Turrets?
Geronimo
Join Date: 2002-12-18 Member: 11056Members
<div class="IPBDescription">Still useful at all?</div> When I "elite" pwn aliens, I occisionally drop a TF and 3 Turrets in hives, after I phase and send marines with mines trough it...
When siegeing(which I dont do cause its lame =) youd build a few turrets after the sige is up and revealed...depending on where though, but if its cramped and far away from base youd do it
TF is expensive and turrets are to...
Turrets hardly hit anything and carpace makes even skulks resistant to turret fire...
Turrets takes long to weld and welding is loud and disables at least one marine during that time...
Once the TF is down the Turrets and 19 res is all gone...
So, my question is:
Is it still possible to use turrets as a defensive/offensive structure with any benefit, even if you dont have lots of spare res?
When siegeing(which I dont do cause its lame =) youd build a few turrets after the sige is up and revealed...depending on where though, but if its cramped and far away from base youd do it
TF is expensive and turrets are to...
Turrets hardly hit anything and carpace makes even skulks resistant to turret fire...
Turrets takes long to weld and welding is loud and disables at least one marine during that time...
Once the TF is down the Turrets and 19 res is all gone...
So, my question is:
Is it still possible to use turrets as a defensive/offensive structure with any benefit, even if you dont have lots of spare res?
Comments
and Sieging? Lame? Err... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
5 skulks can take out a TF with 5 lvl 3 turrets around in a few rounds...dual TFs and a phase, sure...and turrets covered in mines for ensureance, sure...
but that makes 300 res to lockdown 1 hive...
300 res = 5 HA/HMG/Welder marines ...not really equal ey?
And sieging IS lame!!! arr!
Turrets are useless in early game for defending the base, but they are quite good for hive lockdowns or when securing a double res point. But the fact is that you can't leave those turrets alone. There has to be at least one marine guarding.
Yes, sentrys are useless, if TF is placed in wrong place. For example in the middle of the room or if you can create a blind spot behind it by destroying one turret.
And like Duff-Man said, get weapon upgrades. That is <b><u>very</u></b> important, if you have builded lots of turrets (or you are going to build).
Siege....lame?? Whatever <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Placing 3 turrets with a TF @ lvl 3 weapons still dont hold more than a few skulks for a short while...thats still alot of res
Lets say then, that aliens go two hives or alot of lerks...one lerk can pick off an entire base, no matter where you put it..
Placing 3 turrets with a TF @ lvl 3 weapons still dont hold more than a few skulks for a short while...thats still alot of res
Lets say then, that aliens go two hives or alot of lerks...one lerk can pick off an entire base, no matter where you put it.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
In both hives?
If you have two hives under control and there is some turrets in those hive room, then skrew the base and skrew the double res node <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . Order all the marines to defend both of those hives, until you get some upgrades, weapons....or aliens goes for F4.
Well of course all is about the server side.
<b>Big server</b>
More aliens, marines gets res much faster ----> more turrets
<b>Small server</b>
Less aliens, marines don't get res as fast anymore ----> less turrets
If aliens gets two hives, then those turrets are useless. They dont have a change against lerk's and fades.
If the game start's to look like that you can't stop aliens from building two hives, then you must stop spamming those turrets and use your res to JP/HMG/HA/GL's.
Turrets buy you time. Thats all they pretty much do. Like if you have turrets in two hives, they buy you lots of time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Turrets arnt there to actually shoot anything really...
It just keeps skulks from standing still, and maybe kills them after 10 seks or similar(count 10 seks in NS, its longer than you think)
A moving floor would be just as good...
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When defending home base, you drop 2-3 packs of mines (15 res) instead of a TF. The game is OVER before there is a TF in main...
In hives you get phase, mines mines mines and then a TF, only if you have res for it...
You NEVER use TFs in any other places than sieging positions, the occasional Doubble res and in hives ...
Even if turrets dont get any better, they still need to be cheaper...a phase and 20 mines cost about as much as a TF and a turret...what would you use? You can mine the phase 10 times and put another 10 mines all over the floor...
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Do you use turrets when the enemy has two hives? Lerks with adren and umbra can eat one turret per run, fades waste them from afar(lerks can to). Onos...well...
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They are too expensive when it comes to what they actually do...a moving floor would be as good...
( I use turrets from time to time, but never if I got low res or really need to hold a certain location...)
In reply to one of the posts:
NO, turrets so strong they can kill onoses is to much...I jsut want 6 turrets to effectively seal an area, or 3-4 turrets to protect a dual res spot...
Sometimes, if you are turret farming a hive, outpost, whatever, it is a good idea to build one siege in there (or at least upgrade the TF, so you can build sieges really fast). Now you are thinking why.... what about if aliens decides to do a gorge rush? Don't laugh, the power of 5 gorges with 100 res can be devastating. Only they need is to heal spray each others and them plop as many OC's as possible. They can also easily destroy all mines in their path by spitting them.
Btw, one pack of mines cost's 8 rp <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
A TF with lvl3 T's will stay up a long long time if you just have a marine with a welder check on it occasionally.
Turrets buy you time. Thats all they pretty much do. Like if you have turrets in two hives, they buy you lots of time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes - when an alien runs about nonchalantly in a turreted place it WILL get killed if it doesn't do something about it. So when a fade haps upon - say - Mess Hall with turrets in, it WILL acidspam to kill those turrets, else get boon down. This buys YOU enough time to sneak up behind it and shotgun its dirty arse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you fail to get them in both hives though, or waste money on random turrets all over map, they really slow you down. The winner of any RTS is whoever can tech up fastest, be the most efficient killer, and maintain structures through either units or static defenses.
That and come 1.1, turrets in 2 hives won't stop the onos from coming to say hi to you.
Yeah, a <b><u>big</u></b> turret farm is really hard to destroy, even with three hive aliens.
Once marines builded a big turret farm in ns_bast. We lost about 5 onos and lots of fades and lerks while trying to attack in there. So i decided to go up there in the vent. I managed to leap in, then i went to fade and took carapace and adren. My idea was to shoot bile bombs down the base from that vent. I kept shooting those bombs for a while behind the corner in that vent so the turret's couldn't shoot me. After a while, i wanted to see how many turret's there was left. When i looked down there, there was about 30 turrets left and all of them started to shoot at me. I didn't even manage to retreat before i died <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It was a 26 player server though
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Negative, you have no idea what your talking about.
Last night I was commanding Hera on [WHO] Modified 2 server, long story short we didnt relocate and a single TF and 4 turrets kept our base alive and well defended untill the end of the round. of course i was commanding a bunch of idiots so the base was undefended at all times, the turrets held fast and i never lost a structure.
And if you want to argue some more and tell me that mines are far superior, ill join your server and personally blow every single mine away with my face.
- RD
Turrets won't stop a gorge taking over a hive. If a skulk can go gorge in a vent, get inside your hive and spam a few OCs, then you'll have a hard time keeping that hive. Because you don't have a TF to upgrade to seige status either, you're pretty much screwed.
Turrets are best used to protect seiges.
Last night I was commanding Hera on [WHO] Modified 2 server, long story short we didnt relocate and a single TF and 4 turrets kept our base alive and well defended untill the end of the round. of course i was commanding a bunch of idiots so the base was undefended at all times, the turrets held fast and i never lost a structure.
And if you want to argue some more and tell me that mines are far superior, ill join your server and personally blow every single mine away with my face. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I can tell you with 100% accuracy, that 4 turrets will only defend your base from people that try to sell you stuff...
5 skulks with carpace can kill 4 turrets in one run, if the base is undefended, unless its fully uppgraded. Do they have one lerk if migh wipe out 2 or 3 turrets from afar before they move in, and your sold.
Do they have 2 hives you get umbra and then 5 skulks wont even die by 4 turrets...
Sorry but thats the truth...
turrets are all about team work ...unlike jp/hmg
and there for are useful..
...shootin', and shootin', and shootin'...
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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-->
This means if you're going for a 2-hive lockdown, you're going to have to place turrets sooner or later... Man power can't defend base and two hives constantly without something to at least slow the enemy down. If you've relocated to some great place, but need your marines on offense (and thus base is only lightly defended), turret up. However, if it's anything less critical, like a hive you felt like taking just cuz, it's probably not worth it. You're right, turrets ARE expensive, ARE easy to kill, and ARE easy to disable. Sometimes, though, you just need more things shooting at those pesky Khaara, and you're not getting more marines.
a base with turrets + 1 marine is much, much harder to deal with
mines are only good for stopping a skulk once, because after that he's created a hole for him to walk or jump through the next time he comes
with turrets, a skulk needs to maneuver around or over the turrets, kill the marine, the try and bite the tf
damn near impossible unless you have level 3 cara and the marines dont have weapon upgrades