Is One-hive Turret Killing Possible?

JdeFalconrJdeFalconr Join Date: 2002-11-01 Member: 2792Members
edited November 2002 in NS General Discussion
<div class="IPBDescription">MUST u have 2 hives? Is that bad?</div> In some NS games I played this weekend we had the immensely difficult problem of trying to kill marine expansions/turrets/structures of any kind with only a single hive. The game had progressed a bit and marines had pretty much blocked us off from our two other hive points, so we were rushing around not only trying to stop marines attacking our base but also the expansions and small turret emplacements they put down, and all we had to do it with were skulks and gorges. The marines didn't really tech all that much and for the majority of the time in this situation, they were using LMG's and light armor.

Now I see several options here...

1. We didn't attack their structures correctly. (either due to teamwork or individual-play problems)
2. This was somehow a fluke and we should have been able to make headway against their turrets.
3. We were outplayed by a skilled team of Marines.
4. We screwed up and didn't recognize and act upon the critical necessity of expanding as Aliens.
5. Aliens are unable to destroy moderately well-placed marine structures without a second hive and its subsequent evolutionary options. We were blocked from building that second hive and therefore could not destroy the Marines' turrets & other structures.

Now I am perfectly willing to entertain the first three options and consider each one plausable. However, I think the fourth and fifth options are the ones that need to be examined for their implications towards necessary gameplay changes.

<b>Should the aliens be required to produce a second hive if they want to destroy Marine turrets? Is this a good/bad thing and can this be an unfair weakness to the Aliens?
Are aliens able to destroy Marine structures, mainly their turrets, with only a single hive? If so, how do they go about doing it? If not, should they be able to?</b>

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited November 2002
    #4 is your problem. the second hive, simply put, is THE most critical location for aliens. Without the second hive, it is impossible to win against any marines that are atleast marginally more intelligent than monkeys.

    Saying that one hive wins vs lots of turrets are something that should be possible would be like saying that LMG marines should be able to win vs Onos.
  • TacticianTactician Join Date: 2002-02-19 Member: 228Members
    edited November 2002
    Skulks make great turret killers. No one ever believes me when I say that, but I think it's true. Skulk turret killing requires a great lack of self-preservation instinct. Carapace is nice too.
  • trhktrhk Join Date: 2002-11-06 Member: 7245Members
    You can destroy turretfarms with skulk(and with one hive) quite easily, just destroy the turret factory. Usually its builded in corner and you can hide behind it (so turrets cant shoot you) while biting it.

    With leap its much easier, but you can do it without it.
  • TacticianTactician Join Date: 2002-02-19 Member: 228Members
    If you move fast enough across the wall, you can move through a turret farm room taking no damage. You just have to have a little faith in your skulky speed.
  • RazorClawRazorClaw Join Date: 2002-11-06 Member: 7413Members
    People say you should use strafe to out manouver turrets when attacking them wiht a skulk, I find this very hard though. Most of the time I end up strafing away from the turret bumb into something and get shot to pieces. If one hold down the walk/run key and try strafing, then you move too slowly and the turrets will kill you real quick.

    I'd say it's impossible to destroy a well constructed base with only 1 hive... but it's also impossible to destroy a well constructed alien base if you have light armor and only LMGs.
  • AcidhamsterAcidhamster Join Date: 2002-11-01 Member: 3171Members
    edited November 2002
    btw - a skulk vs 1 turret, or moving into position so only 1 turret can shoot him, can bite the turret to 1/2 life. Ok, think 2 runs and you killed the offending turret. Maybe 3 if its a tough spot/entry. Kill any turrets until the Turret Factory is unprotected on 1 side and take it out. This only really works if there are no marines to kill you as they'll drop you fast.

    On a side note, I've been told that a skulk can circle strafe around a turret to kill it, in my testing it seems *possible*, but I haven't been able to totally solo a turret yet.. its tricky.


    [edit] this is assuming you cant just jump in and take out the factory because of bad turret placement
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    There are some places where a patient Lerk can hit-and-run a hive room to death by using spikes. The first place that comes to mind is Bast's engine hive -- just hide in the vents, duck out, shoot a few spikes at a turret or the turret factory, then duck back before the turret tracks you. It takes a while, but if the marines are otherwise distracted, you can clear it out. And if there's only a single turret, a Skulk or Lerk can pretty much just bore in and start biting and circle strafing. I'd give a smart alien better than even odds against a turret in a case like this.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    I was just about to say -- Lerk, lerk, lerk! I've found that four times out of five, there is some perch in the room that a lerk can get to where you can see part of the turret factory, but no turrets can shoot you. I then just stand there and shoot spikes until the factory dies. It takes a while, but if you're discovered, you can probably high-tail it out of there without dying, as Lerks can be the fastest things in the game, they just require control.
    Also, having a skulk nearby to distract/kill any marines that come by makes it easier. Once the factory goes down, it's lunchtime <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • MagusMagus Join Date: 2002-11-06 Member: 7448Members
    lol.. killing <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> or <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> with a <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> is hilariously easy using circle strafe.. but u will take dmg .. 95% of the time but other wise if u do it correctly it should go down in no time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    Which is why commanders should have more than 1 turret factories in an area in which he/she really wishes to hold.

    And if possible the turret factory is placed in places where lerks are unable to spike snipe.
    (I doubt if such location exists)


    A friendly reminder :

    NS is not the typical FPS, its a RTS with heavy zone control elements, except that every unit is controlled by a different individual through 1st person mode.

    Having leet FPS skills may slightly help a bit, but common sense, strategic mind and great sense of team work is more valued than leet FPS skills.



    Its all about zone control :

    Capture the zones, secure the zones, deny one's opponent of the zones and one might just find one's path to victory.

    Fear not when one's zone appears to be captured and secured by one's opponent, if one puts in enough effort one is able to reclaim the zones.


    Its all about team work :

    Listen to your team mates, know what is going on.

    Its all about everyone playing their roles right :
    - Skulks keeps Marines busy while Gorges secure the zones
    - Marines moving out as a team to secure the zones while the Commander looks after them
    - etc
  • HirebrandHirebrand Join Date: 2002-11-02 Member: 5053Members
    Turrets attack the closest target, but they can't attack things directly above them.

    Recipie:
    Take 1 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
    Add 1 <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> to roof
    Add 1 <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> from a distance
    Shake, serve warm
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    The ability for Skulks and Lerks (1st Hive Abilities only) to take out Forward Bases/Turret Farms really depends on the number of turrets and T-Fac/Turrent Placement. You also have to factor in the shape of the room/corridor they are set up in.

    It is not impossible but there are certain cases where it can be very difficult. On maps like ns_nothing where rooms and corridors are tight it can be tough, on maps like ns_eclipse where rooms and corridors are a lot wider it is a lot easier.

    This is something you should always look for. Sometimes a commander will put a T-Fac in a place where a single skulk can use it to shield themselves from Turret Fire (Poor Turret Placement). You can just stand behind the T-Fac and chomp it til it goes down.

    Skulk Pack rushes can do more damage then you think (By Packs I mean 4 or more Skulks).
  • ONE-ARMONE-ARM Join Date: 2002-07-03 Member: 872Members
    Yes it is, a skulk and I (gorge) together took down a turret farm on eclipse just the other day, he'd run up and hide behing the factory and slash at it a bit (he was still getting hit by one turret), while I shot at it with spit, then when he had taken some damage he'd come back to me and I healed him up, I never got hit because he was always closer to the turrets and he got healed. this would work even better with 2 or 3 skulks.


    Another thing I've done after our team loses a hive or two but still has tons of resources is I set up 2 defense towers outside of the range of the turrets, then some offense slightly closer, and between my heal spray and the defense turrets the offense turrets can take down the nme sentrys.
  • ReignReign Join Date: 2002-10-27 Member: 1652Members
    Your team screwed up. Although the second hive is indeed critical, turrets can be destroyed by aliens with one hive left. The tactic is to build up defensive and offensive towers as a mini-base somewhere near the area you are attacking. If they have siege turrets just keep things back. Lerks, skulks and such are also great tools for turret killing.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    In my experience, lerks are IDEAL for turret killing. Park outside of the turret's range (or, if you can't, get some cover between your body and it so that you can fire at it's leg or something, but the gun isn't able to get to you), or, since you can fly, get ABOVE it and fire downwards. The only concern you've got at that point is that some **obscenity** marine will come along, figure out what you're up to, and start shooting at you.

    It's funny how many people seem to forget that having one hive lets you get lerks...
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    Lerks are very good for taking out turrets/turretfactorys with, Skulks can do it too but its just a little bit harder.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    <!--QuoteBegin--Reign+Nov 10 2002, 07:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reign @ Nov 10 2002, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Your team screwed up. ... The tactic is to build up defensive and offensive towers as a mini-base somewhere near the area you are attacking. If they have siege turrets just keep things back. Lerks, skulks and such are also great tools for turret killing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Can't: Siege Cannons, remember?

    No, one hive aliens being relatively helpless against marine turrets is a problem I've mentioned time and time again.

    When the aliens win, it's usually because they were relentless in their attacks ot the extent where the marines were unable to attain a foothold. Once the marines have hives 2 and 3 turreted off, their victory is already irrevokably secured.

    I'm hopng to see something done to provide the aliens a means to bounce back when this happens. Maybe swap the Lerks weapons 2 and 3 or something.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    edited November 2002
    Replying to the first post:

    I noticed this last night. If the team you're playing is good, you have close to no chance. They should be smart enough to make their turrets in a circle around the factory, making it hard to take it out. Of course its possible, it just takes alot of time. But, as I said, if they're good, they simply come back 5 minutes later and weld all of your hard work back together after your pesky hit-and-runs. I HAVE come back against a good team with one hive. Took alot of luck, but I simply side strafed until I killed a pesky turret on one side of a factory, and then took the factory out. This didn't take much time and they didn't get there fast enough to stop me. Of course, if you happened to get a fade before your second hive is destroyed, you have a VERY good chance. Just keep that sucker alive.
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