought them up in like 10 seconds.

    I know they already do change with each weapons level, but make the damage less at the start, and alot more when they're upgraded.

    You could have a mass of no to low upgraded turrets, or you could have a few strong ones.

    Turrets health could even be tweaked by the armor upgrades. This would allow skulks to take out turret farms early game, because the marines are using all the res for turrets and not upgrades. On the other side of the fence, if the marines already have weapons 2-3 and you're at one hive, you've lost anyway, so I don't see any harm.

    edit: Or, you could have a whole separate tech tree just for turrets. The turrents could have mechanical armor/damage upgrades, completely separate from the marine's upgrades. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Urgh Weapon upgrades in ns beta 5 will up the dmg or turrets...didn't you know that.

    In my opinion I think the Ocs are much less efficient, I know they are suppsoed to be, but it makes me wonder most times if its worth to drop that OC or make a DC.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    Just make turret have the accuracy of a 1.04 turret. That or give fades bilebomb again.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    <!--QuoteBegin-SinSpawn+Aug 16 2004, 09:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Aug 16 2004, 09:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ThE HeRo+Aug 17 2004, 02:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Aug 17 2004, 02:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about making the damage of turrents change with each weapons level...?

    example:  no upgrades - 5 damage
                  Weapons 1  - 8 damage
                  Weapons 2  - 10 damage
                  Weapons 3  -  13 damage

    Values are welcome to be tweaked of course, I just thought them up in like 10 seconds.

    <b>I know they already do change with each weapons level, but make the damage less at the start, and alot more when they're upgraded.</b>

    You could have a mass of no to low upgraded turrets, or you could have a few strong ones.

    Turrets health could even be tweaked by the armor upgrades.  This would allow skulks to take out turret farms early game, because the marines are using all the res for turrets and not upgrades.  On the other side of the fence,  if the marines already have weapons 2-3 and you're at one hive, you've lost anyway, so I don't see any harm.

    <b>edit:  Or, you could have a whole separate tech tree just for turrets.  The turrents could have mechanical armor/damage upgrades, completely separate from the marine's upgrades.</b><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Urgh Weapon upgrades in ns beta 5 will up the dmg or turrets...didn't you know that.

    In my opinion I think the Ocs are much less efficient, I know they are suppsoed to be, but it makes me wonder most times if its worth to drop that OC or make a DC. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Read my post. I said I know they change the damage, but <i>make it to where turrets to barely any damage at no weapon upgrades, BUT significantly upgrade the damage when weapons is upgraded.</i>

    Better yet: add a *gasp, not more strategy!* <b>whole new tech tree just for turrets.</b> Yes, the means turrets won't be effected by marine upgrades, but instead mechanical upgrades. So, turrets could start off doing little damage, and with each mechanical upgrade, they could deal more and more damage. It could solve the "turrets should do more/less damage" battle.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-ThE HeRo+Aug 16 2004, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Aug 16 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SinSpawn+Aug 16 2004, 09:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Aug 16 2004, 09:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ThE HeRo+Aug 17 2004, 02:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Aug 17 2004, 02:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about making the damage of turrents change with each weapons level...?

    example:  no upgrades - 5 damage
                  Weapons 1  - 8 damage
                  Weapons 2  - 10 damage
                  Weapons 3  -  13 damage

    Values are welcome to be tweaked of course, I just thought them up in like 10 seconds.

    <b>I know they already do change with each weapons level, but make the damage less at the start, and alot more when they're upgraded.</b>

    You could have a mass of no to low upgraded turrets, or you could have a few strong ones.

    Turrets health could even be tweaked by the armor upgrades.  This would allow skulks to take out turret farms early game, because the marines are using all the res for turrets and not upgrades.  On the other side of the fence,  if the marines already have weapons 2-3 and you're at one hive, you've lost anyway, so I don't see any harm.

    <b>edit:  Or, you could have a whole separate tech tree just for turrets.  The turrents could have mechanical armor/damage upgrades, completely separate from the marine's upgrades.</b><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Urgh Weapon upgrades in ns beta 5 will up the dmg or turrets...didn't you know that.

    In my opinion I think the Ocs are much less efficient, I know they are suppsoed to be, but it makes me wonder most times if its worth to drop that OC or make a DC. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Read my post. I said I know they change the damage, but <i>make it to where turrets to barely any damage at no weapon upgrades, BUT significantly upgrade the damage when weapons is upgraded.</i>

    Better yet: add a *gasp, not more strategy!* <b>whole new tech tree just for turrets.</b> Yes, the means turrets won't be effected by marine upgrades, but instead mechanical upgrades. So, turrets could start off doing little damage, and with each mechanical upgrade, they could deal more and more damage. It could solve the "turrets should do more/less damage" battle. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What, upgrades that revolve around a static defense strategy?

    Count me out of your game, please!
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    The issue with turrets is that it takes a mid level tech alien unit (A fade or a gorge with bilebomb, and the gorge needs serious support or inept marines) to take them out. Even a large group of skulks won't take down a moderate turret farm, which is how it works in most RTS games. Marines have way too many early game advantages as it is, and aliens are quite weak. Electrification absolutely rapes pubs because it's moderately priced and pub aliens allow marines to cap nodes, then electrify them. Then they proceed to run around and try and kill marines instead of the nodes, so they earn themselves back in 3 minutes, then the commander is earning serious res income. Unacceptable. The first step to breaking the crappy pub cycle is making aliens recognize the power of attacking marine nodes. It saddens me to see skulks run past nodes, or fades go past electrified nodes. That shouldn't happen, and most people aren't aware of why those nodes need to go down. People cry all the time "We need more resnodes" "We need <insert here>", but never say "attack marine nodes", and that's a major problem that is never addressed. Turrets and electrification aren't overpowered if the alien team uses some common sense and a little planning. Sadly most players and teams lack both of these, and it leads to a seemingly domination of the early game by marines, when in fact it's only marginally marine biased.
  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation
    edited August 2004
    Best way to fix turrets is just to make 3 different types of turrets and make one that is good against skulks(fast firing weak turrets), one against fades(medium damage strong turrets which turn slower and do more damage and is spreadshot (think flak cannon so that the fades cannot even see 3 without dying quickly or basically lose one shotgun shot's worth of health) and one against onos(Think seige cannon aimed at one onos but extremely slow firing and slow turnning but allows at least 1 shot and 4 shots kill the onos). Make it only upgradable once and only liimited to 7 turrets per turret factory.

    That way you can have some more strategy, if you build skulk turrets then fades can come and demolish the defenses with ease and onos can run in without even getting scratched. Fade killing ones wont kill the onos too much before it demolishes at least 4 turrest in one run and the heavy onos cannon can demolish a onos in 4 shots and a fade in 2 if it decides to stand still for that long but if you blink you and easily take it down.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    Static defense is meant to ward off attackers, not stop them. The classic turtle defense in Starcraft was capable of defeating any attack for a while, but eventually due to lack of upkeep, they would fall. Static defense isn't made to hold off higher tech units either, in fact the hard counter to static defense was usually a higher tech lifeform (Yamato cannon anyone? Guardians?). The problem with that in NS is that aliens often lose the game early, and simply take 20 minutes to die a painful death. They don't lose because the marine team is good and competent, they lose because they're quite incompetent. Making MORE static defense (differing turret types) will only make commanders build even more turret farms, with a variety of turret types. If anything has to be altered, simply alter the damage turrets do on various lifeforms. Make them do 5 damage default, and double to skulks and lerks (10), normal to gorges and fades (5), and half to onos (2.5). I think simply altering what weapons do what damage to which alien lifeform would SIGNIFICANTLY alter how the game is played in a good way. For example the 1 Hive onos that apparently used to be the main base breaker is simply horrid. It sucks because every weapon does full damage to it. If you follow other RTS games, they have some type of "triad of doom" or "circle of death", some method of making some units inherently more powerful than others. Making the lmg do 1/2 damage to onos, as well as the shotgun doing some cut down amount, would make the onos more capable at 1 hive. The same for fade. That's just random babble for me, but since we were discussing altering the damage in some way, I thought this should be mentioned.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I think we can all agree that turrets should be a supplement to marine defense rather than a replacement for it. Right now they don't seem to be balanced properly to do this; turret farms are almost impenetrable to skulks, but practically worthless to everything else. On top of that, they're usually overshadowed by electricity, which does basically the same thing for about the same cost but has the benefit of durability(particularly with node HP).

    First I think electricity needs to lose its function as a static defense; the old energy-damage suggestion works, and preferably a removal of the ability to cover other structures as well(maybe only zap an alien that attacks the structure?). Then turrets should be rebalanced as a lightweight early/mid game defense that isn't capable of holding down an area without marine backup. Make TFs cheaper and siege upgrade more expensive(or maybe lower node HP and allow them to support 2-3 turrets in a smaller radius?), and give Fades protection against turrets like Onoses have. Just some basic ideas.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Zek you don't want to make any sort of static defense more expensive, cheaper and weaker is always better, you don't need the ultimate turret of dooooom!!! to make it useful.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    A turret farm vs a fade, turret farm wins hands down, alot of times the commander just drops as many as possible, making it hard for the fade to get in and do one swipe before losing his armor, not talking 3-5 turrets, talking 15~
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Limit turrets to 6 per area. Its rare that you actually have more than 6 anyway, but its lame if you do.
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