Need Help: Turret Farms

Hellsing_Nosferatu_AlucardHellsing_Nosferatu_Alucard Join Date: 2003-10-17 Member: 21744Members
<div class="IPBDescription">help: strat against turret farms</div> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> Does anyone have any good strats to get around turret farming?(lots of turrets in one area, I'm talking like can't move so many turrets). <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->

Comments

  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    depends on the placement... Onos are supposed to be the big bad turret stompers but if they can't survive not much else has a chance to survive.

    Key thing to remember beyond the spacecow is the gorge and fade. Gorge can bilebomb if you can shoot it off without getting shredded and the splash damage is a godsend when BB actually works, otherwise it's fade time. You can either slowly acid rocket them away or if there's enough vertical space you can usually jump right over the whole farm into a safe blindspot near the TF (assuming it's not elec and/or in the middle of the turret forest ^^; )

    Teamwork helps the most though; if the turrets are spreading their fire they'll kill you slower =3
  • Hellsing_Nosferatu_AlucardHellsing_Nosferatu_Alucard Join Date: 2003-10-17 Member: 21744Members
    yeh the fade works it just takes to long and by the time you finally get rid of alot of turrets they have upgraded alot and they have heavies and hmgs coming at you. So then you have to deal with thema nd get rid of the turrets while there building more....lol
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Kill enough turrets to get to the TF and other buildings. Then kill the buildings.

    Nailing the tf makes all those turrets a waste.
  • Hellsing_Walter_Kumm_DorneHellsing_Walter_Kumm_Dorne Join Date: 2003-10-18 Member: 21762Members
    Magic Missle Perhaps???
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    nuh-uh, TFs have an 11 saving throw against magical damage. You'd be better with a charm spell so the turrets end up shooting the marines or polymorph other because turrets can't run off a white rabbit ^~
  • itsmemoitsmemo Join Date: 2003-07-17 Member: 18232Members, Constellation
    there was once a time were powersilo hive was so farmed.

    the 4 corners had there own tfs with turrets, the entire middle and 2 sides as well, 4 tfs in the middle around the res node.

    it was impossible to take.

    but of course, this was one of those 3v3 games that lasted 2 hours.
  • Hellsing_Walter_Kumm_DorneHellsing_Walter_Kumm_Dorne Join Date: 2003-10-18 Member: 21762Members
    <!--QuoteBegin--Geminosity+Oct 19 2003, 07:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Oct 19 2003, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nuh-uh, TFs have an 11 saving throw against magical damage. You'd be better with a charm spell so the turrets end up shooting the marines or polymorph other because turrets can't run off a white rabbit ^~ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ....... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I dont play D n' D.
    Sorry i have no clue what your talkin about.

    But toche none the less <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    seriously... xenocide and acid rocket work well if you have 3 hives (but the main time you'll run into a huge turret farm is AT the third hive, so probably not). a bunch of gorges bilebombing and healspraying work wonders. an onos isn't the best because he can get stuck in the turrets and die. but he can still help and if theres no too many, onos will work. if you can get a fade or skulk in a blind spot of the tf, everything is screwed. fade with metabolize and adren can hit and run the tf to death. also nice to have a skulk wait on the ceiling above where the marines will come to drive you off, so when they run to get you, the skulk comps on their heads <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.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-->
    ---------
    | <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> |

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • Hellsing_Nosferatu_AlucardHellsing_Nosferatu_Alucard Join Date: 2003-10-17 Member: 21744Members
    lol nice...love the little strategic visual there hehe.....yeh gonna have to try a bunch of stuff out and see what happens
  • AUScorpionAUScorpion Join Date: 2003-01-05 Member: 11842Members
    <!--QuoteBegin--[Hellsing] Walter Kumm Dorne+Oct 19 2003, 08:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Hellsing] Walter Kumm Dorne @ Oct 19 2003, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Geminosity+Oct 19 2003, 07:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Oct 19 2003, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nuh-uh, TFs have an 11 saving throw against magical damage.  You'd be better with a charm spell so the turrets end up shooting the marines or polymorph other because turrets can't run off a white rabbit ^~ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ....... ???

    I dont play D n' D.
    Sorry i have no clue what your talkin about.

    But toche none the less :) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No no no no no no you are all wrong. The actual saving throw is 12 due to the +1 commander placement bonus and being non-sentient charm spells would be ineffective.

    If you have the power I'd suggest a divination spell to give the commander a little view of her own demise, say power word kill. Since the commander's hp is less than 150 the spell should succeed.

    After this I'd recommend a grease spell be placed in the area of the armory and since marines have a base reflex save of 8 an enchantment in the ammunition...say charm person...as a precautionary measure since we all know a marine's will save vs ammo lust is nonexistant.

    Finally since turrets are highly resistant to fire I'd use energy substitution (acid) to make acid balls and fire those puppys at the mass. With the marines tied up in lovers' lane with the ammunition distribution device and the commander in full knowlege of her inevitable defeat it should not take long to complete the deed.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    You enter a dark room. The steel walls are greased with the oils and filth commonly found onboard an infested starship making you feel unclean and edgy. The air is thick and choking, a pipe nearing you issuing a hiss of steam into the already damp atmosphere.

    <b>Marine:</b> I cast magic missle!
    ~GM sighs and digs out the NS rulebook~
  • Hellsing_Walter_Kumm_DorneHellsing_Walter_Kumm_Dorne Join Date: 2003-10-18 Member: 21762Members
    What have i done?!

    DAM YOUS!
    DAM YOUS ALL TO HELL!
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Would that be the core rulebook, NS expansion ruleset, Nancy area manual, or the Marine character manual?
  • Fat_WangFat_Wang Join Date: 2003-08-31 Member: 20420Members
    no offense but i think we r getting off topic here...
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I'd hate to hijack this thread, but I just wanted to make the totally random and off topic comment that Fades don't need to a find a weakspot in the turret factory nearly as vulnerable as a skulk needs. A regen fade can stand in front of one or two turrets for quite a while without really being bothered by them, and also if you get the angles right and you crouch down one turret can block many other turrets, so if you see the tfac and a really close turret really close to a wall, wedge yourself inbetween them and rejoice as the turret factory blocks half the turrets and, the turret behind you blocks the other half (while doing minimal damage to you...)

    A skulk could only dream of doing things like that...
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Hahaha. You people are nerds. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> *blatant hypocrisy*

    <3

    Turret farms should cost so much, you really shouldn't come across too many of the things. Any less than 8 turrets, and you should, with the destruction of two turrets or so, open up a blind spot which anything from a skulk to a fade should be able to exploit to destroy the turret factory. No TF, no turrets.

    Before going for the TF, you might want to think about making a blind spot for the phasegate which is inevitably in the same room. If you take down the PG, you won't have to deal with marines right away entering and killing you and putting more turrets up. Ideally, you should also attack with numbers. Even an onos isn't enough to take down a farm on his own sometimes, if there is a PG up. The reason you want more than 3 people attacking a farm is because with four or more people, the turrets are already dividing there fire between the four of you. If you cluster and all bite one turret at a time, or split up and bite two turrets if FF is on, you will be able to split the damage, maybe one or two of you will die, but the other two will have half-eaten the farm. Turrets are actually pretty weak as far as buildings go, and they cost ten res each. If your team of four skulks bites down five turrets before you all die, you just cost the marine team fifty res, and diverted the marines to their farm, as opposed to pushing against you and expanding further. And unless they put down the res for turrets again, you can easily call a fade or gorge-gang or onos in to wipe out the rest of things, thanks to the lack of five or however many turrets. Follow the fade, gorges, or onos in while you are at it. Most of the turrets will be firing at the higher life-form, meaning you get free bites on the turrets, the buildings, the phasegate, and whatever else.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    A onos (or two) with regen goes in and draws fire. Gorgs follow and bile-bomb everything to smithereens. 1 or 2 heal-spray. Works against anything but marines. Then the onos go get adrenaline and stomp the heck out of all of them. Best of all, it's a 2 hive tactic!!

    Only it doesn't work against some places... Like Waste Handling... Grrrrrr.... stupid-raised-practically inaccessable-hive locations....
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