Turret Farming
Mysteriouz_Eyez
Join Date: 2002-12-12 Member: 10744Members
<div class="IPBDescription">The Ideal Way to Control</div> People forget how effective turrets are.
Having turrets all over the place can seriously own the other team. Seriously hindering enemy movement and resource capabilities.
With weapon upgrade 3 the sound of turrets firing strikes fear into the Hive.
A skulk dies almost immediately with that satisfying sound "plush" as it explodes.
People TURRET FARM. Farm that thang until you have the whole damn map covered.
Having turrets all over the place can seriously own the other team. Seriously hindering enemy movement and resource capabilities.
With weapon upgrade 3 the sound of turrets firing strikes fear into the Hive.
A skulk dies almost immediately with that satisfying sound "plush" as it explodes.
People TURRET FARM. Farm that thang until you have the whole damn map covered.
Comments
And until the server crashes...Fun ! [/Sarcasm]
Turrets have a place. Farming dosn't. There's a difference.
Most comms get this regardless of whether they are turret farming or not, so including this in the turret start up cost is illogical.
<!--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-->Aside from rushing it, which works with more than one person and carapce, Regeneration and Adrenalilin will allow 2 fades to ash that factory in a few minutes. Sending some marines, I hear you say? With LMGS, yeah. Level 3 lmgs, but lmgs none the less.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, with lmgs. People seriously underestimate the power of lvl 3 lmg. I ALWAYS upgrade weapons to lvl 3, regardless of whether I'm turreting or not, looooong before I dole out hmgs. When I do give out the hmgs or gl, I only give them for specific purposes...taking out a hive, guarding a forward base, etc. If a fade attacks, I ONLY send out lmgs. Do they die? Yes. Do I particularly care? No. I would rather have 5 guys with lmgs die rushing a fade then 1 guy with hmg die rushing a fade. Besides, hmgers tend to get protective when they attack a fade and spend more time hiding than shooting. Lmgers generally don't because they have nothing to lose (except maybe a welder).
Seriously, on a server against an alien team with 4 clan members, I came back from losing the marine starting point and all but one hive to win the game with teh turret farm strategy. For you nonbelievers, you don't turret EVERYWHERE! Even suggesting that is ludicrous. You may have 2-3 bases, each within siege range of a hive, with 6-12 turrets each. The turrets are supposed to be a distraction for incoming alien attacks. That's it! While the two fades pound the tf, 9 times out of 10 they ignore the piddly little "lmgs" attacking them, and then by the time they run away to heal it's generally too late and they die in flight. Then all you need is 1-2 peeps with welders and maybe another tf (just in case), and you're set.
One of the main reasons marines lose is that they take two hives and, in doing so, stretch themselves too thin. They try to fortify both and fail miserably. Instead, if they just fortified ONE with turret farming, and the second relied on people, then worst case scenario is you hold the turreted hive (assuming at least one person is there) and lose the other.
And for you people who still want to pretend that turrets are completely worthless, I'm going to ask you to honestly roleplay. If you were a skulk attacking a lone marine, 1v1, would you feel confident?Now, what if you were a skulk attacking 1 marine and 4 turrets? If you say that you would feel the same, then I want you to play against me so that I can get a guaranteed win <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> .
1) Seem to aim wherever the Skulk IS NOT.
2) Die very quickly
3) suck down res very fast.
Having some turrets at main base, and the hives you captured is neccisary but making a farm outa them is a waste of res. Use a few turrets and MINES to keep skulks from getting to close.
No more of this turret farming without res.
Ive seen turrent spaming win and loose games..
But if the plan fails, your missing upgrades , your missing resources, and your missing time.
This is why i belive turrents should only be used in 2 situations.
1. Siege / ammo locations near hives.
2. Defending vital possitions.
Because in either scenario, you will have marines ready to back them up
"commander i need a welder at main please"
nuff said , show some love NS comunity <span style='color:red'> <3</span>
Having turrets all over the place can seriously own the other team. Seriously hindering enemy movement and resource capabilities.
With weapon upgrade 3 the sound of turrets firing strikes fear into the Hive.
A skulk dies almost immediately with that satisfying sound "plush" as it explodes.
People TURRET FARM. Farm that thang until you have the whole damn map covered. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You Do know that heis being extremely sarcastic right? Jesus some people are dense...
I don't build turrets.
LMG marines w/o weapon upgrades > Skulks w/o defense upgrades
Grab an arms lab, slap together a proto lab, throw down some JPs and get those lovely weapon upgrades, and you have yourself a neigh unstoppable marine force. Or, another strategy of mine, the HMG rush. Very demoralizing to the aliens to get slaughtered by one HMGer six minutes into the game.
And the only time I use turrets are for sieging a hive. Secure a foreward point (keyhole) with sentries and marines, then throw down two or three sieges, have the marines spot for you, watch the hive explode. Move on to the second one. Repeat.
In my personal opinion, turret farming is for a team that has no individual skill. If you can't kill an unupgraded skulk with 50 rounds from an LMG, you might just be playing the wrong game. :/