Kharaa Towers....
Sparkie
Join Date: 2003-04-23 Member: 15759Members
<div class="IPBDescription">What are the poor Aliens Meant to do...</div> Hi all...
I've being Playing NS for a good while now and i have found that the Karaa Towers really need attention!!!
I mean... a <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> can come and kill the Offensive towers with a pistol... i mean, at least for every hive you get the towers get stronger/faster or just at least more health... ok i get the fact that aliens must protect their own structures but flip, if your playing a small game with a couple of mates thats every player on the defensive... And all good RTS players know that offensive is the best defence... But jeez... you do need some decent defence like the humans turrets Chow the little aliens like pop corn...
<!--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 aliens...
I just propose that the alien structures must have a way to become stronger so that it can give the humans a run for their money and not have to waste their "precious" pistol ammo on towers that might as well squirt water on them and hope that the Humans will just rust to death!!!
I've being Playing NS for a good while now and i have found that the Karaa Towers really need attention!!!
I mean... a <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> can come and kill the Offensive towers with a pistol... i mean, at least for every hive you get the towers get stronger/faster or just at least more health... ok i get the fact that aliens must protect their own structures but flip, if your playing a small game with a couple of mates thats every player on the defensive... And all good RTS players know that offensive is the best defence... But jeez... you do need some decent defence like the humans turrets Chow the little aliens like pop corn...
<!--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 aliens...
I just propose that the alien structures must have a way to become stronger so that it can give the humans a run for their money and not have to waste their "precious" pistol ammo on towers that might as well squirt water on them and hope that the Humans will just rust to death!!!
Comments
There actually haven't been too many o-chamber buffing requests as of late; kinda interesting.
a) Place many in one area. one or two are pretty useless.
b)just behind them, place a few defense chambers, they will heal the offense chambers should they take damage.
Now, this wont stop daring marines leaping over them, but it works.
Learn to strafe around the turret I can take down 2 turrets with an un-carapaced skulk as long as they aint too far apart,
Iv seen some1 take down 4 turrets without being killed once
Yeh they are harder to kill but in an orgonised match the aliens know when there structures are under attack and can respond marines have to w8 for the comm
Or if u go on the roof and go above turrets they cant hit u and that gives u time to look for TF blind spots
Lets see, pistol does 20 damage and offense chambers have around 1300 hit points, so it takes around 65 pistol bullets to kill an offense chamber.
<!--QuoteBegin--Sparkie+May 4 2003, 07:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sparkie @ May 4 2003, 07:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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 aliens...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Skulk bite does 75 damage and a marine turret has around 1000 hit points, so it takes 14 bites to kill a marine turret. Also, smart aliens will usually go for the turret factory, which will result in all the turrets going offline.
I've being Playing NS for a good while now and i have found that the Karaa Towers really need attention!!!
I mean... a <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> can come and kill the Offensive towers with a pistol... i mean, at least for every hive you get the towers get stronger/faster or just at least more health... ok i get the fact that aliens must protect their own structures but flip, if your playing a small game with a couple of mates thats every player on the defensive... And all good RTS players know that offensive is the best defence... But jeez... you do need some decent defence like the humans turrets Chow the little aliens like pop corn...
<!--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 aliens...
I just propose that the alien structures must have a way to become stronger so that it can give the humans a run for their money and not have to waste their "precious" pistol ammo on towers that might as well squirt water on them and hope that the Humans will just rust to death!!! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I really think the cl_autohelp should be REALLY helpfull. Because new players, and those who have played for a long time, but dont know any of the standard tactics dont seem to know how to make things work.
I.e. (you place a offense chamber, and the autohelp tells you what you can do to make it better. I.e placing defence chambers around it) This will take new players by the hand until they are experienced enough to play without it.
This isnt directly to you sparkie. Just an idea i had to guide new players into the game....
if you have cl_autohelp 1 then it will say everytime u build an oc that its a good idea to build a dc
if u have cl_autohelp 0 this it will not say anything and you will come on the forums and complain <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I've being Playing NS for a good while now and i have found that the Karaa Towers really need attention!!!
I mean... a <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> can come and kill the Offensive towers with a pistol... i mean, at least for every hive you get the towers get stronger/faster or just at least more health... ok i get the fact that aliens must protect their own structures but flip, if your playing a small game with a couple of mates thats every player on the defensive... And all good RTS players know that offensive is the best defence... But jeez... you do need some decent defence like the humans turrets Chow the little aliens like pop corn...
<!--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 aliens...
I just propose that the alien structures must have a way to become stronger so that it can give the humans a run for their money and not have to waste their "precious" pistol ammo on towers that might as well squirt water on them and hope that the Humans will just rust to death!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You're obviously very new. Play the game a bit longer, don't go gorge, play with good players and see how they do it. The reverse of what you've said actually happens more often than otherwise - turrets do nothing to stop good skulks, and alien chambers will halt marine expansion if used properly.
First rule taking down single OC: If you dont move while shooting, it will not hit you that often.
Gorge tip: dont build OC's in corridors where enemies can see them far away..
instead build them so that marines are forced to come close to them if they want to take them out. Unless they siege of course, thats totally different situation.
How many oc's & dc's you build, can also make marines want to siege them / hive probably.. if you can build small tower outposts instead, combination of 3 oc & 3 dc it will probably hinder their movements & they still maybe dont start to siege. But, thats just theory & BIG IF.
Aliens are super powerful already don't give them any more power. If a skulk can single handedly take out a marine outpost then the idea of the game (FP RTS Teamwork... NOT CS skill ownage etc..) is in jeopardy or maybe has already failed.
[off-topic] Also in truth auto help tells you to go marines if your new. I say different. When your alien you don't have to have critical teamwork, you can just wander around killing and eating things while the gorge does his thing.
Only when marines and aliens strive for a common objective is team play needed for the aliens.
Then if the aliens get the objective with there super over powered strength then they turn into weapons of mass destruction. Now would that be easier for a new player than the screaming and perfect teamwork needed on the marines side?[off-topic/]
As has been noted repeatedly in the past, it suggests going marine NOT because it is easier, but because it more closely resembles other FPS that the new guys more likely have experience with. Plus, aliens need just as much teamwork as marines if they want to be successful.
Aliens are super powerful already don't give them any more power. If a skulk can single handedly take out a marine outpost then the idea of the game (FP RTS Teamwork... NOT CS skill ownage etc..) is in jeopardy or maybe has already failed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Big server (20+ players) = marine ownage 90% of the time.
Small server = Alien ownage most of the time.
Servers just arent balanced about how many players they host. That makes the other side control the other.. but .. Thats just my opinion.
I wonder how can skulks take down TF in 1.1?. do skulks get fried before they can even bite the factory?. This does have one good thing, lerks will be used alot more in lockdown situations but lerks are weaker beings health wise.. mmm.. time to think new tactics :>
If a skulk can take down outpost alone, its commanders mistake not placing turrets behind the important structures (or mines), i wouldnt call that being super powerfull. There has to be a change for the kharaa to battle against ouposts, or else it would be futile attempt to turn the game around, but i'm sure it will remain a remarkable change.
"Resistance is futile."
The trick with turrets in this game is that they are meant to deter you, not stop you. Walls of lame, stop you, turret farms, Really slow you down, especially if you have a welder *****
My .02
I think offense chambers are quite effective. OK, they don't kill people very often. But they slow marines down. A single marine against even a single offense chamber will take a few moments to fire off some clips and destroy it - in the meanwhile aliens are receiving alerts and hive sight is showing them something is under attack over there.
Then 3 offense chambers backed by 3 defence chambers..... bring in the nades <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sigh.. been going on since ns was released... people have to realize that every suggestion that they think is great may not be... you have to understand even minute changes to the games WILL affect it on the large scale. The dev team knows this and through all their testing and hard work they will know what will work and what will not.... so lets just leave it to them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
yeah its <i>possible</i> but very often u get touched at least once
We were well prepared. Most of the place was filled with OC's, even the top of the place.
But he just flied around for few secs, not even one touch from OC's, and took down the hive in less than 20 seconds. No one got the chance to save the hive. He took down another hive soon (damn hmg jp is outpowered ****!), and resistance was useless.
OC's shoot have a lot quicker rate of fire, so that they would be ANY use to defend the base. JP HMG can fly past WOL's with ease, and with the current low rate of fire he can fly with ease. I think that is dumb.
a) Place many in one area. one or two are pretty useless.
b)just behind them, place a few defense chambers, they will heal the offense chambers should they take damage.
Now, this wont stop daring marines leaping over them, but it works. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
although sometimes a more effective defence is the road of ocs, where you just place one by itself. a little further down, you place another one and so on, right into the hive room.
If the marines attack them, you will know where they are coming from and be able to retaliate. if they run past, they will get hit, at most twice, but they will then have to run past more and more.
this is most effective against HA, as they run slower and so get hit more.
i know this works because as a HA, full health and armour on my way to maintenace via southloop from main base. the first was just by the left turn after the horseshoe, with the next just beyond that and so on. i was dead before i got to the hive room
webs make them even better