An Excelent Aurgment For Turret Limits
Mr_Bean
Join Date: 2002-11-09 Member: 7943Members
<div class="IPBDescription">Single Picture</div> Just... OWW, 260 RP worth of Turrets
<img src='http://blackadder.freeservers.com/ns_tanith0004.jpg' border='0' alt='user posted image'>
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If you can't see it
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Comments
2nd, you have could likely blink past/up to those turrets and do not-so-minor damage before dying. Get a couple guys doing that and the farm suddenly becomes very highmaintenance. Or just have two guys acid bombing the thing round the clock.
On a public server, its common to join a game and see that the Aliens are slightly outnumbered because they happen to be losing. I've played in games like this, and sometimes with my support and direction, we're able to reach a stalemate point like this where the marines just build mass turrets inside their base.
With average to below-average players, no assault would come anywhere near victory on a base fortified with 10+ turrets.
Consider if you were on an alien team in this situation, you would be FAR more inclined to just say "Screw it..." and find a new server than to fight to victory. This is bad -- because if Aliens control 90 percent of the map + 3 hives, it should be victory, even if the actual players on the team can't crack the marines base.
I wonder if alternate victory conditions are being considered -- most people know how annoying it is to spend 10 minutes looking for a skulk in an air duct.
Of course, by then the siege turrets will hopefully be fixed...
Inexorable, you may not realize that MOST players do not have either the skill or interest to crack open a marine base secured like that. I consider myself above average, and I would much rather just quit the game and find a new server instead of dealing with that crap. For myself, its not a lack of skill, its a lack of playing time and I consider my gaming time more valuable mindless turret slaughter.
We'll have to wait and see how time consuming it is to siege a heavily fortified base once the siege weaponry works.
Take some time and teach others how to get past this kind of thing. It may be a bit harder and take a bit longer, but not only will you prevent newbies from being scared of NS and it's "impenetrable" defences, you'll have someone you can team up with to crack marine bases like eggs next time you meet.
Erm, doesn't quite work, does it? Sorry, I've dug marines out of several turret farm. It ain't my idea of fun and I play games for fun. I see a slew of turrets in the marine base and know we have it won I <b>am</b> going elsewhere.
It's just like my take on Slackware versus Debian. Ya know, I ran Slackware for 2-3 years. I compiled and installed everything by hand. I know I am capable of doing it if needed. I run Debian because it is boring, tedious and unneeded to have to do all that by hand. Just because I can doesn't mean I must.
I have never used Linux, but shouldnt the marines have turret limits anyway? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Seriously though, arent the aliens limited to cut down on entity counts? The few time Ive played a game that crashed (and we knew why) was when Marines went crazy with mines...in fact I was close enough that the last sound I heard before my screen froze was the sound of a mine being placed. When Marines have the RPs flowin in...they entity spam like nobodies business!
I think Marines should only get 12-16 turrets, 2 turret generators and 4-8 seige per "area"
BTW...what defines an area anyway?
Here is the base as view from the Command Chair(Going on Memeory and Rebuilding it on a Lan session then snaped a pic
(*Edit I'll add the picture in a few)
*Edit here we go
<img src='http://blackadder.freeservers.com/ns_tanith0007.jpg' border='0' alt='user posted image'>
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Anyway the fight lasted four hours, we had two hives and they had the third hive and Reactor room resources, they had four shall I say... Brillant Marines? Two Weilding or switching to GL and two HMG mine carring Marines, all in Heavy Armor, All of them easily held off anything under two Fades and they nearly killed our second hive, for roughly thirty minutes we fought only them, in the mean time they fortified thier main base with THREE upgraded Turret Factorys as you see, what I did not add was the mines under buildings tatic that I learned from that fight that prevent Blinking
We nearly lost the third hive to them twice, a Four Onos Rush FAILED as two were killed by turrets and the others by HMG weilders, Fades that got even close where blow to bits by the four marines we had fought before all armed with Jetpacks and Gernade Launchers
They had a constant stream up on the doorways , clink, clink, clink, clink unending death that took half my life off when I tried to rush through as an onos or killed me outright as a fade even WITH blink
The only reason we won is finaly a massive nine Fades Blinking in while a skulk quietly killed the Respawn portals and observatory, they had only built three and with primal scream we got em all while the turrets shot the fades and the Decoy onos(Who almost but not quite killed the Observatory, the Skulk managed it before getting blow apart, leaving him facing three fades outside and the Commander being the only one left, he steped out to build a portal and we sucided rushed agian and caught him, then barley a tenith of a second left all died to turret fire
Only managed to win that one after a long exasuting battle
Gernade Launcher=Kill Lurks
Four genrade Lanunchers Spamming the Entrances? You don't think we TRIED umbra?(*Piffff umbra sound look at Lurk! *Tink *Tink KABOOM)
We tried Umbra but even when we had two lurks and a gourge healing they simple expolded when four vollys of three Grenades each tink around the corner
(Remeber Jetpacks, They shoot behind you THEN in front of you, run back and die or run foward and die, or stand still and die)
Also, just about any hive base can be taken out by a lerk with proper backup. As long as no marine comes by (and stays around), a lerk can pick apart base defenses enough to make an opening to the turret factory (or just shoot the factory outright). Takes a while, but you can do it from way up in the rafters. With l3 adrenaline, it's not too bad.
So then you have three hives, have one or two guys ransack (and take) the enemy resource points, then they're getting one resource a second or whatever it is, and they no longer have such nice toys. Take down their armory, and no more nades at all.
There is no need for a turret limit, as the need-a-factory limit seems to be enough.
Simply build 3 Defense chambers near but out of range or sight. There your team can heal themselves. Then do hit and run contineously. Fire your 3-4 bilebombs as a fade, get hit a bit. run to the DC, heal, get back, fire 3-4 bilebombs, ... and so on. with 3 fades this installation is dust in no time.
We killed his resources but we could not kill his marines(Every marine in HA and with Weilders? Just hide behind a building and that three second onos is going down before can kill you)
The GL had jetpacks so only Lurks(Who died.. instatly pretty much) or Fades(Who where killed by the HMG HA's) could touch Marines sitting up top with GL
At one point they went nearly twenty minutes without loosing a marine....(Yep truely a battle of the titians, do you know any other Marines who can fend off a six onos rush with no Bulding losses or personel loses?)
for me i simply use fade's bombs... just give it time... their rps will run out...
oh yes.. n get a bunch of defence chambers up near their base - but out of siege range...
2 fades finish up a base like tat pretty fast.
tat must have been a crazy game...
Tried, That, thats where the the HMG marines where standing on the TF with weilders
See Blink through and you have three HMG marines standing around you
+ Eight turrets in range means you last then four seconds
Then they hop down and weild everything you manage to damage and then heal up
Repeat
We tried a 3 Fade Blink rush
I think we got maybe.... 4 Bars off the first TF before we died(Don't forget all blinks have to be done though the Generade Spam which is the biggest thing thats 50-600 damage depending on when you run through, often times
you don't even make it past the spam before dieing)
skulk's xenoside is so overlooked... 800 dmg that radiates outward (diminishing yes, but still a wallup)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Though the force of the explosion is itself enough to kill even a heavily armored marine, the Skulk's bones are also specially evolved to splinter into tiny shards. A well placed, well timed xenocide can obliterate an entire squad. The concussive force of the blast makes it twice as effective against marine structures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think half of your team constantly rushing in and blowing the hell outa themselves would have made a lil more than a lil dent.
$.o2