Teamwork > Turrets
Frothybeverage
Join Date: 2003-02-15 Member: 13593Members
<div class="IPBDescription">Turret Farming is bad Mmmkay?</div> Turrets are a total waste of RPs 90% of the time, you can do more with those RPs to make your troops better... For example:
1 Adv. TF
3 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
2 <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
is 139 RPs which could get you 2 HA w/HMG and welders and a JP'er with a welder.
Seeing as most people place 5-10 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> in one place that's 90-180 RPs that are wasted and could be put to better use upgrading the weapons/armour of the marines.
The only major problem with not having turrets is that you need teamwork and most marines are gibbering idiots who don't play with sound and/or are deaf.
1 Adv. TF
3 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
2 <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
is 139 RPs which could get you 2 HA w/HMG and welders and a JP'er with a welder.
Seeing as most people place 5-10 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> in one place that's 90-180 RPs that are wasted and could be put to better use upgrading the weapons/armour of the marines.
The only major problem with not having turrets is that you need teamwork and most marines are gibbering idiots who don't play with sound and/or are deaf.
Comments
edit:gaaaah insomnia related typos
And as I said, more turrets = More RPs which could be better used elsewhere.
has anyone seen outposts go down after the tfs been knocked out ?
very fast <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
-warding off new alien players
-warding off gorges who dont feel like OC spamming
-delaying determined aliens a few seconds from eating the phase gate you've set up in their hive location <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That's it. seriously. the res is FAR better spent in more offensive technology. A turret is static, and therefore useless for 99% of the game.
I only use them, when we manage to lock down two hives.
At early game mines are actually better than turrets and A LOT cheaper. I always give them to my troops or if not commanding i ask mines from commander.
But in public games, when your uber marine team is not very organized, i use turrets more often.
a) magically fly out of the command chair and to the hive location/res. location you want locked down and take out intruders yourself
b) play on clan servers where your marines insta-phase and obey and order for defense
c) not use turrets correctly
The correct usage is to first, place them well, and second, combo them with marines and/or mines. They WILL slow 1st hive alien progression, and have a good chance of stopping it altogether.
Where they fall apart is with everyone's favorite 2nd hive alien, Fades. Three Fades that wander into a secured location (or even a single Fade, it doesnt take that much) can set off mines safely, pick off a turret from a distance safely (while regenerating any damage incurred) and then move in on unprotected side of a TF safely. All at 90% health.
Add marines to the equation (and not 0 level weapon and armor marines either) and it becomes just a touch more difficult.
Comms. just need to ensure that the turrets have backup. Do not overestimate them, which seems so common. If turrets are worthless, try this next game you comm: have your marines capture both hives, and instead of turrets, lay tons of mines all over the floor. Then have all your marines run off. A smart alien team will set off a few mines, then call in their gorge, who will set ALL the mines off safely from a distance. And you will not get a 'Your base is being pwned' warnings when this happens. I wonder then, with a hive EMPTY of marine structures, what the aliens will build next? Hmmm...
S
P.S. I dont mean to slam you all, I just dont think a lot of people here are being realistic. Would you send all your team out of your base with 0 mines and turrets and marines to defend? If you would, you're either relocating or have balls of steel as a comm.
Ive perfected my cirle chomping and most of the time unless i lag i can take out a lone turret firing at me without dying.
Turrets are effective if you've got marine backup though, aliens will have to split thier time betwee attacking player or turrets.
Watch the EC vs Tau game and see how when Ec are trying to seige the Computer Core on Eclipse how those 2 or 3 turret save the day many times.
Happy hunting, Mark
Also sometimes you need alot of people to attack and can't really leave anuone to defend, turrets are ideal for this provided they can be reinforced quickly.
Oh as already mentioned fades rip apart turrets. So need serious marine back up vs. 2nd hive aliens.
The reason most people dislike them is when comm think turrets>marines at all times in the game.
There is no need to always gravitate toward one end of the spectrum or another. TFs and turrets are a tool that cdrs can choose (or not choose) based on the number of marines they have, their relative competency, and the strategy the cdr has decided to pursue.
I play the game often, and I often seen messages in the upper right corner of my screen telling me an alien has been killed by a turret. This runs counter to the arguement that "all turrets are useless." I have also seen many occasions where too great an investment in turrets has doomed the marines to eventual loss by stunting their tech advancement and control of the map.
Too many threads on this board are "Always jetpack/never jetpack"; "always build chambers in this order/no THIS order"; "seize res nodes/don't seize res nodes."
Tedious, boys and girls, tedious.
Read the quoted message.
I actually think turrets are basically useless, but sometimes you need them(As is detailed in the quote).
Consider RTS. Correct timing is everything.
I hate it for instance on tanith, when the game has just started and we've mined up base.
We could simply take reactor, mine it up, then move on to better things !
But everybody wants turrets. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
A foolish move .. turrets will delay a bit if we have failed offensively and they have 2 hives and are closing in with fades. And mines at that point will kill us all. But I much prefer moving fast and quick and early, by mine defense, rather than stopping at every significant junction and and blowing hundreds and wasting minutes on farming.
Rather than spend 100s, we might spend say, 24, and sieze a location quickly. Or pressure their res or hive.
Hmm. Although maybe aliens have the same sort of delay at the beginning; waiting for 2nd hive and all. Plus d chamber might not go up immediately.
However. There is a lot of time and money to be saved, even if we can't win the game early, and I feel that we must risk it - too bad that I've never met a rine team that tried mining early.
I, also, never turret unles sI go for two hive lockdown (which is stupid in 1.04)
When turrets are not defending any important structures, skulks tend to leave them alone if they can find an alternative route to bypass the setup. I've played games like this before as Kharaa, and the difference is being able to get to locations quickly wether to attack or defend, alternative routes can be longer or leave you more open to ambush and attack.
Turrets should be placed strategically rather than purely as a defensive. It means understanding the map and knowing all the vents. Well placed turrets can literally divide a map into sections, which make it harder for the Kharaa to organise themselves as a large group.
I find that marines struggle more than aliens to get through a splattering of turrets though and I spread my turrets out to allow the marines to move as freely as possible. For a foward base I place a pg, armoury, tf and about 5 turrets, I try if possible to allow easy flow of traffic off the phase gate and to and from the armoury whilst covering all sides of the base with turrets.
I also find turrets more deadly to khara at short-medium range, at point blank they can't track properly.
On average I will use 5-15 turrets in a long game. Any more is a often a waste of resources.
Ive perfected my cirle chomping and most of the time unless i lag i can take out a lone turret firing at me without dying.
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Yeah, but it very rare you get only one turret firing at you. All but the noobiest Comm has read "Turret Placement 101" and more likely you've got interlocking fire requiring frequent trips to the nearest DC or a co-ordinated skulk attack (not easy on a Pub)..
Then of course you get the Marine Patrol stepping through the nearest PG & welding up in a couple of sec's any damage you've done..
Don't knock turrets - a well-placed turret farm, particularly in a hive, can tie up a fair number of kharaa & give the marines a little breathing room to cause trouble elsewhere
I agree 100%. Always tech, tech, tech! Terrans in starcraft don't win by sitting on their **** all day in bunkers! They attack and tech up!