An Idea About Turrets

XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
<div class="IPBDescription">Came to me from the Leet post</div> One poster mentioned placing turret factories to lock down Kharra movement...

I like that idea, but don't know many good places to do that. Stopping the Aliens from moving through a few key hallways, I think, is an excellent idea to say the least.

Maybe even just mine the hallways..

Anyways, input?

Comments

  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    I've never had a problem as a skulk running by a few turrets with little or no damage.. Marines basically don't have an effective blockade against aliens - mines, yes, but only in very enclosed areas and only while they last.

    Speaking of which, a viable marine blockade method would sure be nice in 1.1 for anyone important reading this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Only thing I've seen is a pile of Comm chairs piled in front of a door. Not real practical. Oh well.

    [11]alex
  • Captain_ScurvyCaptain_Scurvy Join Date: 2002-11-27 Member: 10092Members
    the only effective way then becomes turret farming the door with becomes a complaint in its self.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    Turrets don't prevent movement (Note to every new commander that places their turrets in doorways instead of around the buildings). Skulks run right through turret farms and out the other side with minimal damage. You're paying 100 res to slightly damage skulks which take 1 particular route through the map, well played.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    mines > turrets. 1 mine only explodes if a skulk hits it, and if a skulk hits it, the skulk dies. So basically you are getting 5 kills for 5 mines for 9 resources. Turrets usually don't kill people very often any more.

    (Don't put mines in clusters around infportals unless you have 2 hives secures. Fades aciding the base blow people up so badly now that people have started doing that.)
  • goorooloogoorooloo Join Date: 2002-11-07 Member: 7647Members
    Though I hate to mention it, as someone who usually Skulks all game, unless needed: A Lvl3 Carapaced Skulk can sruvive a direct mine blast.

    Also, place TripMines where the laser is the shortest possible length. It's a total waste of a mine when a Skulk can run through the beam from 10-20ft away and take little to zero damage.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Turrets don't kill, because theyre are never nearly enough of them. If you want to makea successful farm, you buy 3 turrets first. Later, you can set down one or two more and so on. Do not splurge.

    I consider them a high tech option and tier 3 of my defenses. As I said before, you should always build turrets when you have the opporunity and not neglect it because the current trend is not to. Mines are great, but don't last. Turrets fill that gap.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    don't use turrets. Use marines.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    <!--QuoteBegin--goorooloo+Mar 4 2003, 10:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (goorooloo @ Mar 4 2003, 10:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Though I hate to mention it, as someone who usually Skulks all game, unless needed: A Lvl3 Carapaced Skulk can sruvive a direct mine blast.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Here's a quote from the 1.04 changelog. I think it's important to note. This means mines *can* be useful all game, if you upgrade appropriately.

    - Grenades and mines are now enhanced by arms lab damage upgrades
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited March 2003
    <!--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-->don't use turrets. Use marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Marines don't last either. Usually if you depend entirely on a marine to defend a location, you are basically making him the backbone of your defense as well as set your offensive team to -1 or how many you decide to dedicate to the position. One good skulk rush and your position is lost. A phase gate doesn't even factor in at all as soon as the base defender is dead. The skulks have free reign over the area and are free to form a grinder around the phase gate. Gameover, man. F4!! GG. OMG!1!11GL HF!!!
  • FirebatFirebat Join Date: 2003-03-01 Member: 14173Members
    Marine defense might work ok sometiems but phases go down way to fast to rely on the one man to defend.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I played one game where the comm was farmer through and through and it worked. We got limited base setup (ip+armory), then all but 3 went out to grab nodes. Comm drops one node, then another, and then turrets those 2 nodes to hell and back. I'm talking 2 TFs, and atleast 8 turrets on each of those 2 nodes.

    With necessary res secured, the entire team now focused on harrassment. I dont know how many gorge kills there were, but suffice to say there was no hive 2. And no matter how many skulks went after the farms by the 2 nodes, they just couldn't take them down.

    We just slowly gained res, but because we didn't need to rebuild anything, we were able to spend all of it on upgrades.

    The aliens were swimming in res, but they just couldn't get a hive up because we had people patrolling everywhere.

    We never secured a hive, never got anything above L3 weapons/armor, but we still won.
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    Putting the random mine down in shadowy areas will have the effect of supressing movement a little. Trip vent opening too. Guns a really only the keep the aliens from building in an area.

    GSH
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Ill rephrase. Use mariens plus mines.

    A few skulsk coming in should be blasted by the one or two marines guarding that place, and if they DO manage to kill the marines, send the mariens running back there before the skulks destroy everything! If the whole aliens TEAM rushes that location, then reyccle, and send YOUR team to destroy THEIR stuff. It's fairly simple.

    Obviously, you can't guard too many locations like this. In 1.04, you don't. you fuard a few nodes, then JP/HMG rush the aliens to hell.
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