Illustrated Turret Placement Guide

X_z_0_rX_z_0_r Join Date: 2002-12-23 Member: 11428Members
edited January 2003 in Frontiersmen Strategy
Ok this is to show new commanders where and how to place their turret factories and turrets so they can achieve the most damage and can be of more use as I've seen many commander leave blind spots on turret factories which just get eaten quickly by skulks when there are no marines. Ok let's begin. Below is a list of three possible locations for a turret factory and the minimum turrets needed to protect them. Yes only the minimum number is shown, not ideal, as you won't want to use only one turret but just so you can see where the blind spots are.

1) Turret factory in the corner:

<img src='http://www.vs-central.com/misc/corner.jpg' border='0' alt='user posted image'>

The red dot shows the turret. Only needs one turret to defend itself, make sure the turret can see both sides of the turret factory. Must be close to the corner so a skulk can't squeeze in between the wall and the turret factory.

2) Turret factory by a wall:

<img src='http://www.vs-central.com/misc/side.jpg' border='0' alt='user posted image'>

Also only needs a turret to defend it. Make sure the turret is far away enough to fire at skulks at both sides. Also make sure a skulk can't squeeze in between the wall and the turret factory. Try to get it as close to the wall as possible when placing this but watch out for any ledges and things sticking out of the wall as sometimes it will cause your placed buildings to sink, although most walls are fine.

3) Turret factory in open space:

<img src='http://www.vs-central.com/misc/middle.jpg' border='0' alt='user posted image'>

Needs only two turrets to defend itself as these can reach the sides of the turret factory. Make sure they are far enough to reach skulks at the sides.

The ideal placement is then either by the wall or if possible in the corner. If you place three turrets so they can see both sides of the turret factory you will get an ideal placement. If any of the three turrets die, the others can still defend the two walls of the turret factory. When placing turrets also try to keep them a bit apart so if a fade tries to take over each turret won't be affected by splash damage much if the fade tries to attack the turrets. Finally, when placing the turret factory take into account the location of the nearby vents, as lerks can make short work of your turret factory if its in easy view from their vent, so keep it hidden if possible. As you can see, not many turrets are needed to kill off those blind spots, so please use the resources wisely <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    edited January 2003
    Dont forget the turret factory you build for fun late game when you dominate 2 hives with all upgrades

    TF with turrets all around it spelling VICTORY!

    Or if you got alot of res and aliens have 3 hives...

    <img src='http://www.greenapple.com/~msnyder/images/turrets.jpg' border='0' alt='user posted image'>
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    <!--QuoteBegin--Akuma+Jan 2 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Akuma @ Jan 2 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><a href='http://www.greenapple.com/~msnyder/images/turrets.jpg' target='_blank'>http://www.greenapple.com/~msnyder/images/turrets.jpg</a><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    omfg
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    heh
    Silver went Onos and tried to kill one of the turrets.

    he died after 2 seconds of fire.
  • MadJackMcJackMadJackMcJack Join Date: 2002-12-24 Member: 11467Members
    A note to budding commanders, these diagrams are a start point only. Use these to lightly defend an area such as an RT or a choke point while you secure other areas, but don't just leave it this way. Turrets themselves are quite weak, and a couple of skulks can easily take a single turret out, and in the last diagram, hide from the other turret. Once you've got more resources going, send a couple of marines around to build more turrets, and properly secure areas. At about 6 turrets, you should have it pretty skulk-proof (unless the entire alien team turns up!)
  • MilagreMilagre Join Date: 2002-11-16 Member: 8927Members
    lol akuma I wish I had been there for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Why would you wish to be there?
    Setting up thousands of turrets is no special feat, you just need to cheat. Look at his resouces. I am betting that he just made his own server for a bit with a friend, turned on cheats and gave himself tons of money. I have done it on the server I play on, when hte admins are messing around, and I have the give money command bound to f11. Buidling it would take a large chunk of time though, and I do not envy the person who was forced to hold e for that long. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--Canadianmonk3y+Jan 2 2003, 11:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Jan 2 2003, 11:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why would you wish to be there?
    Setting up thousands of turrets is no special feat, you just need to cheat. Look at his resouces. I am betting that he just made his own server for a bit with a friend, turned on cheats and gave himself tons of money. I have done it on the server I play on, when hte admins are messing around, and I have the give money command bound to f11. Buidling it would take a large chunk of time though, and I do not envy the person who was forced to hold e for that long. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that mustve been one BORED player who pressed E for THAT long -.-
  • MadJackMcJackMadJackMcJack Join Date: 2002-12-24 Member: 11467Members
    When cheats are on, building takes a second, so that little lot would have taken the same time to build as a normal hive-base does without cheats (on your own that is).
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Just curious what turret configurations people use to defend feewater hive in ns_bast. The lack of buildable terrain makes life difficult, and if I have extra resources, I often place a backup TF just in case feces happens.
  • CoolHungDaddyCoolHungDaddy Join Date: 2002-11-28 Member: 10148Members
    edited January 2003
    havent come up with a decent solution either. what works pretty fine is to place the tf outside feedwater, at the fork in th ecorridor form steam generator to feedwater. you can drop enough turrets in the hive to protect the rt. a siege next to the res tower will take care of the hive and tram maintenance. (at least in 1.03)

    prota
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--MadJackMcJack+Jan 2 2003, 11:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadJackMcJack @ Jan 2 2003, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When cheats are on, building takes a second, so that little lot would have taken the same time to build as a normal hive-base does without cheats (on your own that is).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh yea, forgot about that...
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--Protagonist(GER)+Jan 3 2003, 06:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Protagonist(GER) @ Jan 3 2003, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->havent come up with a decent solution either. what works pretty fine is to place the tf outside feedwater, at the fork in th ecorridor form steam generator to feedwater. you can drop enough turrets in the hive to protect the rt. a siege next to the res tower will take care of the hive and tram maintenance. (at least in 1.03)

    prota<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I do this sometimes, but then you have to spend extra on lots of turrets in steam gen and feed.
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    No cheats used. Server was empty for 4 hours so silver went Alien, I went marine dropped a res tower on every res node i could and then ran around building each. I'd build a line of turrets and then go and drop the next line. The server reset when someone tried to join.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    One problem with corner placing is I often see it result in problems upgrading to siege. Also it's often hard to tell if there's enough space for a skulk to squeeze in or not, I've placed TFs where I was sure no skulk could possibly get into but they somehow managed to worm thier way behind it. lame.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin--OWA+Jan 5 2003, 07:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OWA @ Jan 5 2003, 07:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One problem with corner placing is I often see it result in problems upgrading to siege. Also it's often hard to tell if there's enough space for a skulk to squeeze in or not, I've placed TFs where I was sure no skulk could possibly get into but they somehow managed to worm thier way behind it. lame.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah and sometimes the turret factory decides that it wants to rotate a little the second it is placed, creating a blind spot that needs a sentry. 19 res wasted <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
  • Brass_PigeonBrass_Pigeon Join Date: 2002-11-08 Member: 7756Members
    dunno if it changed with a version, but I remember building <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> on top op tf. Can that still be done? Or doesn't it help?
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    yer that is ideal for a light setup, but if 2-3 skulks storm 1 turrets thats leaves u with 1 or 2, a skulk could easily find a way to hide out of turret fire
    I have used 3-4 turrets and backup TF on bigger servers as more skulks rush and cause damage.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Sometimes i can build a turret on the TF and sometimes i cant, depends where it isor who knows. It does help alot though.
    Though i can build a Turret on a leg on the res node and that works. so...<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->?
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    I posted this in another topic as well, but here goes =)
    ------------------------------------------------------
    The best (IMO) way to place TFs in different positions...

    * - Turret
    Rectangle = TF
    ¤ = RT
    ++
    ++ = phase

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    |  
    |__ *
    |__|*
    |     *
    |

    OR


    |_ *
    |  |
    |  |*
    |_|
    |   *

    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    The above is when you just want a TF to defend a certain spot. Lets say it doesn't end up correctly and you have a lil gap diagonally...

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    |
    |  __*
    | /  /
    |/*/ *
    |_/
    |      *
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    Put a turret right on top of the TF.

    Lets say you want to cover an RT that's near the TF but isn't near the wall...

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->

                    ¤
    |                     *
    |  __*        
    | /  /
    |/*/ *
    |_/
    |      *
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    You want to make sure that the arc of the turrets forms a triangle around the RT, while the extra turret you place is still covered by the turrets covering the TF.
    The RT above is well covered because of the placement. I'll draw the path which the turrets can fire.

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
                    .
                .   ¤  .
    |        .    .    -   *
    |  __*        
    | /  /
    |/*/ *
    |_/
    |      *
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    The RT is well surrounded by the triangle.
    Phases should be placed directly in front of the 3 turrets to ensure that it cannot be killed that quickly by kamikaze skulks.

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
                    .
                .   ¤  .
    |        .    .    -   *
    |  __*        
    | /  /
    |/*/ *  ++
    |_/      ++
    |      *
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    A very important thing to remember is NEVER to isolate turrets. Isolated turrets are always the easiest to anklebite or headbite. Supposing you don't want to risk a turret near the wall and you want to upgrade the TF to an ATF, you should do this.

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
                   
             *
       *_
        |*|
        |_|
    *  
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    You want an extra turret on the TF itself to ensure that 2 turrets have to be killed before the TF can be reached, while losing one turret still keeps the formation intact while each turret is still covered by another. To even strengthen this formation...

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
                   
             *
       *_
        |*|
        |_|
    *       *
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    The reason not to do...
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
                   
         *  
         _
    *  |*|
        |_|  *
       
        *  
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    is because having 2 turrets closer to the TF makes anklebiting harder.
    --------------------------------------


    The reason I disaprove of skimping on turrets is that having one single turret or isolated turrets makes it VERY easy for skulks to kill it with anklebite. It's very important to remember that if a turret lost will cost you the TF, that turret's cost is increased.
    3 Turrets in the first 2 formations I proposed is extremely cost effective and defends well. Of course, if skulks in your server don't know how to kill turrets...
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    I think the best way to secure feedwater is the tf on the rt (as far possible against the wall),
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Akuma+Jan 2 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Akuma @ Jan 2 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Or if you got alot of res and aliens have 3 hives...
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is also how you lag a server. Turrets are serious memory hogs when placed freely. Not only that, even when they die they don't really seem to deallocate memory correctly until the server switches maps or otherwise restarts. 40 turrets in a room = 1200 pings for all!
  • dialfeeddialfeed Join Date: 2003-01-04 Member: 11775Members
    <!--QuoteBegin--Akuma+Jan 2 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Akuma @ Jan 2 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Dont forget the turret factory you build for fun late game when you dominate 2 hives with all upgrades

    TF with turrets all around it spelling VICTORY!

    Or if you got alot of res and aliens have 3 hives...

    <img src='http://www.greenapple.com/~msnyder/images/turrets.jpg' border='0' alt='user posted image'><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    OMG! A wall of turrets!! Must of been fun for that com!!! <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->

    Hell Yah~~
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    ns_bast : feedwater Hive turret placement
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Is that stuff built in the cubby-hole above the hive? If so, I didn't think you could do that.

    I gotta try that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • King_titanKing_titan Join Date: 2002-12-14 Member: 10776Members
    I have a really nice way of placing a tf and turrets at feed, But it will be hard to explain here, Ill take a screenshot later on, and post it here. It involves covering the feedwater rt and the bottom rt near the transtunnel, with turrets, with the same ft.
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    Are u guys aware that turrets are the opposite to OC? In that there more accurate at long range? I stick one turret close to block any blind spot but have at least 2 turrets near the edge of the TF range.
    A straffing skulk at range is rarely missed by a turret whereas a skulk can run rings around a turret point blank.
  • TyladrasTyladras Join Date: 2002-11-19 Member: 9385Members
    It takes time to properly place a TF against a wall, so tha the random rotation won't create a gap behind it. Okay, so, what i mean is, it takes a bit of patience to build it such a way that about a quarter of it is actualy floating throught the wall, but, hell, no skulks gettin back there ^_^. I ALWAYS build TF in the open, with 3 turrets to defend, its a judgement based on being very good at KILLING them as a kharaa. 2 is simple to deal with, a skulk can bite a single turret to death if they're nimble, then there's nothing else guarding the TF. Its always better to be safe than lose a key location, its not like it should take long for you to get enough resources to build another turret. If it does, you need to get more resource nodes ^_^.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Quick note for turret placement: To defend against Skulks (pure turret defence against anything higher than that is nigh impossible) any building (including turrets) you wish to stand against Skulks must be within line of sight of <i>at least</i> 2 turrets (not including itself). More turrets may be needed depending on the size/importance of the target and the number of expected enemies.
Sign In or Register to comment.