Turrets ...not So Tough?
90PoundWuss
Join Date: 2003-03-16 Member: 14592Members
<div class="IPBDescription">something that works</div> I recently have found myself taking out more and more turret deffended positoins lately as a skulk, and this is how :
If there is no rine/pg/ip : This one is easy. Your goal is to take out the room so your team can use it(or just so the other team cant). First, try and para every structure in the room you are trying to de-fortify. This will help you, and your team if you screw up. You have to find out where the TF is. Also see if there are any spaces in the room (vent/hole/crevace) that you can hide in without having to leave the room. Very rarely (on PUBs anyway) will a comm correctly place EVERY stucture to prevent blockage. Find this spot!!! You can usually find a spot that blocks 80-100% of the turret fire(Res's are big and block very well:D ). Now run to your hiding spot in the room, make sure you dont hear any rines, then charge to the spot you found near the TF. Hit it as much as you can without going below 20 hp (you need that to get back to your hiding spot). Run back and forth (waiting to regen if you have it, or run to the nearest d chamber if you have carpace) between your hiding spot and your attack spot. Once you take the TF out, the turrets are lunch meat to you. Finish takin out all structures starting with turrets, then res, then whatever. Then dance the dance of happiness. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
If there is a rine/pg/ip : This one is alot tougher. Your goal now is to harrass the marines and try to get rid of the pg/ip before the TF. As above, try and para everything in the room you can. Rines and structures. Then, wait until you can get into the room undetected by the rines, or atleast confuse them into thinking you came in, ran around , then left in fear. Do this by running around them until you confuse the hell out of them (biting if you can, killing even better) then find your hiding spot (make sure no rine sees you hide, cause that wont work well). Now, you can hear when a rine spawns or PG's in , wait for them to come into view and para them. Wait for them to leave/start building. Run out , kill them, and run back to your spot of sneakyness. Wait for regen to kick in. Then , if the rine coast is clear, run for the IP/PG and try your hardest to take it out using the blocking tactics above. Then , go for the TF next. This one is very hard to pull off and takes alot of time practicing how to properly harass the marines. Remember that the Kharaa's biggest plus is there ability to harass like no other. You must play with there heads and make them think nothing is safe.
Both of these tactics work well if your team is distacting the comm and most of the rines somewhere else. That way there is less attention to your damage doing, and less marines to bother you.
If there is no rine/pg/ip : This one is easy. Your goal is to take out the room so your team can use it(or just so the other team cant). First, try and para every structure in the room you are trying to de-fortify. This will help you, and your team if you screw up. You have to find out where the TF is. Also see if there are any spaces in the room (vent/hole/crevace) that you can hide in without having to leave the room. Very rarely (on PUBs anyway) will a comm correctly place EVERY stucture to prevent blockage. Find this spot!!! You can usually find a spot that blocks 80-100% of the turret fire(Res's are big and block very well:D ). Now run to your hiding spot in the room, make sure you dont hear any rines, then charge to the spot you found near the TF. Hit it as much as you can without going below 20 hp (you need that to get back to your hiding spot). Run back and forth (waiting to regen if you have it, or run to the nearest d chamber if you have carpace) between your hiding spot and your attack spot. Once you take the TF out, the turrets are lunch meat to you. Finish takin out all structures starting with turrets, then res, then whatever. Then dance the dance of happiness. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
If there is a rine/pg/ip : This one is alot tougher. Your goal now is to harrass the marines and try to get rid of the pg/ip before the TF. As above, try and para everything in the room you can. Rines and structures. Then, wait until you can get into the room undetected by the rines, or atleast confuse them into thinking you came in, ran around , then left in fear. Do this by running around them until you confuse the hell out of them (biting if you can, killing even better) then find your hiding spot (make sure no rine sees you hide, cause that wont work well). Now, you can hear when a rine spawns or PG's in , wait for them to come into view and para them. Wait for them to leave/start building. Run out , kill them, and run back to your spot of sneakyness. Wait for regen to kick in. Then , if the rine coast is clear, run for the IP/PG and try your hardest to take it out using the blocking tactics above. Then , go for the TF next. This one is very hard to pull off and takes alot of time practicing how to properly harass the marines. Remember that the Kharaa's biggest plus is there ability to harass like no other. You must play with there heads and make them think nothing is safe.
Both of these tactics work well if your team is distacting the comm and most of the rines somewhere else. That way there is less attention to your damage doing, and less marines to bother you.
Comments
slow to lock on and shoot something, keep moving in and out of range and around them
and you can rather easily take down whole farms. Never thought all that
Quake would pay off eh?
-calldown
Also if i notice a week spot in the turrets defence, like only 1 turret covering one side of the tf, i can para the turret and tell the team to all attack!
Circle strafe is by far the best way to clear lots of turrets, infact just running around chomping and constantly changing direction is enough for small farms.
I like this idea - I've gotten a bit disoriented in relation to the rest of the room doing this, and have a more general difficulty rotating as fast as I strafe without picking up the mouse. Suppose I could bind a key just for circle-strafe turning. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yup, that is pretty cool, especially now in 1.04 when you can cloak much faster <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I was playing NS(DAAA)... and the marines had taken one of the hives(cant remember what map)... and i knew where the turrets, res was located at.
Before i whent into the sight of the turrets, i walked up on the celing and entered the hive room, and walked right over the turrets without they fired ones...
It could be cause i was moving to fast, but it could also be cause they cant shoot upwards...
that would work ok except that when u attack u uncloak so the only thing that is really good for is hangin out at turret farms or regen-ing
Let the regen heal you.
Chomp 2-3 times, cloak and heal. Do this a few times and you can take out an entire farm with little trouble.
If rines phase in, stop biting and sit still. If you are on the other side of the TF, you are almost impossible to see.