Skulks Vs. Farms
killswitch
Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">Use the turrets as cover!</div> 2.0 taught us you can no longer dance around turrets without being shot. That is a given truth and there's no point fighting it. However you may also notice that a turret does pathetic damage. 1on1 a skulk will kill it with no fancy tricks, just running up and biting.
This can even be used against more then 1 turret. As long as you position your skulk on the perimeter of the farm and use the turret as cover, you can be shielded from the bulk of the turrets. Combined with regen/carapace a single skulk can clear out a farm with enough patience.
Electrification is another monster however, get yourself a regen fade to deal with these things :/
This can even be used against more then 1 turret. As long as you position your skulk on the perimeter of the farm and use the turret as cover, you can be shielded from the bulk of the turrets. Combined with regen/carapace a single skulk can clear out a farm with enough patience.
Electrification is another monster however, get yourself a regen fade to deal with these things :/
Comments
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_________ <--wall
TF
X X
X X
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Even if you hide behind a turret you will get hit by at least two of the others. They don't block all that well.
Elec would make that harder, although by that point you're just wasting res.
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_________ <--wall
TF
S S
X X
X X
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Hope that works. Basically the S is a skulk. And maps being what they are, at least one of those turrets will NOT be in the corner.
A persistent skulk rushes in, takes out a back turret, takes out a front turret, the other front turret, the last back turret, and then the tf. Or in most cases would need only kill 2 turrets before continually rushing the elec tf.
Your first S seems like it can get hit by the right two. And the right S can get hit by all except the southwest turret. As long as the turrets are spread out sufficiently, this schematic should work as planned.
Alternatively you could use a perfect square formation which does the job well, but it left the TF vulnerable so I decided against it at the last minute.
You can also have at least 5 turrets in a line in front of the only exit and even if you do get a good leap in you will die pretty quick. It's way too easy to Skulk-proof a turret farm, in my limited experience at least.
Edit: This is a kind of perfect box that might work:
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_________ <--wall
TF
X
X X
X
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here's kindof a diagram of what im talking about
TF
XX
TF TF TF TF etc
X X X X X X X X X X X etc
make sure u elec the tf's up front and make sure that they can electrifi the alien that is attacking one of the turrets in the turret front line. if there is a low ceiling then skulks cant jump over without being hit AND electrified.... the pefect anti-onos system... as long as u have the res to carry it out...
can someone post this on the marines stratagies fourm pls! quote this or copy this into a fourm, making sure that u tell them i figured out this tactic... remember that there are gaps inbetween everything cos it doesnt look right...
My reasoning as far as TF defense is concerned is that since it has so much more health than a turret it can stand to be defended by only 2 turrets per side. If you can withstand a Skulk throwing himself at your defenses 7 to 8 times, without marine intervension, then you've done your job.
You're right that most of this belongs in the Marine Strategy board. A shame that it isn't. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Eh, I'll see what I can do.
Yes, that is the major complication. Even if you do take out the turrets, electrification puts stop in the whole plan. Best to call a gorge over. It's been said again and again that turrets are a deterrent not a defense. Even one marine will ruin this whole setup.
That said it is still very easy for a skulk to run in and chomp a turret while getting shot by 2 or even 3 and kill it. With regen it takes about 3 runs. With carapace it takes about 2. When you take down enough turrets you can open a whole in the TF.
Before the 1.04 method of jumping around turrets worked well but that is of course stupid; you can't dodge bullets in 2.01.
There are a tons of exceptions but in the event of a lockdown where all other options seem pointless it's something to consider.
The diamond shape layout is interesting but again relies on all four turrets, and a lerk can easily kill one to open it up for skulks.