An Excelent Aurgment For Turret Limits

Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
<div class="IPBDescription">Single Picture</div> Just... OWW, 260 RP worth of Turrets
<img src='http://blackadder.freeservers.com/ns_tanith0004.jpg' border='0' alt='user posted image'>
If you can't see it
<a href='http://blackadder.freeservers.com/ns_tanith0004.jpg' target='_blank'>http://blackadder.freeservers.com/ns_tanith0004.jpg</a>
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Comments

  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    Yeah, well, I've seen it worse on Hera. At least you didn't need to jump over two rows of turrets to get inside their base. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • TieomTieom Join Date: 2002-10-31 Member: 1774Members
    Well... at least they turretfarmed WELL, instead of strewing them all around the base...
    2nd, you have could likely blink past/up to those turrets and do not-so-minor damage before dying. Get a couple guys doing that and the farm suddenly becomes very highmaintenance. Or just have two guys acid bombing the thing round the clock.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Speak for yourself, I don't see any marines standing around attacking while getting healed, or healing themselves and still being able to attack (Heal vs reloading an HMG) or the fact that they need a turret factory to put the damn things down.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Looks like Blink fodder to me. It would take a bit of cooperation from the team, but a few Fades Blinking in behind, and a Lerk for Umbra cover would take that down rather quickly.
  • HatteHatte Join Date: 2002-11-01 Member: 3143Members
    What was the alien team doing while the marines saved up enough resources to build that? if all the marines do is make a turret farm in their base, the aliens will control all but 1 resource tower and three hives in no time. Can anyone say Ono's? if that doesn't work, spamming bile bomb/acid rocket will take it out eventually, or even a blink to behind the wall of turrets and attacking the turret factory?
  • EidalEidal Join Date: 2002-11-18 Member: 9229Members
    I'm inclined to argue against the idea that ("Well the alien team deserves this because...").

    On a public server, its common to join a game and see that the Aliens are slightly outnumbered because they happen to be losing. I've played in games like this, and sometimes with my support and direction, we're able to reach a stalemate point like this where the marines just build mass turrets inside their base.

    With average to below-average players, no assault would come anywhere near victory on a base fortified with 10+ turrets.

    Consider if you were on an alien team in this situation, you would be FAR more inclined to just say "Screw it..." and find a new server than to fight to victory. This is bad -- because if Aliens control 90 percent of the map + 3 hives, it should be victory, even if the actual players on the team can't crack the marines base.

    I wonder if alternate victory conditions are being considered -- most people know how annoying it is to spend 10 minutes looking for a skulk in an air duct.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    I personally find it distasteful to consider changing game mechanics because below average players can't crack a base. NS has a rather large learning curve. Unfortunate for those who like their games to be plug-and-play, but just because somebody who doesn't know what half his abilities do can't play the game right doesn't mean the game should be changed.
  • DeadlyFreezeDeadlyFreeze Join Date: 2002-11-04 Member: 6915Members
    Just from that pic you can tell the game is already over, just block them in, make some o towers and pound them with acid rockets.. gg
  • JooJooFlopJooJooFlop Join Date: 2002-11-17 Member: 9140Members
    Look at the bright side: When Bile Bomb and Xenocide are fixed such installments will be destroyed with little effort.

    Of course, by then the siege turrets will hopefully be fixed...
  • EidalEidal Join Date: 2002-11-18 Member: 9229Members
    JooJoo, that is a good point -- debates regarding attacking fortified bases can't really be analyzed properly until the actual siege weaponry works right.

    Inexorable, you may not realize that MOST players do not have either the skill or interest to crack open a marine base secured like that. I consider myself above average, and I would much rather just quit the game and find a new server instead of dealing with that crap. For myself, its not a lack of skill, its a lack of playing time and I consider my gaming time more valuable mindless turret slaughter.

    We'll have to wait and see how time consuming it is to siege a heavily fortified base once the siege weaponry works.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    You'll have to siege things like that sometime. If you look at the picture you'll notice that they only have 2 hives up. If the marines managed to do the same thing to the third hive, then what do you do?

    Take some time and teach others how to get past this kind of thing. It may be a bit harder and take a bit longer, but not only will you prevent newbies from being scared of NS and it's "impenetrable" defences, you'll have someone you can team up with to crack marine bases like eggs next time you meet.
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    The simple fact is that the aliens have a turret limit in a given region, and I don't see why the same shouldn't apply to the marines. After all, the marines can blast up alien towers like there's no tomarrow. Most of the time turtling like that isn't about WINNING, it's about making a game end that should take 10 minutes take much, much longer. I don't think I've seen a really good argument on why the marines really NEED unlimitted turret's crammed in a given space, as the "aliens must deserve it" thing doesn't quite ring true with me.
  • EidalEidal Join Date: 2002-11-18 Member: 9229Members
    Well said, bitnine. Turtling like that isn't a feasable strategy to win, its just a delaying tactic and generally game aspects that are time-consuming without any added value need to go <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    That is rather easy to take out. They only have one turret factory. Big mistake. You should always have at least 2 on a place you plan on holding for any length of time in case the aliens manage to get one, your turrets still stay up.
  • greydmiyugreydmiyu Join Date: 2002-11-18 Member: 9234Members
    Yeah, it is possible to take out. It is also possible to take out OCs and DCs 25 deep given enough time. Therefore all restrictions on OC/DCs should be removed since it is the marine player's fault they don't want to learn how to do it and take the time to do it.

    Erm, doesn't quite work, does it? Sorry, I've dug marines out of several turret farm. It ain't my idea of fun and I play games for fun. I see a slew of turrets in the marine base and know we have it won I <b>am</b> going elsewhere.

    It's just like my take on Slackware versus Debian. Ya know, I ran Slackware for 2-3 years. I compiled and installed everything by hand. I know I am capable of doing it if needed. I run Debian because it is boring, tedious and unneeded to have to do all that by hand. Just because I can doesn't mean I must.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Ok I read the first and last post of this thread and as a result...I have no idea wtf were talking about anymore.
    I have never used Linux, but shouldnt the marines have turret limits anyway? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Seriously though, arent the aliens limited to cut down on entity counts? The few time Ive played a game that crashed (and we knew why) was when Marines went crazy with mines...in fact I was close enough that the last sound I heard before my screen froze was the sound of a mine being placed. When Marines have the RPs flowin in...they entity spam like nobodies business!
    I think Marines should only get 12-16 turrets, 2 turret generators and 4-8 seige per "area"

    BTW...what defines an area anyway?
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    edited November 2002
    Ok fokes said above pic was a recreation of the base as I remebered it from the insanly large 4 Hour Battle we had back and forth and the aliens finaly gave up on

    Here is the base as view from the Command Chair(Going on Memeory and Rebuilding it on a Lan session then snaped a pic

    (*Edit I'll add the picture in a few)

    *Edit here we go

    <img src='http://blackadder.freeservers.com/ns_tanith0007.jpg' border='0' alt='user posted image'>

    <a href='http://blackadder.freeservers.com/ns_tanith0007.jpg' target='_blank'>http://blackadder.freeservers.com/ns_tanith0007.jpg</a>

    Anyway the fight lasted four hours, we had two hives and they had the third hive and Reactor room resources, they had four shall I say... Brillant Marines? Two Weilding or switching to GL and two HMG mine carring Marines, all in Heavy Armor, All of them easily held off anything under two Fades and they nearly killed our second hive, for roughly thirty minutes we fought only them, in the mean time they fortified thier main base with THREE upgraded Turret Factorys as you see, what I did not add was the mines under buildings tatic that I learned from that fight that prevent Blinking

    We nearly lost the third hive to them twice, a Four Onos Rush FAILED as two were killed by turrets and the others by HMG weilders, Fades that got even close where blow to bits by the four marines we had fought before all armed with Jetpacks and Gernade Launchers

    They had a constant stream up on the doorways , clink, clink, clink, clink unending death that took half my life off when I tried to rush through as an onos or killed me outright as a fade even WITH blink

    The only reason we won is finaly a massive nine Fades Blinking in while a skulk quietly killed the Respawn portals and observatory, they had only built three and with primal scream we got em all while the turrets shot the fades and the Decoy onos(Who almost but not quite killed the Observatory, the Skulk managed it before getting blow apart, leaving him facing three fades outside and the Commander being the only one left, he steped out to build a portal and we sucided rushed agian and caught him, then barley a tenith of a second left all died to turret fire

    Only managed to win that one after a long exasuting battle
  • Jeb3diahJeb3diah Join Date: 2002-11-03 Member: 6044Members
    Mr Bean, didn't see you mention anything about the use of lerks. It would have ended WAY quicker with 1-2 lerks with umbra.
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mr Bean, didn't see you mention anything about the use of lerks. It would have ended WAY quicker with 1-2 lerks with umbra<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Gernade Launcher=Kill Lurks


    Four genrade Lanunchers Spamming the Entrances? You don't think we TRIED umbra?(*Piffff umbra sound look at Lurk! *Tink *Tink KABOOM)

    We tried Umbra but even when we had two lurks and a gourge healing they simple expolded when four vollys of three Grenades each tink around the corner

    (Remeber Jetpacks, They shoot behind you THEN in front of you, run back and die or run foward and die, or stand still and die)
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    You could have tried, say, taking out their resource nodes? Because then they couldn't have afforded all those GLs and HA. In that situation, fight a war of attrition, get them down to their last resource point, then wreak havoc on a bunch of light-armor LMG marines.
    Also, just about any hive base can be taken out by a lerk with proper backup. As long as no marine comes by (and stays around), a lerk can pick apart base defenses enough to make an opening to the turret factory (or just shoot the factory outright). Takes a while, but you can do it from way up in the rafters. With l3 adrenaline, it's not too bad.
    So then you have three hives, have one or two guys ransack (and take) the enemy resource points, then they're getting one resource a second or whatever it is, and they no longer have such nice toys. Take down their armory, and no more nades at all.
    There is no need for a turret limit, as the need-a-factory limit seems to be enough.
  • HannebambelHannebambel Join Date: 2002-11-02 Member: 5416Banned
    Since they built no <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> into that "farm" this installation would be easy to overcome.

    Simply build 3 Defense chambers near but out of range or sight. There your team can heal themselves. Then do hit and run contineously. Fire your 3-4 bilebombs as a fade, get hit a bit. run to the DC, heal, get back, fire 3-4 bilebombs, ... and so on. with 3 fades this installation is dust in no time.
  • LeprisLepris Join Date: 2002-11-15 Member: 8658Members
    might take a while, but you toss enough acid rockets at that setup and it'll go down soon enough. if the alien team has enuf for umbra at this point, they obviously have fades. Just nail those groups a few times with acid rocket and keep at it. It'll annoy the hell out of the commander and the marines will have to waste time coming after you while your guys are off somewhere securing another hive. Good fades know how to hit and run and blink away for a bit if heavy marines come along, hide, and go back to dish out more. I'll usually have adrenaline and regeneration for this kind of assault.
  • LeprisLepris Join Date: 2002-11-15 Member: 8658Members
    As for that second pic, that marine team must have been pretty good to hold you guys off for 4 hours. I can't imagine how long that game would have lasted if the grenade launchers were the way the were with the high speed six shot config. A marine team in nancy held us off for the longest time when the nade launchers were like that since continuous nades was the only way they could keep us at bay. To reply to the guy who mentioned destroying their resource nodes, I'm sure the aliens did just that considering they were right outside their spawn at that point. Marines were only workin with 1 resource node which means that if the aliens fight a war of attrition, they would win eventually anyway
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    People seem to be missing the part where they had already built this base before we got thier as we rushed Reactor room, This battle lasted FOUR HOURS, They had every marine in HA at the very least and most of the ten marines(24 person server) had either a HMG or a Gernade Launcher, They had FOUR marines with Gernade launchers spamming the entrances if you acutal LOOK at the picture,there are a pair of Segie cannos on the top and bottom of thier base, They filled the entrances with Hellfire so Lurks could not get close enough to Umbra more than one(And they still have Gernade Launchers if you do), Onos Similary get riped apart by the Turrets(Like 280 damage a second from turrets alone means the avarage onos lasts three seconds without the gernades you run through or the HMG armed marines


    We killed his resources but we could not kill his marines(Every marine in HA and with Weilders? Just hide behind a building and that three second onos is going down before can kill you)

    The GL had jetpacks so only Lurks(Who died.. instatly pretty much) or Fades(Who where killed by the HMG HA's) could touch Marines sitting up top with GL

    At one point they went nearly twenty minutes without loosing a marine....(Yep truely a battle of the titians, do you know any other Marines who can fend off a six onos rush with no Bulding losses or personel loses?)
  • DestinyDestiny Join Date: 2002-11-18 Member: 9159Members
    i duno why u guys have trouble cracking into a base like tat....

    for me i simply use fade's bombs... just give it time... their rps will run out...
    oh yes.. n get a bunch of defence chambers up near their base - but out of siege range...

    2 fades finish up a base like tat pretty fast.
  • DestinyDestiny Join Date: 2002-11-18 Member: 9159Members
    eh. i didnt mean games like mr.beans.... =]

    tat must have been a crazy game...
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Heh, Mr Bean, there are no turrets covering the back of the TC and CC. Any fade could just run past the turrets, get behind you and marines have lost. I don't think you were playing a very competent alien team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Heh, Mr Bean, there are no turrets covering the back of the TC and CC. Any fade could just run past the turrets, get behind you and marines have lost. I don't think you were playing a very competent alien team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Tried, That, thats where the the HMG marines where standing on the TF with weilders

    See Blink through and you have three HMG marines standing around you

    + Eight turrets in range means you last then four seconds

    Then they hop down and weild everything you manage to damage and then heal up


    Repeat

    We tried a 3 Fade Blink rush

    I think we got maybe.... 4 Bars off the first TF before we died(Don't forget all blinks have to be done though the Generade Spam which is the biggest thing thats 50-600 damage depending on when you run through, often times
    you don't even make it past the spam before dieing)
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    So your saying at that point, you had 3 hives?

    skulk's xenoside is so overlooked... 800 dmg that radiates outward (diminishing yes, but still a wallup)

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Though the force of the explosion is itself enough to kill even a heavily armored marine, the Skulk's bones are also specially evolved to splinter into tiny shards. A well placed, well timed xenocide can obliterate an entire squad. The concussive force of the blast makes it twice as effective against marine structures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I think half of your team constantly rushing in and blowing the hell outa themselves would have made a lil more than a lil dent.

    $.o2
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    xenocide is bugged and HA's easily and consistently live through it.
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