Turrets
Black_Ops_Lerk_Master
Join Date: 2003-03-11 Member: 14363Banned
<div class="IPBDescription">can really make a defensive diff</div> In most games these day people dont bother building turrets at hives or the marine spawn. I perosnally see no problem with this since most marines can manage a good def/off balance through an entire game.
But when you have even two turrets they A) Buy you time when holding an important location B) do extra damage to tougher targets (a turret is like a slightly weaker lmg with unlimited ammo) C) linked with B, lets you save a bit on ammo D) you can leave your base entirley and still have no fear of a swift unnoticeable take over (since most people tend to be fairly cautious of turrets even though they take little effort to defeat)
and E) you can build them in an occupied hive and they kill it for you! No reload times no breaks between firing, just a stream of continuous damage to the hive! PLus it'll still defend once the damn things dead!
So commanders, if youve got the res, don't hesitate to build some turrets (unless offense is the best thing to be looking into, or upgrading)
But put them low on your priority list since most marine bases seem to manage without.
This is in reply to those who say turrets are useless, i dont need them or turrets should be removed in 1.1. If you can manage without them or you dont have the res/other things more important then fine! Just dont forget about them.
One more thing - TF placement is important, but placing it in a corner reduces coverage. Stick it in the middle (unless its open on almost all directions and can be sniped outside turret range) for max coverage and build turrets around, 4 is the most youll ever need.
Thanks!
P.S
Dont kick a commander cus he didnt put the tf where you think it hould go, if you want it there - YOU COMMAND!
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
But when you have even two turrets they A) Buy you time when holding an important location B) do extra damage to tougher targets (a turret is like a slightly weaker lmg with unlimited ammo) C) linked with B, lets you save a bit on ammo D) you can leave your base entirley and still have no fear of a swift unnoticeable take over (since most people tend to be fairly cautious of turrets even though they take little effort to defeat)
and E) you can build them in an occupied hive and they kill it for you! No reload times no breaks between firing, just a stream of continuous damage to the hive! PLus it'll still defend once the damn things dead!
So commanders, if youve got the res, don't hesitate to build some turrets (unless offense is the best thing to be looking into, or upgrading)
But put them low on your priority list since most marine bases seem to manage without.
This is in reply to those who say turrets are useless, i dont need them or turrets should be removed in 1.1. If you can manage without them or you dont have the res/other things more important then fine! Just dont forget about them.
One more thing - TF placement is important, but placing it in a corner reduces coverage. Stick it in the middle (unless its open on almost all directions and can be sniped outside turret range) for max coverage and build turrets around, 4 is the most youll ever need.
Thanks!
P.S
Dont kick a commander cus he didnt put the tf where you think it hould go, if you want it there - YOU COMMAND!
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
Comments
Oh, and if the aliens are bad enough to let you build a tf and turrets inside their hive room while the hive is building, then the aliens are really crappy anyway.
Well from what i see is that mines are more effective then turrets in base defence because you can plant them on structures and at doors where sudden boom death but when 2nd hive comes along needless to say boom boom marines
Turrets are supoosed to be used in conjunction with marines and turrets!
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> ::mine:: = a really damaged <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> and a few dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> 's
mines + marines...no fades near base
Anymore, I don't build turrets unless I'm trying to hold 2 hives. If I'm trying to hold 2 hives, then I'll also most likely set up phase gates and get motion tracking, and most likely relocate to one of the hives so that my defenses aren't spread out too thinly. If you aren't trying to hold a location more critically vital than a res, a strong offense is usually a better defense than turrets, so get some hmgs instead.
And no, holding 1 hive isn't critically vital, cuz the kharaa can still own you without it. 2 hives or none.
A turret will never whine
A turret will never jump in the CC
A turret will not F4 just because it's not going well
A turret will never go AFK
A turret will not stand around in spawn asking for JP/HA/HMG
A turret will never ask for health or ammo
A turret will never run off alone and die
A turret will not call other turrets "n00bs"
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--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-->2 turrets can be easily destroyed by good skulk or lerk<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Your turrets maybe, which means that either you suck, or, your marines suck
The vast majority of the turrets I build stay up for the entire game. A well-placed TF and some mines around the turrets and the TF will take a lot of time and effort for aliens to take down, and time is something the Aliens won't have since Marines are heading there, which means the job is done. Area denied, aliens hurt, killed or driven off.
90% of the turrets I lose are from situations where I don't care. For example if we are attacking the last hive and there's a lerk spiking an outpost, I won't bother sending anyone there since the game will be over soon anyway.
Ps. I agree that Turrets are not to be used as early game defense, mines+marines do the job much more effectively against un-cara skulks. There will be a time however when your expansion is no longer possible to defend with only marines and mines due to its size, that is when using turrets to claim strategic positions becomes important, to buy the marines enough time to get there and defend it.
A turret will never jump in the CC
A turret will not F4 just because it's not going well
A turret will never go AFK
A turret will not stand around in spawn asking for JP/HA/HMG
A turret will never ask for health or ammo
A turret will never run off alone and die
A turret will not call other turrets "n00bs"
Ps. I agree that Turrets are not to be used as early game defense, mines+marines do the job much more effectively against un-cara skulks. There will be a time however when your expansion is no longer possible to defend with only marines and mines due to its size, that is when using turrets to claim strategic positions becomes important, to buy the marines enough time to get there and defend it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree on all aspects of your post. Gj.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
it's so easy just find that spto where turrets fire each other and do a small half circle around it and bite..regen heals fast enough to recover from damage that turret does..and other turret cant fire you coz other turret is in its way..
T
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T
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Atleast i can do it... same can be done whit 3 turrets..if they are positioned badly
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We're all happy that all of you other players hate turrets, but I've never seen a pro-turret poster state 'turrets and turrets alone are the only thing marines need to defend'. Turrets + mines = Skulks + regen (or carapace, if thats your preference).
Combonations. Its all about effective combonations.
Sifo
In theory... <b>if</b> the structres are placed poorly.
Here is my "standard" minimum turret setup:
<img src='http://www.cofrfps.com/pics/tf.gif' border='0' alt='user posted image'>
Red dots are mines. There is no blind spot on the TF. If there *was* one, due to unlucky placement, it would either have mines or turrets there, or both (ie: if there is a gap between the TF and wall that is big enough for a skulk to fit in).
You can not get cover from one turret by hiding behind the other, because the turrets are placed against a wall. You cannot strafe around them because, once again, they are placed against a wall. You can try to strafe around them by climbing the wall when you get to it, even if you pull that off there are mines that you will detonate.
Unless the TF is setup at Powersilo and all the marines are at Cargo Bay and there is no phase gate, a Lerk will not be able to take down a single turret before there are marines there.
What you are saying is that a poorly built turret defense with no marine backup is easy to take out, and I agree, I don't think people should build them poorly or leave them undefended if they are attacked.
<img src='http://www.cofrfps.com/pics/3fadesdown.jpg' border='0' alt='user posted image'>
Three Fades. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I use siege more as a support weapon now. Since the healing factor of the hive is so high I usuallly get a siege on the hive so that anyone standing there healing risks getting killed, thus negating that bonus.
What the..? those ain't seiges.
The Sentry Gun is an excellent defensive weapon; place it in a good location and you've got two dead skulks. Needless to say; if a whole team does rush, well of course its going to be rendered ineffective! Its outnumbered! No wonder it won't kill a single fade; because its surrounded by eight of them slapping the damn thing like a mad slut. The Point is a few placed in areas were distance is there best friend, and were their readily available to hit anything over a distance then there is no problem. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
One <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> = <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> Dead
Two <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> = <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> Dead or Wounded.
Some skulks are skilled; others are not. Remember, people who are most used to playing as fades and other heavier classes may not have the reaction time to effectively flank a sentry turret let alone get a damage point in it.
Funniest thing I've read all day. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sifo
When i say turrets are good, dont neglect their use - i mean use them as well as mines other marines etc (theres nothing else is there? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> ).
Actually, there was a turtling strategy i used once. The game was even but we marines had most res nodes, had like 400 res, so i built a wall of cc's to obstruct aliens from getting into the hives, had a bunch of turrets just behind so when one got blown up, there was a bunch of turrets to get thru.
Dont sya, wow with that much res to spare you musnt spend much, we had aboth upgrades lvl3 and hmgs and ha littered the spawn like oil stains in a mechanics garage.
Generally though, in the beginning, sacrificing one or two marines to be on base guarding is more economical than deploying a TF plus 2-3 turrets
When i say turrets are good, dont neglect their use - i mean use them as well as mines other marines etc (theres nothing else is there? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> ).
Actually, there was a turtling strategy i used once. The game was even but we marines had most res nodes, had like 400 res, so i built a wall of cc's to obstruct aliens from getting into the hives, had a bunch of turrets just behind so when one got blown up, there was a bunch of turrets to get thru.
Dont sya, wow with that much res to spare you musnt spend much, we had aboth upgrades lvl3 and hmgs and ha littered the spawn like oil stains in a mechanics garage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Then the game wasn't '"even" at all. The marines were obviously kicking butt like there was no tomorrow. You manage to pretty much secure 2 hives...had max upgrades, and could litter the floor with HMGs? And of course you controlled most of the map so you had most nodes. Yeah....even.....RIIIIGHT. Ask the aliens if they thought the game was even at that point. That said...turrets are good in that situation.