Taking Out Turret Farms
KingKupo
Join Date: 2002-11-24 Member: 9785Members
<div class="IPBDescription">uncle KingKupo's tips for noobs</div> as an alien,you may have stumbled on the marines turret farm and altough i am not a pro on it i will give you a few tips to take them out.
1).a turret farm without farmer is a dead farm.any turret factory without any marine overseeing is easyer because you won't alert immediatly a marine.make advantage of this.
2). the turret shack.all turrets need factory's to survive,without them,they will just shutdow.
now the real stuff.
SKULK:crawl behind the turret factory and start biting,bad placement mostly means that you can take them out without any sweat.if the factory is placed good,then evolve carapace Lv3,this helps alot,cirkle strafe around the factory,you will probably die but take alot of the factory's HP with you.repeat this and you will victor.
GORGE:hide behind a wall and build an OC,turrets don't attack OC's(offence chamber) but the OC awill attack the turret,watch out for siege tough.
LERK:use spikes,it takes long but it works,fly behind if possible and bite it.
FADE:use acid rocket or bilebomb.or if there are alot of defense chambers nearby,evolve carapace and destroy one turret with claws,retreat,get healt and armour at def chamber and repeat this.
ONOS:just charge or bite,haven't figured something out for them but retreat at low HP.
that's it.probably not so good as all the other Faq's but i just wanted to do this.
1).a turret farm without farmer is a dead farm.any turret factory without any marine overseeing is easyer because you won't alert immediatly a marine.make advantage of this.
2). the turret shack.all turrets need factory's to survive,without them,they will just shutdow.
now the real stuff.
SKULK:crawl behind the turret factory and start biting,bad placement mostly means that you can take them out without any sweat.if the factory is placed good,then evolve carapace Lv3,this helps alot,cirkle strafe around the factory,you will probably die but take alot of the factory's HP with you.repeat this and you will victor.
GORGE:hide behind a wall and build an OC,turrets don't attack OC's(offence chamber) but the OC awill attack the turret,watch out for siege tough.
LERK:use spikes,it takes long but it works,fly behind if possible and bite it.
FADE:use acid rocket or bilebomb.or if there are alot of defense chambers nearby,evolve carapace and destroy one turret with claws,retreat,get healt and armour at def chamber and repeat this.
ONOS:just charge or bite,haven't figured something out for them but retreat at low HP.
that's it.probably not so good as all the other Faq's but i just wanted to do this.
Comments
<!--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-->LERK:use spikes,it takes long but it works,fly behind if possible and bite it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you have 2 hives just fly near a turret unmbra and chomp away (helps if you have regen) then when you have cleared a blind spot (where the turrets can't reach) chomp away at the tf.
<!--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-->GORGE:hide behind a wall and build an OC,turrets don't attack OC's(offence chamber) but the OC awill attack the turret,watch out for siege tough.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They do attack your oc's but if you set up a few dc's and heal aswell you can destroy the turrets quite fast. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
Living in the past?
Bilebomb OWNS structures, while acid rocket works, but still sucks.
I've had good luck with the "Lambada of Death" strategy. Basically, one skulk dances around the sentry turrets, keeping them occupied, while another eats on the factory. Works best when the farm is spread out a bit.
It´s all about teamwork.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lerk is my favourite alien to take out tf's.
Fly up to a perch thats above the TF and spike it. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> 's only have an elevation of about 30% so in a lot of places you can get above their range and just cnut the TF. Take out phase gates in the same way. Take out phases before you take out TF if the <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> can't get you
Living in the past?
Bilebomb OWNS structures, while acid rocket works, but still sucks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Far too many fades are complete and utter **obscenity**. My prefered way to kill turret farms as a fade is to run in, crouch behind the tf (so less guns can shoot you) and rend that oily piece of kit into nuts and bolts with my claws. Sure acid rocket works but it takes a long time during which marines tend to show up and shoot then weld stuff. This gets especialy tedious if there are multiple fades at a location and I try this. I'm the first one in, I'm taking the fire so get in there and use your claws and we'll kill it in one go with no need to retreat rather than me having to blink off to heal.
Most commanders repeat the same placement mistakes over and over again, i've been spectating some games today and noticed something..odd even.
TF = Turret factory
TT = turret
- = space, to keep the look as i intended.
TT-TT
- TF
TT-TT
They usually place the turrets in square formation and i could even say, way too close to the TF. They should put them futher out or in another more effective formation.
Another example,
TT TT TT
TT TF TT
TT TT TT
Now this might be a problem to take down if they have a strategic location for it, but! Turrets didnt seem to fire directly above them, witnessed it today. One Fade jumped top of the Turret and took it down, without taking many hits from that turret, the others would still fire on you. This formation would still have the blind spot.
TT----------TT
---TT-----TT
---TT-TF-TT
---TT-----TT
TT----------TT
This one took the longest to take down, with skulks alone but with skulks & lerks working together it went down but with casualties though. Most commanders are trying to squeeze everything in a small square area between the turrets, use that mistake as your advantage because the other buildings will be your armor.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->, and most commanders place one there and something over here..without giving any thought.
The Fades would bombard the turrets and I would keep up an Umbra. This works, ofcourse, but it got tedious when they kept on sending in HA-Marines through a gate. So I moved next to the turrets, cast Umbra (thankfully my smart Fade teammates moved into my new cloud), and then I chomped on the turrets
It works great, try it
PS: Lerks rule!
That works brilliantly, unless there are an obscene number of turrets which means you'll more likely waste 44 RP instead of taking out that outpost.
If I'm a hive-retaking Fade and employ this tactic I pick Redemption instead of Carapace. Since Fades have a lot of life and turrets only take away chunks of it at rather long intervals it's very effective. I'll run in, hack away at a turret, and just when my life hits 60 I'm back at a hive.
Heal, return, repeat. Next thing you know, the turrets are gone and the factory's all mine to hack at my leisure. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
That works brilliantly, unless there are an obscene number of turrets which means you'll more likely waste 44 RP instead of taking out that outpost.
If I'm a hive-retaking Fade and employ this tactic I pick Redemption instead of Carapace. Since Fades have a lot of life and turrets only take away chunks of it at rather long intervals it's very effective. I'll run in, hack away at a turret, and just when my life hits 60 I'm back at a hive.
Heal, return, repeat. Next thing you know, the turrets are gone and the factory's all mine to hack at my leisure. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
theres a bug wif redemption.. wif skulks..
sometimes.. when im running.. it auto redeems me... when im trying to chomp on a turret farm.... it gets to be really annoying... and im not actually takin any damage... its weird
TF
WALL
_____________________
TT TF TT
TT
a triangle works too.. its quite effective...
bascially i use turrets for indimdation and it also does damage.... becuase ilike to dispatch marines.... they are normaly better than turrets .... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> NORMALLY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> heheh
a triangle saves at least 38 resrouces... one less turret in each hive... not to mention i normally have 1-3 outposts.... which is another potential 19-57 ... i can save a max of 95 resources <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> hhehe
yes u HAVE to place it properly... and well... bascially the triangle is affective.. i cant find a way to blind spot ti.. and i cannot stress it enough. ALWAYS BUILD TFs AGAINST A WALL.. as i frequently play CO this is extremely important... also.... a lot of COs dont know how important it is
NOTE: i notice the TF doesn't ALWAYS go parallel wif da wall.. is there anyway to choosee wut angle ur TF is placed?? somtiems if even goes diagonal.. and can make a potential blind spot : / ... any suggestions or similar experiences?? pls post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
o and another question...
the abbreviation SG...
does it stand for sentry gun or Seige Cannon...
serisuly... poeple ALWAYS mix that up.. and im not sure what is the real meaning <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> hahah thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
WALL
_____________________
TT TF TT
TT
a triangle works too.. its quite effective...
bascially i use turrets for indimdation and it also does damage.... becuase ilike to dispatch marines.... they are normaly better than turrets .... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> NORMALLY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> heheh
a triangle saves at least 38 resrouces... one less turret in each hive... not to mention i normally have 1-3 outposts.... which is another potential 19-57 ... i can save a max of 95 resources <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> hhehe
yes u HAVE to place it properly... and well... bascially the triangle is affective.. i cant find a way to blind spot ti.. and i cannot stress it enough. ALWAYS BUILD TFs AGAINST A WALL.. as i frequently play CO this is extremely important... also.... a lot of COs dont know how important it is
NOTE: i notice the TF doesn't ALWAYS go parallel wif da wall.. is there anyway to choosee wut angle ur TF is placed?? somtiems if even goes diagonal.. and can make a potential blind spot : / ... any suggestions or similar experiences?? pls post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
o and another question...
the abbreviation SG...
does it stand for sentry gun or Seige Cannon...
serisuly... poeple ALWAYS mix that up.. and im not sure what is the real meaning <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> hahah thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
this is not really a invincible placement,it depends if there is a phase gate.
with fade this is easy
__________________
SG TF(--2.SG ( ----------------1
SG
destroy marked SG,then retreat and heal,thencrawl in corner created by TF and wall
and SG stands for sentry gun,it's one of my old TFC terms.
if the marines have a phase gate,retreat,heal,lure him out of SGs range,and butcher,this buys you a little time,oh and lerks are underrated i think,umbra is reason enough to be one.