Sentry Turrets?
separatE_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
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.
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.
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.
Then I have a special way of putting up Turrets around my TFs, but Im not going to tell...
Same effect with less turrets, reducing spam and making each turret seem like a far better investment.
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 ><
It doesn't help much, but any intel yu can get can be useful.
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
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.
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-->
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.