Funny. Over The Past Few Weeks...
Raiden333
Join Date: 2003-03-22 Member: 14770Members
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> farms have gone from "Evil rooms of death" to "Minor annoyances". A skulk or two with carapace can take out an entire farm, and a lerk can do it by himself without the smallest problem. Just circle strafe a turret biting it, and then hit the TF's blind spot.
Yeah, I know it's old, but oh well.
Yeah, I know it's old, but oh well.
Comments
a farm'll get you before you can really damage it.. and there'll always be a farmer to tend to his wounded crops <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
yup my point exactly.
LOL ZIGGY! You just pwned everyone!
EDIT: Okay, in order to not be a totally useless member on these boards, I shall talk and ramble abit. Turret farms are tough if well tended to. There is no denying that the presence of these make the job a lot harder and if you deny that then you should be shot. I'm sorry, you really should. The recent attitude about the farms is propagating due to the JP/HMG rush. Before taht, it was a turret farm/doubl-lockdown. Nothing wrong with that strategy, it is still used actually! It's just JP/HMG rush is more easier on the comm side of things. Thus you got plenty of noob comms pulling off something that requires absolutely no strategy or communication! Heck! I even do it when I i'm lazy for the night! The JP/HMG rush is nothing more than playing the supplier role than an actual leader. </RANT>
TF in corner.
Turrets against the wall, covering eachother, means no "circle strafing" and both turrets will be shooting at you.
Lvl 1 weps (should be up once you get lvl 3 carapace) make it hurt.
The only reason the "farms" are considered poor is because of bad planning by the COM (blind spots etc). The Aliens need a teamwork effort to take out a good defensive turret setup and will only manage it assuming the Marines don't arrive to "water the plants".
TF's free up marines to do other things then provide static defense, like capping resources, hunting gorges, attacking hives and generally expanding. A well planned TF with 3 T's and a couple of mines do a very good job of this. I'd say at least 90% of the turrets I drop stay alive throughout the game, and even if they don't kill a single alien they will have kept them from using that area.
TF's are a vital part of any non-rush strategy and make for the best and most enjoyable games for both sides.