Against 96 Turret
Sunblaze
Join Date: 2002-11-05 Member: 7044Members
<div class="IPBDescription">What is an alien to do</div> OK, I just came out of this game where, my team the aliens had all three hives and every posible resource spout tapped. I thought we were set, and the marines destruction would be within 10-20 min. It was about a 3 on 3 game, and it was imposible to take their main base. And do you know why it was imposible, the commander had built 96 turrets, 96 bloody turrets(I know cause he was raving about them and he counted them. It was insane how fast they took down our Onos rushes, and we corordinated our attacks well, utilizing the screams and everything.
Gimme a break here, that many turrets within the same vicinity is too much, the game was a stand still for an hour and a half then the server crashed; probably due to the amount of turrets the marines had.
There has to be some kind of limit to them.
Ok, that's it, a bit of a rant but true facts my friends.
Gimme a break here, that many turrets within the same vicinity is too much, the game was a stand still for an hour and a half then the server crashed; probably due to the amount of turrets the marines had.
There has to be some kind of limit to them.
Ok, that's it, a bit of a rant but true facts my friends.
Comments
If this happens on a patched server, sit outside the range of the turrets (if you can) and peck away at their turret factories with spikes/bilebomb/parasite (parasite does a little bit of damage if I'm not mistaken). Once the TCs are down the turrets go down (unless there are more than 1 TC so then just kill the other one)
Unfortunately, there's really nothing to prevent the marines from simply rebuilding their turrets. Granted, it's only a matter of time before they're pushed into a corner, but it's an incredibly slow and monotonous process to try and crack a turtle's shell.
Anyway, the point of this post is, while I had the ultimate position (the marines didn't have nade launchers), racking up kills too, it was really, *really* hard to destroy to buildings. We lobbed a shitload of bilebombs down there in freakin' 5-10 minutes, and the damn structures just wouldn't fall. They were pretty closely built too, so we should've had unbelievable splash/blast damage, but nooooo... What Sycophant said about cracking the turtles shell, highly true. Projectile weapons don't work very well at least for anything bigger than turrets, and even turrets take a helluva long time.
I guess if my other two team mates knew what they were doing we could of used the Lerk's Umbra on the Fade or an Onos.
Oh well, sounds great that the turrets will get the same limitation as the Offensive Chambers.
Basically if the game gets down to the aliens having secured 3 hives and the rest of the nodes while the marines are pinned down in their starting base, its just a matter of time before the marines get wiped out entirely.
or you could just take the cap off the alien buildings. I would much rather have that.
*evil grin*
or just defense towers.
*eviler grin*
I was firing constantly at their turret factory and spawn pads. How many buildings did I destroy during this 10 minute constant bombardment? None.
*EDIT* I noticed that it doesn't do splash damage nearly as close as it use to. Maybe this has something to do with it?
However don't limit it too much where the aliens can walk all over the place without regard to the SGs. The SGs are essential to the marines feel and their tactics. Just set the limit so they can't go crazy with them.
yea, i see NO point in having more than 7 turrets max.
yea, i see NO point in having more than 7 turrets max.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Then you'll like hearing every marine player complain about the Onos or Fade being too God-Like because SGs can't stop them? I'm willing to get Marines place their 8+ turrets, but I want a reasonable limit. What I don't want is too few turrets so the marines complain that they are useless.
Oh, I've found it <b>very</b> useful against buildings, and even men.