You Do Not Need Mass Amounts Of Turrets!

QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
<div class="IPBDescription">It is a waste of resources!</div> The only situations in which you want to have mass amounts of turrets at a location are A.You are reduced to your main base,aliens have 3 hives up,you have tons of resources and want to be lame and prolong the game for as long as possible. and B.It is a very important location,you have tons of res to spare and it looks pretty on your commander screen.

Turrets are only meant to stop skulks,lerks and gorgs from just waltzing into your outposts and main base and chomping on your resource towers and CC.If you are trying to stop fades with turrets,you are doing something wrong,turrets acquire lock way too slowly to hit fades who pop around the corner,fire and pop back.

1 turret is enough to kill quite a number of skulks/lerks/gorgs,IF the bullets hit that is.A skulk/lerk/gorg will have probelms trying to take out turrets without sitting there and chomping on them,and if they do do that,the turret will make short work of them.

It is estimated that you can safely guard an outpost from skulk/lerks/gorgs by 2-3 turrets only that are PROPERLY placed.Key word is PROPERLY.

Stop wasting resources,use them for guns!

Comments

  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Exactly! 3 or 4 turrets in your main base or Hive base is more than adequate! Research something instead!
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    Agreed. I think I've never placed more then 6 turrets in a base, and only if that base is under heavy attack, to help take some pressure from the marines. I usually place 3-4 turrets in a base, and many resource nozzles i don't defend at all.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    i love taking down resource points protected by 3 turrest only..

    carpace and a bit of moving will let you take down 1 turret, which then opens up the factory

    if theres 4 turrets that are overlookin each other, i might have to die a few times

    6 turrets and i'd noramlly give up on it (as do others)

    so for marines, i think 6 turrets around a fact is good deterence
    or 3 turrest and 1 marine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Start of the game....I don't put down any base defenses...why you ask, one I have marines there almost the whole time, either respawning or newbies or good marines on Defense for a bit. 2 i would rather spend those points on getting Nodes down to secure part of the map. That allows me to get a mess of resource nodes down very quickly to get me a mess of RP's...then if one or two are attacked I get an idea of where the aliens are...where they want to go...etc. Plus I have a nice chunk of RP's from it and my marines tend to control half the map outright.

    Then I work on Turrets where at most I put down 4-5 in an area that is under heavy attack...why? I can put a phase gate in just as easy if I really want to defend it, and most of the time I leave nodes undefended so I can spend the RP's elswhere on upgrades. Works much better, I have had marines out and fighting with motion tracking and basic armor and weapon upgrades in the first 5-10 minutes of the game. Turtleing up only chews uyp Rp's that could be used elsewhere and gives the aliens more time to build up around the map. Notice that if you drop a TF in your spawn outright, you have enough money for what...1 maybe 2 turrets...then your broke...and I mean really broke so you have to wait awhile to get any RP's to get that resourse tower down...meaning it takes longer for you to get money. Things become a lot easier when you have a mess of money....
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    well, not building a TF gets responses of "oh my god noob com where's the turrets?" followed by a boot. But seriously though, you cant depend on 2 marines at the base to stop the 4 skulk attack while your other 2 marines go to the forward expansion point.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    If you get the boot for that kind of thing, you're chances of winning were small anyway. One of the big benefits of not dropping a 15 turret farm every 3 feet is it allows you to be more liberal with Shotguns. One Shotty marine with a few turrets is a basically impenetrable defence until the Kharaa get Lerks. And the best part is, unlike turrets the marine can move on to more valuable spots for free.
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    edited November 2002
    Three turrets and a Phase Gate (cost = 102) is much more effective than six turrets. (cost = 139)

    As an alien player who loves Skulk and Fade, I can tell you that two Skulks or one Fade can easily take down a five-turret resource node in a single go. No matter how good your turret placement is, there will almost inevitably be a blind spot where taking down one or two turrets will allow me to chew on your Tfac with impunity. Due to the incredibly poor aim of turrets, a skulk or fade circlestrafing a turret can easily take it out without getting hit too much.

    On the other hand, if there's three turrets and a Phase Gate, it becomes much harder for us to attack. Sure, we can immediately start eating the tfac, but if there is a Marine there, the combined firepower of 3 turrets and a LMG or Shotty is a lot better than a plain 6 turret setup. If more aliens come, a large number of Marine reinforcements can appear through the phase gate and beat us off.

    Turrets alone will never hold out against a determined alien attack - even Skulks alone will break through a 8 turret farm in time - it may cost a lot of deaths, but we will eventually eat that tfac to death. In contrast, turrets and Marines can kill those skulks much faster than they can spawn. Phase Gate >> more Turrets.

    <!--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-->It is estimated that you can safely guard an outpost from skulk/lerks/gorgs by 2-3 turrets only that are PROPERLY placed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I laugh at this. Three turrets versus a carapace upgraded skulk = Skulk circlestrafes and eats one turret, then hides in the blindspot and eats the tfac. End result : Marines lose 104 resources worth of buildings, Skulk gets healed to full after 5 seconds next to a D chamber.

    You simply CANNOT defend an outpost from good alien players with turrets alone. You need marine support to hold off the swarms.
  • GanonnGanonn Join Date: 2002-11-03 Member: 5691Members
    Adequate placement makes a much bigger difference than tons of turrets. The biggest mistake is placing the TF next to the wall, big big no no UNLESS you are positive you can defend it well enough so that skulk down the hall can't fit between it and the wall (my favorite tactic personally.) Many commanders think with a Starcraft mentality: they make walls of turrets to defend against a wave of enemies; they don't cover their backside (I assume they do this because they don't think anyone can get there, but they may just like having their butt in the air <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> .)

    I can't wait until custom maps start coming out regularly-my favorite part about the game was learning the maps while trying to keep myself alive. I can't count how many times I turned a corner as a skulk and spooked a marine, I could imagine him screaming out loud at home simply because of the burst of fire that goes harmlessly around me while I enjoy filet of humie.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Redford sez: go to planetNS.com and read turret guides. That is all.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    It's like chess:

    SPend your time defending, you only give your opponent the initiative, and they walk all over you.
    Make them keep defending, and you beat them back to a checkmate.
  • pakopako Join Date: 2002-11-03 Member: 6681Members
    <!--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-->
    You simply CANNOT defend an outpost from good alien players with turrets alone. You need marine support to hold off the swarms.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    think so too. Aliens always find a way to get the TF or the turrets down. Either with teamwork (lerk/fade for example) or with a fast skulk etc..You need marines to defend your base.
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    edited November 2002
    This turret placement works for me all the time because no one circle strafes turrets on my local servers.

    Edit : Well it worked for me thats why i was posting it....
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