Seige Turrets

baby_seal_clubberbaby_seal_clubber Join Date: 2002-11-05 Member: 7141Members
<div class="IPBDescription">use them more!</div> I finally got to command for the first time tonight and we won the game (go me!), and one of the things that helped us win was seige turrets. I don't see commanders use this often. I got bored and was reading through the manual and found out they're quite effective if used properly. When I would command an attack on a hive I would try to get my men to dig in as close as they could to the hive itself, and have some heavies hold off attacks while I dropped a turret factory and had a couple of people build it. As soon as it was built, I dropped a couple of sentries and upgraded the turret factory, then as soon as that was done, I dropped a seige turret as close to the hive as possible against a wall, and it would take out structures in the hive behind it. It made mince meat out of most of the chambers in there and let the marines secure the hive. We did this for all three hives. It's quite effective, especially if you double them up.

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Comments

  • TomodachiTomodachi Join Date: 2002-08-16 Member: 1175Members
    Yep if you want to attack hives you must have either Seige cannons or GL. Seige cannons are encampment busters.
  • SpydeySpydey Join Date: 2002-11-01 Member: 2294Members
    People just dont get the awesome power of the siege cannon. On ns_nancy earlier.. they were trenched in pretty hard in the last hive and my marines were running in and dying.. I had plenty of cash.. so I fortified a room near the hive (mother interface) with about 8 turrets, and three factories, and then built.. 5 siege guns along the wall near the hive. I got a little bit of a reputation for overkill.. but the aliens came waddling out with their tails between their legs.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I always put at least 2 Siege Turrets at my secondary base (a Hive location), as well as all my forward encampments. You never know how many offensive chambers they've got loaded up around the corner. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • GarlandGarland Join Date: 2002-11-10 Member: 8085Members
    <!--QuoteBegin--Flatline[UTD]+Nov 10 2002, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Nov 10 2002, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I always put at least 2 Siege Turrets at my secondary base (a Hive location), as well as all my forward encampments. You never know how many offensive chambers they've got loaded up around the corner. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Or Defensive Chambers. That's the one thing most Marines seem to forget. Any expansion can quickly collapse if a couple of Fades (Or worse, an Onos) can run forward, tear away at turrets, fall back to the Defensive Chambers and heal up, and then come back to deal more damage quickly before the marines can do all that much. A siege turret or two strategically placed in that base can ensure that no Gorge places a structure anywhere near'em. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • baby_seal_clubberbaby_seal_clubber Join Date: 2002-11-05 Member: 7141Members
    That's the counter to the choke strategy that lets aliens win every time. They get as close to the marine bases as possible and build fifty D chambers so the Onos and Fades can come back and heal. There's no way to get rid of it sans seige turrets. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • FooshieFooshie Join Date: 2002-11-01 Member: 2820Members
    seige cannons are crap half of the time, i had 4 of them, then they started to attack an UNPROTECTED (no D chambers anywhere near by) resource tower (not even fully built) and nothing at all happened to it. it took 0 ( Z E R O) dammage.. ZERO! from 4 (F O U R) seige cannons. that realy needs to be fixed. and also limit the number of D chambers to an area.
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    Before all the Marine players start talking about limiting D Chambers......maybe Marine turrets should be limited too, eh? Considering that -- unlike Alien turrets -- Marine turrets can actually HIT something sometimes...
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I honestly wouldn't mind if the marine turrets were limited - once I get the area around a forward base cleared out, i ususally rebuild farther up and recycle the old base.

    But I've had 4-5 Siege Turrets do absolutely no damage to a hallway full of Offensive and Defensive Chambers. Once something got damaged, it was instantly rehealed by the Defensive Chambers. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    By limiting turrets/chambers, the problem of building so many in a hallway so that nothing can get by would be eliminated. I haven't seen any marines do this yet, but I see aliens doing it all the time - their Onos, Fades, Lerks, and Skulks (that have the long-jump upgrade) can make it over them to get by, but the marines just get stuck. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--Fooshie+Nov 10 2002, 06:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fooshie @ Nov 10 2002, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->seige cannons are crap half of the time, i had 4 of them, then they started to attack an UNPROTECTED (no D chambers anywhere near by) resource tower (not even fully built) and nothing at all happened to it. it took 0 ( Z E R O) dammage.. ZERO! from 4 (F O U R) seige cannons. that realy needs to be fixed. and also limit the number of D chambers to an area.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hello? Alien turrets already are limited, 8 OCs and 6 DCs per area, and even 1 seige turret does more damage per/sec then 6 DCs can heal, not to mention killing any aliens nearby with the splash damage.

    More often I'm annoyed seeing a wall of 12 turrets and aliens not having any real way of taking them out except Onos charging or Skulk Suicide, maybe Umbra + Fades but that takes time and the turrets with get marine reinforcements.

    Seige tanks own just about everything because often it's hard to get the alien team coordinated enough to acctually search out where it is.
  • XaniethXanieth Join Date: 2002-11-06 Member: 7280Members
    I was playing on ns_bast and the spawn had about.. 7 siege turrets. Main Aft Junction outpost had 2. All the sieges were firing at something, and all I knew was whatever it was shooting at was hurting pretty damn badly.
  • Colonel_VeraColonel_Vera Join Date: 2002-11-10 Member: 7974Members
    Siege Turrets , like Sentry Guns need the Turret Factory to be constructed so generally you'd need a diversionary tactic and/or Marine guards to protect the establishment from Kharaa attacks. Once they are built they quickly decimate a hive in a few minutes so long as there is enough of them AND that they are not experiencing bug---> Some bug reocuring frequently in Siege Turrets is that it will only do minimal dmg to blds etc.
    ...anyway Siege Turrets RULE!

    Just getting them into position that's hard....

    Best location is Middle of the map / Chokepoints / Areas adjacent to multiple resource nodes AND chokepoints


    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> -----> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> (dead)
  • LitanyLitany Join Date: 2002-11-10 Member: 8043Members
    It also helps to have one or two near the entrances/exits to your base. All too many times there's a base getting attacked by the aliens who are fortified just outside the exits. Finally a siege canon gets built and the problem goes away. If you have some extra RP's on hand and a little bit of downtime, drop a SC or two in your base to help prevent this.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    edited November 2002
    sure its hard <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> Trick is attack 2 hives but use one attack as a distraction while you build up a turret base as your seccond attack... here is my game finishing off no more then 10 min ago, those who were with me (mirc, pat, al, number2letterq) did a GREAT job!


    <img src='http://members.shaw.ca/timgauthier/ns_seige.jpg' border='0' alt='user posted image'>
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    edited November 2002
    seige turrets are most useful <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    that says it all...
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
    5 seige's because thats how many i have shooting at hives <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
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