Stupid turret tricks
CodeCowboy
Join Date: 2012-09-21 Member: 160235Members
<div class="IPBDescription">it actually worked...</div>So today I played as an alien (and later marine) with a comm who would rush turrets.
The general tactic was, get the factory, run marines together to generator from terminal (we were in departures). Drop turrets at the tech point.
Keep the pressure up while a marine or two do the same to all other tech points and all choke points.
The marines didn't have upgrades till later but a combination of the fact that this was a ratty pub team and that we couldn't get a second hive basically shut us down fast.
This happened over and over , no matter the map. If the marines rushed to shut down tech points with turrets, nothing could be done by the aliens as the marines stayed coordinated enough to hold till the turrets were up and front lines formed.
(Yes, I know turrets are vulnerable to coordination... but without bilebomb you pretty much are sure no single gorge/skulk will break anything.. especially with a marine or two there as well.)
It was intreguing... and a risk for the com. Had we gotten a second hive we could have easily countered.
The general tactic was, get the factory, run marines together to generator from terminal (we were in departures). Drop turrets at the tech point.
Keep the pressure up while a marine or two do the same to all other tech points and all choke points.
The marines didn't have upgrades till later but a combination of the fact that this was a ratty pub team and that we couldn't get a second hive basically shut us down fast.
This happened over and over , no matter the map. If the marines rushed to shut down tech points with turrets, nothing could be done by the aliens as the marines stayed coordinated enough to hold till the turrets were up and front lines formed.
(Yes, I know turrets are vulnerable to coordination... but without bilebomb you pretty much are sure no single gorge/skulk will break anything.. especially with a marine or two there as well.)
It was intreguing... and a risk for the com. Had we gotten a second hive we could have easily countered.
Comments
Know what you do when they lock down all the points? Rush their spawn and hit their IPs / Chair.
Then when they all run back to spawn, get a gorge at the right point to spit on the battery and a skulk runs in to clean it up.
If they rush turrets then they don't have much/anything else.
fyi, you can do this same strategy, except instead of turrets get phase gates and mines. Only the phase gates give you mobility to pressure rts, and defend your rts at the same time.
plus they are cheaper.
Any time you see a marine team win with turrets, know they could have won by a bigger margin if they had used upgrades and phase gates.
This. as soon as there's noone around (force a beacon?) one skulk can take down pretty much any turret combination. Find a spot where you can observe the placement, work out where to stand and not get shot, and what order to take them down. Then move in.
the trick is, that turrets can't see or shoot through each other. you can take a few hits getting into position, but once your there, you should be able to take down the whole setup.
Or get a lerk to shoot the battery.
Or get a gorge to Bile Bomb the whole thing.