Counter To Turret Farms
SDJason
Join Date: 2003-05-29 Member: 16841Members
<div class="IPBDescription">requires teamwork.. but viable</div> Today this was tested, and worked GREAT....
This will only work if the turret farm is below... around 40 turrets, and the onos/lerks can work together very well
It is good if the onos have regen/celerity and the lerks have regen/adrenaline
This requires a minimum of 3-4 onos.. and a minimum of 2-3 lerks.... however this can effectively counter a turret farm....
Phase 1... Gather up all onos... possibly spread them around all entrances.. have lerks spore spam base to create chaos
Phase 2.. Onos rush in immediately on lerk cue.... and head only for the comm chair.... lerks provide umbra spam for cover....
Phase 3.. The three onos gore/charge the comm chair.. ignoring EVERYTHING ELSE... until it is dead... which with 3 onos takes about 2-5 seconds...
Most marines are totally UNABLE to rebuild the comm chair in this short time.. and umbra keeps the onos alive long enough to complete the task... even if the lerks/onos die.. the Comm chair should go down before the marines take out the last onos...
If this does fail the marines will immediately boost thier defenses and possibly make another cc... so its an all or nothing thing
Requires extreme teamwork, and cooperation, coupled with selflessness on the onos and lerk part.
However it was tested and worked sucessfully on a turret farming game.... caught them totally by surprise... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
~Jason
This will only work if the turret farm is below... around 40 turrets, and the onos/lerks can work together very well
It is good if the onos have regen/celerity and the lerks have regen/adrenaline
This requires a minimum of 3-4 onos.. and a minimum of 2-3 lerks.... however this can effectively counter a turret farm....
Phase 1... Gather up all onos... possibly spread them around all entrances.. have lerks spore spam base to create chaos
Phase 2.. Onos rush in immediately on lerk cue.... and head only for the comm chair.... lerks provide umbra spam for cover....
Phase 3.. The three onos gore/charge the comm chair.. ignoring EVERYTHING ELSE... until it is dead... which with 3 onos takes about 2-5 seconds...
Most marines are totally UNABLE to rebuild the comm chair in this short time.. and umbra keeps the onos alive long enough to complete the task... even if the lerks/onos die.. the Comm chair should go down before the marines take out the last onos...
If this does fail the marines will immediately boost thier defenses and possibly make another cc... so its an all or nothing thing
Requires extreme teamwork, and cooperation, coupled with selflessness on the onos and lerk part.
However it was tested and worked sucessfully on a turret farming game.... caught them totally by surprise... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
~Jason
Comments
-GF
However, as stated, don't rely upon it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
On the other hand, as soon as the comm chair is down, you know that the marines are contained, and all you need to do is wait for new resources to replenish your onos/lerk population (if necessary) and repeat the trick on IP's or TF to finish off the game.
- arms lab: removing it will make your onos about invincible. level 0 marines and turrets (doubly so with half damage to onos from turrets in 2.01d) have no real chance. However, the arms lab is easy to rebuild and gives the marines full upgrades again. It's really hard to build anything in a cloud of spores though (hint hint).
- armory: destroying an advanced armory prevents the marines from dropping heavy weapons for 3 minutes of research time + res income time, temporarily prevents them from getting ammo (heavily disruptive), and sometimes will cause the comm to waste res dropping ammo. This hurts badly.
- ips: if there is only one or two ips, they can go down pretty fast. a base with no marines in it is very easy to destroy. Unfortunately, the ips are usually in a hard place to get to, so this can be rather challenging to pull off.
- protolab: usually the marines can't afford to drop HA or jps when trapped in their base, so this isn't all that effective
- TF: since turrets don't do as much damage as the marines, the tf is fairly strong (and sometimes electrified), and you can have redundant TFs, this isn't always very effective. Once the marine threat is handled, the turrets are no problem. Only go for this first if it's easy to reach (such as you can bilebomb it from somewhere kinda safe).
- Observatory: really easy to kill, but it doesn't matter all that much. It's not like the marines don't know you're outside their base. The only time taking it out is really useful is if you really need to disable their siege temporarilly.
- Phase: chances are it doesn't go anywhere. If it's actually active, you should take it out when you get the chance.
My choice is usually the armory, but sometimes I go for the arms lab if the marines only have lmgs.
On actually attacking: 2 lerks is plenty: one to spore, one to umbra. One can do it with mcs nearby. For the onos, carapace works too, just not redem for an assault of this type. I also like to start a rush with a skulk xenocide on top of the armory: it really disorients the marines, and tends to kill several (hopefully anyone with a GL). If you've got a gorge nearby, you might as well send him in to bilebomb or heal. It's all or nothing, but you can afford to fail a rush if you've got 9 rts going...
edit: formatted for readability a bit
Usually employed where the IPs are the target, not the CC.
i belive he thought that if they cant build... they cant build turret farms... but that is like saying you dont die from the gunshot... you die from the massive bloodloss after the bullet rips your heart in half. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
After that.. whittling down a turret farm is cake.....
Taking out an arms lab is useless if they will rebuild it 25 res later... Get the comm chair.. and have your NEXT rush take out the arms lab...
~Jason
Then I got to lose a game (as marines) to this strategy over the weekend. Our base wasn't heavily turreted, but the entire team was out doing the HA March of Inevitability. Locked one hive. Marched on. Dropped the next, locked it. Marched on. Heard the comm say "That's weird, it kicked me out of the OH MY GOD GET TO BASE!"
I don't know if it was a glitch in 2.01d or what, but he claims he never heard the "your command station is under attack" sound. Even though his CC was getting pummeled by three oni.
Anyway, to make a long story short, the aliens could respawn, we couldn't. We eventually decided to push out for the last hive, and got picked off one-by-one, like a bad sci-fi movie.
After that.. whittling down a turret farm is cake.....
Taking out an arms lab is useless if they will rebuild it 25 res later... Get the comm chair.. and have your NEXT rush take out the arms lab...
~Jason <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No arms lab means that they can't really hurt you and they die very quickly. Taking out the rest is easy. Besides, sporing the base or having an onos run around in it strongly deters building anything. They'll have no armor, so even lerk spores will do a pretty quick job of killing them. Anyone who steps near it, kill. Besides, the arms lab isn't free. Even if they get it back up, it will cost them, and during the lag time you can be destroying other things that they can't afford to replace. If the arms lab is somewhere conventiant, it makes a good second target, if not the first.
Still, my preference is to kill the armory. Neither turrets nor lmgs are much of a threat to an onos, so depriving them of ammo and heavy weapons really turns the tide in your favor. Besides, one of the hardest things about sieging an occupied base is marines picking up weapons off their fallen comrades; it won't do them any good if they can't reload it.
The arms lab is bugged killing it takes off armor but not weapon ups
The point is all the marines have to do is hold out until they have enough res to rebuild the building.. and it is as redundant as taking out individual turrets in a turret farm...
Rush in.. Get the comm chair.. and it stops all marine production... Next rush get the armory... as you said marines that cannot reload run out of ammo fast... Then take the arms lab... (btw turrets dont get benefits of upgrades) and from there get the t facs....
Go for the t-fac immediately after the comm chair
Whatever your strategy after the comm chair doesent really matter... as long as thier ability to recover from WHATEVER damage you do on each rush is halted....
This is why taking the comm chair FIRST is important... to prevent them from just rebuilding the arms lab you lost 2 onos taking down less than 25 seconds ago...
~Jason
Mintman.. im not turning this into a flamewar.. but check the general forums.. and sugestion and ideas forum... it WAS in the changelog.... but it was taken out last minute... along with the 90 second delay on res tower activation, and the carapace slowing down alien life forms.... There is ample evidence on the forum's to prove this...
~Jason
The base was okay-defended. I mean, the three oni who took out the CC ended up dead from turret fire. But killing them wasn't particularly helpful in the grand scope of things.
Mintman.. im not turning this into a flamewar.. but check the general forums.. and sugestion and ideas forum... it WAS in the changelog.... but it was taken out last minute... along with the 90 second delay on res tower activation, and the carapace slowing down alien life forms.... There is ample evidence on the forum's to prove this...
~Jason <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yeah, you're right. It doesn't matter though: turrets don't kill onos, marines do. 1/2 damage in 2.01d + regen makes it so an onos can basically just stand in a decent sized farm and not die. Level 0 weapons marines can't kill an onos either, so they really won't be able to stop you.
Dont expect very many Farms in clangames