How To Break A Turret Farm Stalemate
Owl_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.
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
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?
Yep. All it takes is a scan from the comm and all those fades by the movements will die.
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.
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-->
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
But this falls to a good siege which can happen if the comm knows,and that is EXTREMELY rare :/
although then u just use onos with regen and lerks usin umbra.
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....
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.
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
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.
They need gl spam too. Then the result is: never.
With Celerity the onos will get to and kill the turret and be redeemed before he will be killed.
relocation to 3rd hive.
victory denied.
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.
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).
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....
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-->
Well, you're playing some really **** alien teams.
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.
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-->
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.
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.