How To Break A Turret Farm Stalemate

Owl_Force_OmegaOwl_Force_Omega Join Date: 2003-02-26 Member: 14048Members
<div class="IPBDescription">Movement chambers!</div> The scenario: the alien team has three hives and the marines are holed up inside a turret-farmed base. It's really difficult to break this stalemate, right? Wrong.

Gorges: Build an outpost with offense chambers, defense chambers, and whatever else makes you feel secure. Then, plop down 3-5 movement chambers.

Everyone else: Some of you go fade, whip out those acid rockets, and stand by the movement chambers. You will find that you can fire an infinite stream of acid rockets at turrets, marines, and whatever else is in your sights. The movement chambers boost your energy by 10% every few moments, and it stacks. Meanwhile, you're safely far away from the farm and able to retreat for healing if you need.

I've used this strategy so many times since 2.0 came out. One time on ns_caged, I played acid rocket turret for two solid minutes before my energy bottomed out. That's full-throttle, fire button down the whole time. People don't realize the power of a front-line MC cluster. Acid rockets kill marines in no time, especially when you fire them serially at the armory or any turrets they are trying to weld. Add a lerk with Primal Scream to the equation, and you're going to take that base down in a few moments.

Of course, this strategy of acid rocket spam is only viable if you have three hives. However, if the marines are farmed in, they've usually given up on expansion anyway. This strategy will end a game in five minutes that might otherwise take 20.

Comments

  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    This is.... excellent.

    While I have been setting up movement chambers, it was usually only one or two, I bet this would work great.

    I would also suggest having a lerk there to primal scream to really get those acid's firing.

    Excellent idea man. Only problem is, what about grenades?
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    Bile bomb rather than acid rocket.
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    <!--QuoteBegin--Epidemic+Aug 10 2003, 02:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Aug 10 2003, 02:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Siege.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yep. All it takes is a scan from the comm and all those fades by the movements will die.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    <!--QuoteBegin--@egis+Aug 10 2003, 02:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (@egis @ Aug 10 2003, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bile bomb rather than acid rocket. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    errr, yeah. 3 gorges bile bombing a base has far more effect than 5 fades acid rocketing it. Only difference is the acid rockets will kill the marines as well. But you can bile bomb with two hives, so it's used more often.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    Ahuh... the thing about the end of game stalemates at the moment is an tendency to focus on one ability.

    Get some movements, spread the classes around your team, group up, and unleash HELL!

    Every class must use it's full arsenal as a team to compliment each other, and you will overwhelm their base in NO TIME AT ALL.

    People will realise this soon enough and it will become common practise to end the game, because they'll rather get themselves organised as a team and own the other team than site there for 30 mins in an endless, repetive, boring death-match.

    They'll figure it out eventually... have faith <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TiaxTiax Join Date: 2003-05-28 Member: 16802Members
    Movements are very good and highly unused. Im almost always a gorge or skulk now. When im a gorge I nearly always drop at least one movement near their bases so that I can bilebomb much faster.

    Besides, with 3 movements before I attack...ill be able to destroy most all of a large outpost before they can recycle it. Mruhahaha. And if I get attacked and im in trouble, I got a quick escape
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    What's really funny is movements + parasite...
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    The 'Para' M249 hehe....

    But this falls to a good siege which can happen if the comm knows,and that is EXTREMELY rare :/
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    yeah a siege would stop it plus if the marines reloc to a hive then the farm in there when there losing what happens then. its even worse if ur 2nd chamber is DC.

    although then u just use onos with regen and lerks usin umbra.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Hmm make sens and you should get a few more seconds before the comm realises. In that time 3 gorges bilebombing (with a lerk doing primal) will take down ANY base.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Kid-A+Aug 10 2003, 11:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kid-A @ Aug 10 2003, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm make sens and you should get a few more seconds before the comm realises. In that time 3 gorges bilebombing (with a lerk doing primal) will take down ANY base. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But good comms that know that Fades are acid-rocketing non-stop will know there are Mcs,and where there are MCs,there are sensories

    And soon it becomes Scanner Sweep time,and you outpost becomes moot....:/

    I have YET to find the perfect counter to turret farms....
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin--RaVe+Aug 10 2003, 10:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RaVe @ Aug 10 2003, 10:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have YET to find the perfect counter to turret farms.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I have YET to understand why people think there's a perfect counter for anything.

    If there was, then you'd have imbalance.

    As for a catch-all counter that tends to work?
    Mix your teams and use all your weapons.

    A mixed team of semi-skilled aliens will wreak havoc on anything except a mixed team of semi-skilled marines.

    When I play, if I hear an assault on the main base is starting, what I do is hit tab and see how many of each alien type we have. I then evolve to the type we have the least of, because I know that's the area that my team is going to need the most support.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    NOPE doesnt work, have had it tried on me. Any good Fodder Farm ™ will have a siege in it and a marine or two welding. In that case I would just give out a HMG or GL to the 1st marine who kill the gorge. Even with movements 2 mariens can weld faster the gorge can kill.
    Another important point is this, The gorge is going to take seriuse damage every time he attacks forceing him to spend time healing, The marines would NOT take damage from bile bomb which means they can wled all day long. With in seconds I would be pinging your towers and in under a minute there would be a team of mariens killing every thing left over from my turrets
  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    The acid rocket from afar situation works great - in maps that allow you to shoot at the farm from afar. Take the tanith marine base for example - you have to get right in next to the turrets to be able to hit them with any alien weapon, and the turrets will be hitting you if the nades being spammed at the two entrances don't get you.

    Try fighting a good turret farmer on tanith, and tell me a strat that you found even mildly effective other than slowly wearing them down over the course of an hour.
  • INSInstrumentalityINSInstrumentality Join Date: 2003-08-03 Member: 18850Members
    edited August 2003
    hmmm, siege ignores Umbra right? so what, umbra gorge fade movement defense combo?
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Try fighting a good turret farmer on tanith<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They need gl spam too. Then the result is: never.
  • GreeGree Join Date: 2003-05-18 Member: 16454Members
    Why don't you guys try to use the onos charge against those pesky turrets?

    With Celerity the onos will get to and kill the turret and be redeemed before he will be killed.
  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    Mass onos rush works occasionally, but when you get the sheer volume of turrets, it doesn't last long. Combine this with the fact that in close-quartered bases, as in tanith, they get stuck on each other, and their effectiveness is greatly decreased.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    siege.
    relocation to 3rd hive.

    victory denied.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    I dont think you guys REALIZE how to set a good v2 turret farm up. When I build what I call a Fodder farm it goes like this. I pick a good spot on a map worth holding, hera and mineshaft double res points are good examples. I send most of my team there and drop a TF and at least 4 turrets. As I get res I build an Ob get phase gates and drop another 3-4 turrets. This is basicly a sub base, expensive but it will soon start to pay for itself once the aleins find it. As soon as I start to get my kills I build a second TF, one will be electrafied and the other will be a seige. I build 1 siege and another 3-4 turrets. Once I get done I typicly have 2 TFs a phase, an Ob often an armory, between 14-22 turrets and a FULL TIME WELDER. IF im playing a good team of aleins who know to hit me as a team I will have 2 sieges and at least 20 turrets upgraded ASAP.
    Some important things to consider,. You want to make sure that at least 4 turrets can shoot down any hallways, This not only weakens em up as they aproach but they will probly kill expensive aleins evolutions trying to flee.
    You MUST make sure that at least half the turrets can hit any one point in the room you build em in. Smart aleins will quickly spot chinks.
    I perfer to build Rings of Steal around my base. A circular patter allows the maxamum number of turrets to fire on aleins that manage to get IN your base.
    With above: mine the hell outa every thing out side your perimiter. I dont know why, but no one seems to mine anymore.
    A GL marine with a welder is your best friend, If you have one make sure he gets all the goodies fast. reward him for his dedication, I allwasy talk up my welderguys and make sure they get HA, GLs and such 1st
    Siege an Ob are two commonly over looked structures, If you neglect to build em you deserve to lose.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Yea, some HIVES are really hard to take down ... relocations to those hives and decent commander, lots of GLs... and you start wondering why you are playing.

    As long as you have 3 hives, you can always win with teamwork, because the lerk is awesome at hive 3.

    Of course, you have to find someone to actually PLAY a lerk... so far,I don't think I've gone Onos once... there is always a lack of support players (gorge/lerks).
  • SilentSamSilentSam Join Date: 2003-04-15 Member: 15532Members
    and here i was coming into this thread hoping to see an actual counter
    those things are PESKY

    and sorry, but
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> = no buildings whatsoever within a 10 ft permiter

    i mean, if your going to count on the comm being stupid enouhg not to regularily clean house with his (inevitably) artmy of obs and sieges you might as well count on the marine players sucking **** and plowing through the base with blinking fades

    sure would like to see a reliable counter to the turret farm....
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have YET to understand why people think there's a perfect counter for anything.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I have, scanning>sensory.

    Since discoving the joys of binding obs to my hotkeys I've smashed every sensory first game the aliens have ever attempted. 2 hive lockdowns with a minimum of 20 turrets each basically seals the game for me. I then spend the rest of the game watching aliens hopelessly throw themselves at my turret farms.

    I've also noticed that a 3rd hive relocation can be impossible for the aliens to break if they went sensory first. Sensory simply doesn't allow them the assaulting power of movement/adrenaline or defence/onos regeneration. With the fact that I **** observatories at both my base and turret farms, I often have over 600+ energy overall. That basically means I can CONTINUALLY scan making their sensory upgrades worthless. I've so far won a nearly 4 hour game when the aliens just gave up on mineshaft, I had over 600+ res and the aliens never got within about 10 meters of my turret farms (8 GL's and 2 full time welders).

    Honestly, these people saying turret farms just take teamwork are being a bit delusional. There are some REALLY evil turret farm strategies coming out and the real problem isn't the turrets, it's the GL. With 8 GL'ers no gorge got NEAR my base (Umbra does nothing to GL incidently) and about 8 seige cannons (and my scanning) meant the aliens never got any buildings near me either.

    If you think you can beat a 'professional' turret farm easily with team work, you simply haven't seen one yet <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • the_draftthe_draft Join Date: 2003-06-03 Member: 16977Members
    If you can get two hive lockdowns, with 20 turrets each, plus whatever base defenses you have, plust upgrades and research...

    Well, you're playing some really **** alien teams.
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    edited August 2003
    <!--QuoteBegin--the draft+Aug 10 2003, 07:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (the draft @ Aug 10 2003, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can get two hive lockdowns, with 20 turrets each, plus whatever base defenses you have, plust upgrades and research...

    Well, you're playing some really **** alien teams. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, just sensory first. I fail against movement or defence aliens. I scan spam and trust me, sensory is USELESS against that.

    Also, it is surprisingly easy to come back, even if the aliens get 1 hive back if I've got a hive still and 4 res nodes locked down (TF+10 or so turrets) then the aliens have little chance.

    Again, this works only against sensory first aliens, if I try this against movement or defence aliens they'll typically slaughter me (No upgrades, I forgo my usual straight away weapons upgrade for extra observatory).

    Incidently, you don't need upgrades really against sense first aliens, no carapace/regeneration/redemption to worry about. A standard issue shotgun or even up to level 1/2 will slaughter fades and onos. Also, I've secured the remaining res, I just build MORE turrets at both hives whenever I have spare res.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    yah turret farming is back and even wworse then in 1.00

    Another thing to member is the reusable mini nuke (aka gl)

    2 GLs that just sit in your turet farm (NOT INFRONT of entrances) and those 2 GLs will never disapear.

    So, all in all, I say:

    when you are down to a single turret farm and it ISNT in a hvie, concede, the game is over. just end it PLEASE <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->when you are down to a single turret farm and it ISNT in a hvie, concede, the game is over. just end it PLEASE <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, I've gotton com a couple of times during a mass turret farm and been tempted to recycle.

    The problem is the people who think, OH MY GOD YOU LLAMAH!! I WANTED TO CAMP TEH ONOS!!1111 without wanting to start a new FUN game.

    NS to me is fun at the beginning, nobody is invincible yet and the game is all tactics. Once we get to the end NS turns into a mess.
  • SilentSamSilentSam Join Date: 2003-04-15 Member: 15532Members
    so then, do people finally concede that there is NO counter to a well laid out turret farm? (i.e. if its marines and alians of equally high abilityfortifying something, the marine foritication will ALWAYS prevail)
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    1) Marines spawn already upgraded.
    2) Marines spawn very quickly, so killing a marine will only take him out of action for a few seconds.
    3) Any weapons the marines can buy on their one res node + rfk will probably last for ever, since it only takes one marine to pick it up again
    4) Marine buildings can be quickly repaired by welding. If you don't destroy a building pretty damn quick, you haven't effectively done anything.

    The main problem is that a turtled marine base should be starved of res, but in reality doesn't actually need any. They are normally fully or nearly fully teched. What are their costs? Any weapons bought will last a very long time. They may have to replace a few buildings every now then, but r4k should easily handle that expense if marines are welding sensible. The only things a turtled marine base can't afford to keep equipped are HA and JP, since they are lost when the marine dies. Where are you going to go with a JP? And who cares if you don't have HA, someone can pick up your gun, and you'll respawn in a few seconds.

    Marines need to be made less res independant, so that they can no longer maintain an almost fully equipped squad indefinately on only one res node. I think thats the main problem, not the turrets.
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