Electro Turrets

CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
<div class="IPBDescription">stay alive damned turrets</div> i found out that turrets, placed very near to a restower will live much longer.
my problem with turrets is normally that a skulk can take them down till he dies. to prevent that i placed them near the electrorestower. so fades will get more damage and they have to decide if they want to waste their time for the restower or for the turrets (the have to regenerate)
with a phasegate beside it my rines have usually enough time to get through till the restower/tf is down if a fade attacks.

Comments

  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Hmmm , I'll have to try that elec covered turrets on "delocalized" bases (tech buildings near separate elec nodes and linked with phase gates) , would help defense.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Yeah, its great. turrets placed next to a leccy TF really are more effective -most of the time-

    if you are gonna siege a hive and got some spare res, you can also do the following:

    whack a tf down, pg next to it. advance tf first, after its done build sieges around empty space next to tf. then your entire outpost is basically defended by electricity

    then again, it wont help much against fade/onos
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Elec TFs aren't effective vs experienced aliens when sieging. Skulks can use the cover of the sieges to avoid being hit by turrets , go regen at the hive , and take the TF down. Why double the res loss... in the heat of the battle the marines should defend the siege anyway , better spend res on their equipment (elec = 2 HMGs or 3 shotguns)
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    I think it's a good idea, though obviously needs marine backup, to electrify the TF in most cases. Yesterday my team lost an outpost at Subsector 5-B which was built around the res tower in that tiny room - PG, RT, TF, and about 5-6 turrets crammed in there. The trouble with this is that a fade sitting in the middle of it all only got hit by about 2-3 turrets, preventing the skulks from getting hit by the same turrets. Basically 2 skulks were able to hide under the RT, TF, and fade and not get hit. Also, marines that phased in had no room to move because of the turrets, and we lost about 3 heavies just to skulks and fades.

    Basically, turrets need a lot of room to be effective, and the TF should be in the open to receive plenty of turret cover if it's not electrified. If stuff is going to be squished together, you might as well use electricity for its lack of blind spots and its ability to hit multiple targets. It's not much use against fades/onos, but never estimate the skulk! Fades/onoses go down a lot easier if your troops don't have to worry about anklebiters.
  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    Im a **** so I just plant down 2 TF's by the RT and elec all 3 to hold territory. With 8 turrets even Regen Onos have issues killing that. Gets you flamed by Aliens who call you a lamer, but im tired of a solitary fade taking down 200 res worth of defences by himself cause marines feel like they dont want to phase in when I tell them.

    -Red
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    yeah never let your marines do the job if electro can do it. i totally agree. most of the time the rines have too much to do with armory humping than to go through the pg.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin--Snapper Jo+Jan 15 2004, 12:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snapper Jo @ Jan 15 2004, 12:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im a **** so I just plant down 2 TF's by the RT and elec all 3 to hold territory. With 8 turrets even Regen Onos have issues killing that. Gets you flamed by Aliens who call you a lamer, but im tired of a solitary fade taking down 200 res worth of defences by himself cause marines feel like they dont want to phase in when I tell them.

    -Red <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    haha! I'd laugh my **** off if I saw that. It had damn well better be effective, considering it costs the same as a TF and 10 turrets <!--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
    turret farms are alot weaker in 2.0 than they were in 1.04, and i still think alot of people dont get this, if im building a sieged outpost 99% of the time once a few turrets are up they run off trying to shoot things rather than defend the siege, then within the next minute the outpost is down and they are wondering why.

    if u are sieging STAY THE THE TF/PG! dont leave it and ur commander will <3 you andgive you all the equipment you want, well i would <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    Yes I've been wondering why nobody does this? The placement I saw when commanders did this was dropping the Turrets so they were aligned with the 4 legs of the RT (kinda looks like the turret is inside the leg). This setup works pretty good but does increase your res usage.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    One reason that turrets are weaker is that they aren't affected by weapon upgrades. I heard (in some random post) that this might be changed.
  • sTuPiD_iTiaLiAn2ksTuPiD_iTiaLiAn2k Join Date: 2003-12-23 Member: 24677Members
    how about a electrified comm chair? after the first 30 seconds.. it just feeels good
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    comm chair is pretty damn hard to destroy as it is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Phoenix_SixPhoenix_Six Join Date: 2003-11-10 Member: 22442Members
    <!--QuoteBegin--cHIs-+Jan 16 2004, 05:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cHIs- @ Jan 16 2004, 05:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->comm chair is pretty damn hard to destroy as it is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No way! NS really needs to reward the commander for his hard work, and keep skulks from sneaking in and taking it out:

    <img src='http://members.shaw.ca/bradleyjd/commchairvulture.JPG' border='0' alt='user posted image'>

    Then the comm could <i>really</i> lead his marines into battle.
    "OMG U n00bs C4n7 3ven 7ak3 0ut @ CC! LOLZ!!"

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MaestroChurreroMaestroChurrero Join Date: 2003-11-12 Member: 22657Members
    Just great! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NurotNurot Join Date: 2003-12-04 Member: 23932Members, Constellation
    Iv'e always wondered the phase gates have radiation symbols and glow... shouldn't the aliens take damage while taking these out.. Seems logical that they would add that in.
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    <!--QuoteBegin--cHIs-+Jan 16 2004, 10:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cHIs- @ Jan 16 2004, 10:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> comm chair is pretty damn hard to destroy as it is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not really. I was in a game a while back and we decided to do a CC rush. We all gathered outside of marine spawn, rushed in and touched nothing but the Commandchair: That's about 8-10 skulks all munching on the CC... It was dead within moments. The comm didn't even have time to drop another one, or he just thought that it was a single n00b skulk trying to take it down or something. Either way, we achevied an instant victory, and the rines died a slow and painful death. It was quite good payback for when the marines get a heavy train and the aliens can't do a thing about it. =P

    As for phasegates doing damage, there really is no need. They supply constant marines anyway.

    And lol at Phoenix. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    For those who have played 3.0, how well can you use electricity to protect other structures?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--i'm lost+Jan 17 2004, 01:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jan 17 2004, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For those who have played 3.0, how well can you use electricity to protect other structures? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Very well, but mines are still just as good if not better...

    Mines give res for kills now, but all projectile weapons (including parasite) can take them out. Mines have 30 HP.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Nice work Phoenix, I love it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin--Forlorn+Jan 17 2004, 03:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 17 2004, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--i'm lost+Jan 17 2004, 01:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jan 17 2004, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For those who have played 3.0, how well can you use electricity to protect other structures? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Very well, but mines are still just as good if not better...

    Mines give res for kills now, but all projectile weapons (including parasite) can take them out. Mines have 30 HP. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oo. thats only 3 parasites. if theyre so easily to destroy, are you sure theyre still good? (just curious)
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    They just changed it. Parasite can no longer kill mines. Other projectiles can, though, which leaves spit, bile bomb, and acid rocket. Not likely to happen, unless aliens get 3 hives or the mines are in stupid areas.
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