Mines > Turrets?
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
I don't know how many of you have seen this but I myself have been experiencing this rather often these last days. Basicly the commanders (including myself) have abandoned turrets to secure a hive to use mines instead. It's insane how much quicker and cheaper a defense could be set with an armory and a PG.
Now my question to you all is, do you feel that the turrets are simply too useless or that the mines are too strong?
I myself feel like the turrets are worthless unless you farm which in that case becomes WAY too good.
BTW all above is during the games where aliens' have 1 hive.
Now my question to you all is, do you feel that the turrets are simply too useless or that the mines are too strong?
I myself feel like the turrets are worthless unless you farm which in that case becomes WAY too good.
BTW all above is during the games where aliens' have 1 hive.
Comments
ie: 1 TF + 4 turrets = 96 res
All it takes is a few good skulks to take out a turret then the TF...
On the other hand, the only way to get around a completely mined corridor is to sacrifice yourself or lerking, which makes for an invulnerable defense if the skulks aren't co-operating and you have a dedicated miner.
If mining is going to be a major strategy, you either need to limit them somehow or give aliens some kind of early-game counter to it.
*Edit*
And for the record, never assume mines or turrets will defend an area. Marines should patrol your stuff.
And aliens already have a counter- don't walk in them. Detonate them 1 by 1 with carapace. Or gorge spit. Most wikkid minefields are floor only. Nothing like the ability to walk on walls. And just lucky, your level 1 aliens can do that.
60 mines.. hmm..
60 mines on each hive will crash the server =)
When two hives comes around you'd better hope all your mines have been exploded, since all those res points you spent can now be used to kill your marines.
Mines and turrets are mere support units for your marines. If you have good marines it is often much better to enhance their ability to kill (upgrade em) to a greater extent than to spend a large amount of resources on turrets or mines. Upgrades can never be killed either...
Turrets are necessary sometimes, because mines just can't do Hive defense well enough.
As is turrets are quite useless. All they are truly capable of doing effectivly is slowing aliens down. Which in many ways is probably all they need to do. They slow the aliens down while the marines have a chance to run in and kill them. Asking for anything more out of them would be more of a balance issue in my mind. As for mines. They are supposed to be powerfull. They are entirely dodgable my aliens, if you run into one its your fault. As it is, sacrificing 1 skulk to the mines for the sake of an alien advance is nothing but a valid tactic that has long been employed in many ns games. Ask the mines to be weaker and they lose effectivness, ask the turrets to be stronger and suddenly they would be the new option as opposed to the 1.04 jp hmg. You really have to think about balance in these situations. The electrified TF should make turrets are more viable options as base defense. It will ALWAYS be a huge drain on resources if the costs remain as they are. We can't avoid that. Upgrades will almost always be a more productive use of the res. Turrets are nothing more than a catalist the the aliens, and arent really meant to be a true offensive force, unless of course your doing that turrent stuff, in which case your marines were pretty good to begin with and are generally just messing around.