Its Sort Of Funny About Marine Turrets Now...
Flak50C
Join Date: 2002-11-06 Member: 7247Members
<div class="IPBDescription">alien chambers are much worse.</div> Everyone complained because turrets were too 'automated' without the turret factory, so you could place 20 turrets and leave and never have to come back...
So they made it that the turret factory was the real target... so a couple good strikes could render all the defenses inoperable.
Yet the funny part is alien chambers. You put 8 offense and 8 defense chambers behind them and they pretty much are unkillable without siege or multiple grenade launchers. A skulk can, if tactfully played, take out the defenses to an entire marine base. A marine can never have such luck... an entire squad is required to even build siege near enough a hive.
I think a lot of marine defeats now are caused by marines HAVING to be present to defend a base from a single roving skulk because turrets aren't enough. But aliens can chamber up a hive to hell and leave it sit for the longest time. Either both teams should have capable automated defense or neither should I think...
Imagine the bitching from pro-alien players if they made turrets non-dependant again and made turret factories constantly heal them.
So they made it that the turret factory was the real target... so a couple good strikes could render all the defenses inoperable.
Yet the funny part is alien chambers. You put 8 offense and 8 defense chambers behind them and they pretty much are unkillable without siege or multiple grenade launchers. A skulk can, if tactfully played, take out the defenses to an entire marine base. A marine can never have such luck... an entire squad is required to even build siege near enough a hive.
I think a lot of marine defeats now are caused by marines HAVING to be present to defend a base from a single roving skulk because turrets aren't enough. But aliens can chamber up a hive to hell and leave it sit for the longest time. Either both teams should have capable automated defense or neither should I think...
Imagine the bitching from pro-alien players if they made turrets non-dependant again and made turret factories constantly heal them.
Comments
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Marines get phase gates to defend their outposts.
..Aaand your point?
..Aaand your point?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think hes responding to the post about marines getting phase gates which balances the fact that marine turrets can be shut down easily compared to alien chambers...
Meaning....movement chambers almost balance the phase gates
so marine defence is still at a disadvantage
The point is that marines have the ability to send their whole team (almost) instantaneously to any point on the map that they control well enough to build 1 structure. This should make defending their outposts easier as 4 turrets + 1 marine > 8 turrets. Then when they're done defending they can just jump back to the most forward base as long as it also has a phase gate.
Saying that "ailens get movement chambers" is not an effective comeback to the point I'm trying to make, because movement chambers and phase gates function in completely different ways. You can't equate the two.
when following the recent discussion about balance in clan play, one can come to the conclusion that aliens are still not defensive ENOUGH to protect their hives against extreme rushing by marines.
This will only happen if the marines aren't properly defending their outposts. There is basically no way to set up a forward base that one determined Kharaa can't take it out. It may take him forever in some cases but he can do it. It's meant to be this way, that's why marines get phase gates. Turrets are not meant to be set up and forgotten, they need support if under attack.
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Exactly. As far as the game goes, us aliens were here already. We currently 'infest' the map. We've established locations to build our hives and reproduce. Our 'creep' has had time to cover the walls. You're the 'exterminators' sent in to take care of us. We're supposed to hunker down and protect our land and you're supposed to move in and take us out.
Hfil, you don't even need Carapace. Sentries are dumb, if you jump on top of one and just sit in the very middle the head will flail around trying to lock on but not succeeding.
Flawless Victory!
<!--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-->Yet the funny part is alien chambers. You put 8 offense and 8 defense chambers behind them and they pretty much are unkillable without siege or multiple grenade launchers. A skulk can, if tactfully played, take out the defenses to an entire marine base. A marine can never have such luck... an entire squad is required to even build siege near enough a hive.
I think a lot of marine defeats now are caused by marines HAVING to be present to defend a base from a single roving skulk because turrets aren't enough. But aliens can chamber up a hive to hell and leave it sit for the longest time. Either both teams should have capable automated defense or neither should I think...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's the whole point of the Siege, to get those OCs and DCs, that's why you have it and we don't. You can also build more than 1 Turret Factory, most good commanders do so. Placement is also important, build the TF about 5 meters from any walls you place it near, that way you can wedge in 1 or 2 Sentries behind it so the Skulks can't shield themselves.
Exactly. As far as the game goes, us aliens were here already. We currently 'infest' the map. We've established locations to build our hives and reproduce. Our 'creep' has had time to cover the walls. You're the 'exterminators' sent in to take care of us. We're supposed to hunker down and protect our land and you're supposed to move in and take us out.
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While that may be the intention of the designers, in practice it seems that Aliens can do quite well with a very aggressive offensive strategy. It's called rushing. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Honestly though, I think the success of any Alien or Marine team depends on a good mix of defense and offense. The last few games I played, I was on the Aliens team, we had 1 or 2 gorges keeping our defenses up, and the rest of us kept the pressure on the marines so that they couldn't get too well entrenched in any key areas. We won each match. I think the same basic strategy would work equally well for Marines.
(Edited to include quoted text.)
I would have to disagree with this. I play marine quite a bit and I'm always building outposts by myself (yes, I do go rambo at times, but having one person do it works with specifc strats). It just requires marines to be smart about how they play. You do NOT have to attack every alien structure you see. This just alerts the aliens to your presence. Get by them with minimal damage and not shooting and you'd be amazed at what surprises you could create for the aliens, especially once the siege cannon bug is fixed.
I managed to run past OCs into a hive while onos and fades were busy attacking our base. Built a Teleport, in comes two HA HMG marines, quietly we build a TA and two seiges (Nearly finnished one and then finnished em both at almost the same time) Boom goes the HIVE. All Aliens rush towards the hive while teh rest of our troops pour through the teleport.
Made me feel like such a Mr.smartypants even though i couldnt stick around long enough to know if the marines won <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->