I Hate Seeing My Com Building Sentries

TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
Honestly, at any stage of the game. Am I the only one ? Generally I just ask my com, please build RTs before sentries or can we get some upgrades before sentries ? I feel like it just puts you behind for really very little benefit. The power packs are incredibly easy to snipe and a skulk can kill 3 sentries in under a minute I believe. Meanwhile you can put one player their and guess what you do much more damage output and you spent no money. Before you start saying "But its good defense for when you are attacking, it keeps your base safe and stops them from getting RTs." No, no it doesn't. If their team wants your RT or is going to attack an outpost of yours, some sentries will not be the defining factor in whether or not they succeed. The worst offenders are the ones who build sentries in the main base before they even place the second RT. Before you say "Game just came out chill, noobs be noobs." I know, I'm not raging I just want to vent with a rant. Bleh stupid turrets.
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Comments

  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    edited November 2012
    I hate when the Comm puts a set in every room because it's pointless, but they're good for rooms that really only have one entry point for the Aliens and also for falling back. Recently had the Comm set up a 'firing squad' of Sentries in Reactor Core towards Atrium, where the main Hive was. We'd push in and smash some structures, then when the Aliens started swarming back in full force we'd fall back to the Sentry line and gear up for the next assault.

    So there are certainly times to use them, but you should never just stick Sentries in a room and expect those alone to protect an area.
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    Sentries kill skulks pretty easily don't they? Can a skulk even 1v1 a sentry and win? I didn't play beta but from the few games I've played they seem to be good for warding off single skulks and stopping them bypassing your front-line when your marines are elsewhere.

    How do they compare in power to ns1? On a side note, Sentry Batteries look way too much like a static map prop than a game entity.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Yeah the turret spam is back, and ruins games as expected.

    Just to give some context, the turret spam was a big problem in pub games for a while during the beta. Then the turrets were nerfed to oblivion and that kind of fixed the problem. Charlie said he was even considering removing them temporarily for the release until their are fixed, because it's better not to have turrets in game than having turret spam. Turrets were buffed shortly before release though.

    I don't know that's up with new comm's loving to build turrets and whips, it's seems there is some deep psychological law at work, because they all do it.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    <!--quoteo(post=2006055:date=Nov 2 2012, 01:20 AM:name=Desther)--><div class='quotetop'>QUOTE (Desther @ Nov 2 2012, 01:20 AM) <a href="index.php?act=findpost&pid=2006055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sentries kill skulks pretty easily don't they? Can a skulk even 1v1 a sentry and win? I didn't play beta but from the few games I've played they seem to be good for warding off single skulks and stopping them bypassing your front-line when your marines are elsewhere.

    How do they compare in power to ns1? On a side note, Sentry Batteries look way too much like a static map prop than a game entity.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've yet to die to one, but I've killed a lot of Sentry batteries that were powering three Sentries.

    If you have them cover each other, they lack the fire power to accomplish anything. If you stack them, then they're too vulnerable.

    Haven't played NS1 in forever so I don't remember, but like I said, Sentries aren't for defending bases, they're for fortifying forward positions.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2006070:date=Nov 2 2012, 02:24 AM:name=Kopikat)--><div class='quotetop'>QUOTE (Kopikat @ Nov 2 2012, 02:24 AM) <a href="index.php?act=findpost&pid=2006070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've yet to die to one, but I've killed a lot of Sentry batteries that were powering three Sentries.

    If you have them cover each other, they lack the fire power to accomplish anything. If you stack them, then they're too vulnerable.

    Haven't played NS1 in forever so I don't remember, but like I said, Sentries aren't for defending bases, they're for fortifying forward positions.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok possibly I can agree with fortifying foward positions but I don't want to see them until you have 3 3 marines with jetpacks. ~15-20 minutes.
  • upperdemoonupperdemoon Join Date: 2012-10-22 Member: 163147Members
    Sentry's are useless at start, but i got a lot of aliens killed with the sentry's
    They just have to be used right, like put them in choke points and with not much entry rooms... My main use of the sentry's is mostly weaking the enemy's or finishing them up.

    (tl;dr: sentry's are usefull, but not worth spamming)
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited November 2012
    They do help though. If properly placed, they can keep lone skulks from munching on your RTs, so you keep those RTs active longer and your marines busy on the assault. They'll go down quickly to a coordinated attack, but I find the sentries mostly give good value for their cost. I just don't place them in the early game because I need the res for more important stuff.
  • ScubboScubbo Join Date: 2012-10-03 Member: 161364Members
    make them strong but easy to knock over and kill LIKE PORTAL! :P
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    edited November 2012
    Sentries can be useful if placed properly and used effectively as support. When I think of sentries I don't think of "this place is now defended". I think "if some marines were to fight here, these sentries will cover them."
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited November 2012
    Sorry but sentry spam is not back. 3 sentries per room is nothing. If they have them in every room, you are probably about to lose.

    If they have them in every room and have no other tech, you can munch through them in no time.

    If you are fighting marines in front of a sentrys FOV then YOU ARE DOING IT WRONG.

    They are not perfect by any means, Charlie has balanced them well for publics. I doubt if we will see them in clan matches, but time will tell.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I always wondered why you can't move them as marine. They are just too static and cant fit an dynamic play style. They just stand there, peep around and do the work im supposed to. Hell, you could build some arcs and place the turrets on it. They make no sense at all. They are overcomplicating and slowing the progress of the game immensly.

    Please UWE, go for a turret-mode that wasnt in the gamingworld yet. Turrets are just too last century.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    The main strategy I am seeing with turrets is to rush all the hives and turret them early.
    Thus denying Bilebomb and thus winning the game for the marines in the long run.

    This strategy only serves to increase the dependency on Aliens capturing a second hive.
  • greenpeegreenpee Join Date: 2012-04-10 Member: 150218Members
    I don't use turrets very often, but sometimes you're forced into it. If your team decides it wants to play Call of Duty in the hallway outside of the main alien hive, having turrets a little ways back will help maintain that line. It actually makes your push a bit more effective as its harder to come around the marines and flank them from the back if placed properly. Plus the turrets shoot better than some of the players
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    when im comming i dont make turrets or research exo's. aussie pubs are full of sentry spam and turtle to exo so my players will learn how to use team work and how to use jetpacks
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited November 2012
    I don't see how this is a problem, it's usually a guaranteed loss if your comm spams whips or sentries alike. IMO some sentries can be useful at the start of the game, but they quickly fall off once aliens get 2 hives (leap, bilebomb) so you certainly shouldn't be wasting res on them any-more at that point. There's nothing really frustrating about it imo, though I don't understand why they took out lerk gas blocking them. (I don't think stomp disrupts them any more either) Would be nice if at least that came back.

    Whips need to properly bounce grenades back, seriously.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited November 2012
    Sentries have won me a stupid amount of games

    <u>It's very easy to place them wrong</u>, but when placed right they are incredibly worth the money

    No power required means you can build them right inside a hive

    I've ended games with no upgrades before. . . just pushed with sentry nests and forward observatories trapping aliens on both sides of their hive

    I'll say it again . . . <u><b>no upgrades</b></u> and I'm <u><b>well past the 10 min mark</b></u> in games with 10% greens or less

    <i>Don't knock it till you've seen them win the game alone like I have</i>

    -
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    Turrets are definitely not a problem, if anything I would say they are still too weak to be a good alternative to phase gates.
  • azurescorchazurescorch Join Date: 2012-09-29 Member: 161030Members, Reinforced - Silver
    edited November 2012
    Turrets seem fine to me. They can't do much on their own but are a major pain if a marine is shooting at you at the same time. On their own they at least slow down skulks. They're better than the personal waste of resources that are hydras.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The problem is not that turrets are too strong or too weak or cannot be countered, but that people, for an mysterious reason, spam them regardless, leading to boring and frustrating gameplay.

    Personally my favorite solution is to hard-cap turrets to one per cc and to make it very powerful, so you really need to <i>choose</i> <b>strategically</b> where you drop your turret.
  • azurescorchazurescorch Join Date: 2012-09-29 Member: 161030Members, Reinforced - Silver
    <!--quoteo(post=2006301:date=Nov 2 2012, 12:40 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Nov 2 2012, 12:40 PM) <a href="index.php?act=findpost&pid=2006301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem is not that turrets are too strong or too weak or cannot be countered, but that people, for an mysterious reason, spam them regardless, leading to boring and frustrating gameplay.

    Personally my favorite solution is to hard-cap turrets to one per cc and to make it very powerful, so you really need to <i>choose</i> <b>strategically</b> where you drop your turret.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea but not as a replacement for the current turret, could be an interesting thing to add into the game though, if done correctly.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    lol sentries... a noobs favourite.

    I've seen countless new comms "secure" base by spending half our res on bloody sentries. 10 mins later and we are still 0/0 with welders upgraded and that's it. awesome games those ones...
  • SuperflySuperfly Join Date: 2002-11-01 Member: 3485Members, Constellation
    You have no idea the meaning of turret spam unless you played NS1 before the limits. There were coms who would literally crash the server with turret spam.

    As alien you would turn the corner and a wall of lead would fly at your face. Between electrified extractors and turrets you could leave whole sections of the map unmanned and the aliens still had a tough time breaking through until late in the game.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    I dunno those who played very early in the beta enjoyed walking into a room with about 30 turrets with wallhack and aimbot this was well before bile bomb was introduced and they could even turn around then
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    One strong sentry or 3 weaker ones, what's the difference? Those commanders will still put one in every single room and some players will still cry it's annoying. It's t.res not invested in more important and powerful tech. I'd much rather see sentries buffed a little (little tankier and get rid of the stupid sentry box) but increased in cost, so spamming them is going to be out of the question. (Currently they're only 5 t.res) That at least they don't instantly become useless once aliens have 2 hives.

    Why do sentries even have their own power node? This is incredibly poorly thought-out, all structures are tied to power nodes, yet somehow those 3 sentries function independently? Often new players will be chewing on the power, just to then find out the sentries are still working. Just tie them to the power node like every other structure in the game instead of keeping such confusing and outright pointless mechanics in place.

    Also, hydras need a buff for sure.
  • [C.H.U.D.][C.H.U.D.] Join Date: 2012-10-05 Member: 161559Members
    edited November 2012
    I build sentries often. Once I have the amount of nodes and res I need to justify it in my head. I don't always get sentries but I do more often than not. They are real useful for forward bases while pounding an alien hive/expansion. The flow of sulks have to go for more than one target. If they just hit my PG the sentry will down them. Even if they take down the battery the sentries have bought me time that my PG/observatory is still up while I have marines on their way to defend. I've never regretted putting turrets down. Also it feels good as a commander when you get those sentry kills.

    edit: Xarius, sentries still function without power because they run on a battery. Off the grid.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    edited November 2012
    Turrets are quite useful now because many players don't know how to check their mini-map or phase quickly to defend bases under attack. The game pace has really slowed.

    In the beta with majority of the team knowing what to do, 3 mines + fast phasing is more economical and frees up resources for critical upgrades.

    Aliens also get hive 2 leap+bilebomb rapidly when the team becomes more experienced, making turrets obselete really fast. Turret use will fade away and become very situational eventually, once players know how to counter them, and game pace picks up.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->edit: Xarius, sentries still function without power because they run on a battery. Off the grid.<!--QuoteEnd--></div><!--QuoteEEnd--> My question was one of why do we need this, rather than ''how is this possible.'' There's really no reason sentries should have their own battery, it's just a confusing new and pointless mechanic on top of an already arguably shoddy one (power nodes).
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    I hate seeing my marines not listen to me when i call a defensive order to save an RT

    If they listened i wouldnt need a sentry turret
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    I haven't found them to be much of a problem, they are vulnerable as they have limited rotation being around 180 degrees only. By themselves they don't do much but for instance they can be very handy as support in a battle.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    edited November 2012
    <img src="http://an.davidsirritation.com/turretmeme.jpg" border="0" class="linked-image" />
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