Sentry Turrets?

separatE_EntityseparatE_Entity Join Date: 2002-10-22 Member: 1570Members
<div class="IPBDescription">are they useful anymore?</div> I'm finding that you really need a massive amount of turrets for them to be useful. Anything less than 5 just doesn't do anything, even to a remotely skilled skulk. Maybe they need to track faster or something, maybe it's the servers I'm playing on, but they REALLY seem to be weak. Anyone else noticing this? I'm not saying that they really should be better, I always get annoyed when commanders get them, and not shotguns for their players, but now they seem even a larger waste of res than before.

Comments

  • SxSteeSxStee Join Date: 2003-10-06 Member: 21473Members
    lately the server i play i hardly see much turret usage, esp spamming, which is good. but sometimes ive seen bases with no defences all the match, just the players that are moving around the base area, the only time ive really seen turrets put to use is siege maps.

    appears they are kinda being left out due to inability to stop a skulk with regen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.

    ive taken so many mini outposts by just going skulk with regen and sticking right up against the tf and destroying it, lately people seem to put tf right up to rts and elec them both and that seems to work pretty good.
  • MendevelMendevel Join Date: 2003-09-27 Member: 21274Members, Constellation
    But you can just take down the turrets one at a time, the node can wait till bilebomb.
  • Lord_Of_The_PingsLord_Of_The_Pings Join Date: 2003-02-27 Member: 14079Members
    Strange, the way I out my turrets up, I only need 5-6 of them and there are more sentry kills than almost anything else.
    Then again turrets are only so SLIGHTLY weak.
    In my opinion, turrets should be made either full auto and their accuaracy slightly decreased, or heve their tracking improved and their damage slightly increased, as they are sometimes pathetic.
    1 good thing about turrets though, they stay and defend, which some intelligent lifeforms cant manage(i.e. marines) so thats why I like them.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    Turrets can be useful. Just make sure you don't waste your precious starting res on them. If your team can't aim well enough to stop early skulks from killing the base then you are better off dropping yourself a shotgun and having some fun before your team gets slaughtered. But seriously use the starting res to get your team upgrades such as weapons 1 and armor 1. Also be sure to cap a few nodes while most of your upgraded team is killing gorges and res nodes. Hopefully you'll have enough upgrades and res to deal with fades when they come out. If you did you job, the aliens nodes will be scarce meaning the aliens won't be able to spam OC's and re-fade if they die. Throw some turrets in base before you go in for the kill. They aren't as deadly as mines, but with proper placement they are more reliable. They are great for when you are sieging an area aswell. Make sure to cover all open sides of the TF (this becomes very easy if you place the tf in a corner) while making sure the turrets won't hurt the mobility of your marines if they have to fight in that area.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    I am the kind of commander who uses turret factories, with no turrets.. I get hugely annoyed when people stand at dbl res where i have elec both rt saying "Comm we need to secure dbl res... " Well it is secured, putting a tf and turrets there isnt just a waste of resourses, its a waste of man power and time.

    If within the first 3 minutes of the game people follow my waypoints no questions asked i can have them lvl3 upgrades and ha/jp (their choice) before the aliens have onos, i have managed to do it before they had fades once, I just starve them of res, managing to get all but two rts on veil and them all being elec, they had nothing that could kill them fast enough, so they had to resort to the "go gorge and drop 3 oc" technique, wasting them even more precious resourses.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    TSA sentries turrets are too weak in my opinion
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Well, turrets are only good in two ways...a few of them around a phase to stop aliens from camping it, or in huge masses (20+) to close an area...

    Then I have a special way of putting up Turrets around my TFs, but Im not going to tell...
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Personally I'd be a lot happier with 1 turret at 2400 hp, dishing out 20 dmg per hit and costing 20 res, than 2 turrets at 1200hp each, dishing out 10 dmg each and costing 10 res each....

    Same effect with less turrets, reducing spam and making each turret seem like a far better investment.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    nuh-uh... in the 2 turrets case once 1200hp's damage-worth is dealt to one the enemy is only taking half the firepower while they tackle the 2nd turret, in your example they take full damage until the turret is fully killed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    turrets arent that great.... but.....

    when i comm my if i dont tf/small farm a res even though i have elecd the res it goes down. so i tend to elec most res and as i start churining out HAs i send a couple of LAs to go build a tf and a few turrets at res nodes tends to put fade off from attacking them and an onos will think twice if the res is in a possible vunerable place for him where marines may stumble upon him when hes mid health.

    late game if u can afford it its usefull to tf/turret nodes just to keep them, as we all know what happens if we lose those res nodes ><
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    don't forget that "setry fiering" is a nice indicator then to send your troops where.
    It doesn't help much, but any intel yu can get can be useful.
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    SGs r all about placement.

    Never place them where a skulk can gain a height advantage, then evolve to gorge and bile bomb everything (e.g. PowerSilo hive)

    SGs are lethal at one end of long, simple corridor

    I also hear that despite the changes in sound, ammo upgrades from the arms lab do <b>not</b> make SGs deal more damage
  • MarqMarq Join Date: 2003-08-07 Member: 19153Members
    edited October 2003
    When using sentries and electrical defense, know this.

    They are only good by themselves when they are fending off skulks and gorges; thats it. Fades/Oni with lerk support easily conquer turrets alone.

    So basicly what they are for is later expansion whereas you can't keep up with fast moving skulks and you need a stationary defense to watch over your hive bases and res nodes while you deal with the remaining hive(s) and larger aliens.

    You ALWAYS put upgrades and better equipment first and maybe electrify a node here and there. Then get turrets later in the game where you want to lock down a hive or boost security against skulks.
  • ApolloGXApolloGX Join Date: 2003-09-13 Member: 20817Members
    i normally put no turrets at base, but i do tend to put them at hives, and only certain hives where i see them very effective (waste handling).

    after reading this though, i will now improve my comming by doing upgrades before turrets

    i got a new technique now

    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • tanathostanathos Join Date: 2002-11-02 Member: 4949Members
    <!--QuoteBegin--Garet Jax+Oct 20 2003, 04:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Garet Jax @ Oct 20 2003, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SGs r all about placement.

    Never place them where a skulk can gain a height advantage, then evolve to gorge and bile bomb everything (e.g. PowerSilo hive)

    SGs are lethal at one end of long, simple corridor

    I also hear that despite the changes in sound, ammo upgrades from the arms lab do <b>not</b> make SGs deal more damage <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bilebomb only works when you are at the same height.
  • separatE_EntityseparatE_Entity Join Date: 2002-10-22 Member: 1570Members
    edited October 2003
    The question wasn't "Are you 'leet' at turret placement?" it was "Do you guys even think they're worth the res?" I don't care if you want to flex your intarweb nuts and say OMG YOU'RE JUST A NOOB TURRENTS PWN TEH GAYM!!!11 Just a simple yes, I find they're worth my 10 res instead of saving for upgrades, better equipping a marine, ect. because: or no: I don't because. Thanks.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    No. If I use defenses, I use electricity.
  • separatE_EntityseparatE_Entity Join Date: 2002-10-22 Member: 1570Members
  • slipknotkthxslipknotkthx Join Date: 2002-12-17 Member: 11016Members, Constellation
    About four turrets for me will secure a hive and I think the aliens are more afraid to go after the turrets as low level life forms when I command.
  • anonamousanonamous Join Date: 2002-11-24 Member: 9766Members
    i dont care how, but turrets need to be beter, admitidly turret farms have gone but so have turrets, they need to be effective against skulks in small numbers, fades in large numbers (10+) and onos with backup from rines. turrets need to be beter. if they can kill a skulk before he can do real damage then make it so that it needs 2 skulks, use turrets to increase alien teamwork.
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