Taking Out Turret Nests As Aliens Easily

StueStue Join Date: 2002-11-03 Member: 6017Members
<div class="IPBDescription">The gorge is the key</div> Ok we all know the problem with taking out marine turret nests as aliens. As a fade you need to shoot about 10000 times at the turrets or turret factory if youre smarter. It involves alot of annoying back and forth, regenerating, waiting, attacking again.

But this can be done easier. Lets assume youre a gorge and have a decent amount of resources to build around 3-4 offensive chambers. You go around the corner and place an offensive chamber so youre standing behind so its your shield and the chamber will be able to fire at the turrets. The sentry guns will start firing at the chamber immidiately. You dont waste time BUILDING it, but u just use the time to setup another off chamber next to the one...and another...and another. The one chamber soaking fire will not die as fast as u might expect. It will keep the sentries busy for some time. You then place a defense chamber behind your off chamber wall and start building up one by one. Soon all your off chambers will be firing. Now you have the advantage: Your towers are healed constantly (and also youre nearby to build new chambers if one dies) but the marine outpost is unmanned (lets just asume so) or only 1 or 2 marines are in it...which wud require some more chamber flak/firepower.

The special advantage here is that YOU dont take a risk (a very low one) on being killed. The chambers work for you, and can be build up to an overwhelming amount.

This tactic can be combined with fades, coz most of the sentries will be occupied with deperately trying to kill the offensive chambers. Its just an easy play then and you have taken over the outpost.

You shud mainly use this tactic if you know that not many marines are nearby and are prolly busy at another place.

I have used this tactic 3 times today and it worked EVERYTIME like a charm. The funciton of off chambers as flak is BRILLIANT!

Comments

  • playermanplayerman Join Date: 2002-11-09 Member: 7854Members
    <!--QuoteBegin--Stue+Nov 15 2002, 12:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stue @ Nov 15 2002, 12:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You go around the corner and place an offensive chamber so youre standing behind so its your shield and the chamber will be able to fire at the turrets. The sentry guns will start firing at the chamber immidiately. You dont waste time BUILDING it, but u just use the time to setup another off chamber next to the one...and another...and another. The one chamber soaking fire will not die as fast as u might expect.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    solution to this for the marines: build a siege gun or two near your turrets.
    the gogre won't get up a single offense chamber, both go boom instantly.

    how would the aliens counter that?
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    Well at first u shud be aware that there is no siege gun in that outpost. Thus, it shudnt be a very important one to the marines. its just there to guard the nozzle. But they didnt bother putting a siege gun in there.

    And at second, not always does the siege gun kill a tower you just placed. Sometimes you and the tower dies, but sometimes it the chamber receives fire but isnt killed. I had that today. Felt strange but was ok for me.

    Also if you place multiple chambers fast enuff you can build some of them up before the siege gun can kill em.

    And also if you surround the pile with enuff def chambers the siege gun has a hard time taking the pile out.


    Of course the tactic i mentioned in the initial post doesnt always work, but most of the times. And THEN it works just perfect.
  • ShadeShade Join Date: 2002-10-14 Member: 1498Members, Constellation
    Good thing that's not usually the case playerman. However, to counter that: use a lerk with umbra and basically as many other aliens as you can spare (preferably Fades). Keep using umbra to keep you and the group protected until you are right on top of the turrets. Then just bite/claw them to shrapnel. I've used this many times with great success.
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    I used to find this tactic the most effective (offensive towering), especially pre-1.01. Lately though, There are much better methods that take quite a bit less in the resource department, and timewise.

    Skulks. Cheap. Fast. Effective. Unless there are > 4 turrets up, I can take down a turret factory in 2 to 3 runs as a skulk. Even if you can't find cover, if you strafe back and forth while biting you'll do significant damage. If you CAN find cover behind the turret factory you're golden. Best of all it costs nothing. Last night in a single game I took out no less than 3 turret defended resource bases by myself with only a skulk.

    Also, Fades shooting acid rockets is definitely not the optimal method of taking down turret factories. Best option is to soften it up just a bit with rockets and close for melee. If you can get 2 fades, or a fade and a lerk, again it's a simple matter.
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    The good thing is that the gorge-chamber tactic requires
    only ONE player,
    ONE try,
    not much skill (like outsliding turrets at skulk),
    only one hive (with defense chamber function),
    but quite some resources. (however, not more than 56-100 as 4 turrets migh even do the job)
    So actually its even cheaper coz u dont need relatively expensive fades.
    Just a gorge and some res for 3-4 chambers, and more if you got the bucks.
  • UnicroNUnicroN Join Date: 2002-11-12 Member: 8294Members, Constellation
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    <!--QuoteBegin--Stue+Nov 15 2002, 06:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stue @ Nov 15 2002, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The good thing is that the gorge-chamber tactic requires
    only ONE player,
    ONE try,
    not much skill (like outsliding turrets at skulk),
    only one hive (with defense chamber function),
    but quite some resources. (however, not more than 56-100 as 4 turrets migh even do the job)
    So actually its even cheaper coz u dont need relatively expensive fades.
    Just a gorge and some res for 3-4 chambers, and more if you got the bucks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Err... number of tries really has nothing to do with it. It's a factor of time and resources. Assuming 4 towers (which is being really conservative), it's going to take a really long time to take down everything. Trust me, I've tried this strategy frequently myself. By your math a gorge (13) + 4 x OC (56) = 69 resources.

    Skulks cost nothing and get the job done much faster, since you can't direct fire to the turret factory with OC's. Likewise with a fade, and that's only 44 resources.

    Don't get me wrong, for a major assault on a base it's a good strategy, but for something like a resource nozzle it's kind of a waste.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Um, obvious problem with this: If the marines DO get a siege turret up near your wall, they get an instant area of death. Ive seen this before, Siege hits offense tower, defense towers heal it so fast it won't die. So pretty much you just sealed off one entrance/exit from most Aliens, or made sure they are heavily injured if they get through.

    The real suckage comes when they get 3 or 4 siege turrets up making the rate of fire around 2 seconds. Meaning its impossible to get through as anything less then a Skulk using Leap.
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    edited November 2002
    the reason you think that a seige cannot kill the O chambers is that: there is a bug right now where the seige is doing only 1/10 of the damage (33 instead of 330) because somewhere in the code a decimal point was placed in the wrong spot, you can test it youself, doesn't always happen, but many times it does. HOWEVER it almost always does full splash damage to the aliens themselves. Normaly a seige takes 2 defensive chambers down in 4 blasts.

    heres the math for all of it:
    seige damage: 330
    seige ROF: 1 time every 5 seconds (I think thats correct, seems faster to me though)
    Defensive chamber heal: 10
    Defensive ROH(heal instead of fire): 1 time a second
    not posotive on the defensive chamber health.

    1 defense chamber 1 seige:
    330 damage every 5 seconds
    total of 50 damage healed in 5 seconds
    remainder of 280 damage

    2 D chambers 1 Seige:
    330 damage every 5 seconds
    100 healed every 5 seconds
    remain: 230 damage

    3 D chambers 1 seige:
    330 damage
    150 healed
    180 remained

    *edit* 3 is the max D chambers, so no number of them could stop a seige. Just found this out from cyanide, 2 posts down. */edit*
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    If Siege Turrets always dealt their full damage, it seems like they'd be pretty overpowered. Right now, the thing that prevents siege turrets from being overwhelmingly uber is the no damage bug. =(

    I think siege turrets, when they fix the damage, should only be able to fire at alien structure if it is within line-of-sight of a Marine.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Might i note that defense chambers only stack up to 3. Buildings and players are only healed by 3 of them, regardless of the amount of chambers placed. The max it can heal is 30.
  • BlackWolfBlackWolf Join Date: 2002-11-12 Member: 8258Members
    The tactic you described is almost a decent seige-tactic, when the enemy doesnt have seige turrets up.
    Last night, on Tanith, my partner and I managed to make our way into the SatCom hive location. On our way in, we had passed the TF, 4 turrets, and RT of the Chemical processing or whatever its called area. As we were building up a minor (and I was hoping that soon it'd be a major) base, All of the sudden an alien started taunting about having destroyed a resource outpost, and how much it must have cost us. I had a sinking feeling in my gut, and so I went down the hallway to investigate..and sure enough, I heard the sickening sounds of a gorge building. I ran back to satcom and told my partner "They're sealing us in!" We began a fight for our lives, in our light armor and LMGs.

    We held them back for about ten minutes, and then he died. The commander put up several more turrets, but I noticed that the moron put up a prototype lab and an arms lab up in my little base. Then he put in a command chair. I asked for a spawn portal or two, but they just wouldnt come. And then I heard the sound of a gorge placing a building, and I walked around a corner. The skulk I was facing was using the aforementioned tactic. I kept him from causing tooo much damage, while staying out of the way of his chambers.
    About five minutes later, I was reloading for the tenth time, and then I saw he was building on the OTHER door.
    "Commander! I need reinforcements or something!!" I started emptying my LMG into the newest chamber, and ran out of ammo...and then the light shone down, and I was granted a shotgun. As much as I despise it, thats what I needed. So, blasted the turret, and then chased the skulk, and maimed him as well. Then I returned, reloaded, and waited.
    They came back, and then built in that cursed method again, and this time, I was so occupied with holding back the incomings that eventually, I was overwhelmed.
    As for the outpost? Didnt stand a chance.

    The tactic mentioned at the beginning of this thread scares me, simply because I see it before I have any proper ways to take any of this stuff out.
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    I personally love the lerk more than anything for taking out turrets. If you've got two hives, you're pretty much invincible... drop umbra, start spiking, and when umbra runs out let your energy regenerate and then repeat. 2-3 times doing this will destroy a turret, and 5-6 will take out a turret factory.
  • BrewBrew Join Date: 2002-11-01 Member: 2572Members
    every time I've ever tried to place a chamber within range of a seige turret, both me and the chamber have been splattered, regardles of health or armor.

    actually, I think I survived once now that I think about it.

    luck, I guess
  • SpaceMarinesGiegerSpaceMarinesGieger Join Date: 2002-11-15 Member: 8683Members
    What happened to finding that key angle where you can see (whatever) but it cant see you? This rarely dosent work for me. Personally if the marine comm isnt too smart the easiest way is with a skulk. Just get behind the factory and have some lunch. Granted i would never build a t factory without turrets on all sides, but i see people do it alot.
  • VisserVisser Join Date: 2002-11-03 Member: 6613Members
    Or just lay down the def (not off) chambers while thesres no tommorow. A carapace fade with unlimited can take an unbelievable amount of slaw. With nothing but my local friendly gorge and my fade (carapace/adren) i ran out in front of every damn turret (10+) killed a heavy armor/hmg marine, run back and repear it in seconds. The entire marine team was doing nothing but trying to kill me (I did a lot of acid rocket kills too) but i was invincable.

    The downside (especially when the gorge does OC as well as DC) is that movment in the passage outside becomes really difficult and you risk death from not being able to get away.
  • KidzeldaKidzelda Join Date: 2002-06-25 Member: 819Members
    edited November 2002
    I once employed the aforementioned seige tactic as a gorge on Tanith. It worked great for a while, we had a few fades running in and out. There was one problem though: I noticed every now and then we had a marine come from behind. I thought it was odd, until one of the fades informed us of a phase gate, making our seige useless. Worse yet, it was to the Reactor Room, barely a 7 second walk from the marine base. Then they got a couple of seiges up. I ended up running my fat gorge **obscenity** out of there screaming "SEIGE!" to all the would here me. It was really fun for a while though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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