Turrets: What They Are
Akfeka
Join Date: 2002-11-05 Member: 6991Members
<div class="IPBDescription">and what "turrents" are not</div> For you commanders out there that haven't picked this up yet - <b>Turrets exist to protect the turret factory, not hold a position.</b>
Drop turrets on all side of your buildings, with maybe some overlaping fields of fire (for skulks that strafe a turret to death). All turrets do, is add lifetime to your buildings, not kill skulks as they rush in. Do not put them at a doorway, the skulk will just run behind them and kill the turret factory from behind.
You build a turret factory so that skulks will waste their time attacking them while your marines phase to the location. Your turret factory exists so that if the aliens learn to attack 2 or 3 locations at once, you will be able to save them all, while your marines clear them all out.
<b>Turrets will not stop fades</b>
So stop building more than 3 (early game) or 4 (once you have all you upgrades started and still more resource points left over).
<b>Do not drop turrets until the area is secure.</b>
Always drop the phase gate first. Always. Make sure you have a few marines guarding, and one build (maybe 2 if no aliens are near - you DID buy motion tracking, didn't you?). The only time you should ever drop a turret factory before researching upgrades is if you are about to siege a hive. You may think that no one will use the phase gate, but if you don't have anyone to use it, you have already lost - your team is not good enough to play the game, and you should go to another server.
<b>Turret factories at the beginning of the game are prohibitively expensive.</b>
For the cost of that that turret factory and and just three turrets, you could have built an observatory and researched motion tracking, AND been more than half way towards a resource tower, or all the way towards a welder. Dropping a turret factory in main at the beginning of the game shows a lack of faith in your marines, and continues to give skulks the ability to move unobserved. The time when motion tracking is most effective is at the beginning of the game. Also, while you build that turret factory and those turrets in main, you could be taking territory - like a hive location, or those double resource points.
Your tactics may work on the pub you play on, but that doesn't mean you have to play like you don't want to get better.
Drop turrets on all side of your buildings, with maybe some overlaping fields of fire (for skulks that strafe a turret to death). All turrets do, is add lifetime to your buildings, not kill skulks as they rush in. Do not put them at a doorway, the skulk will just run behind them and kill the turret factory from behind.
You build a turret factory so that skulks will waste their time attacking them while your marines phase to the location. Your turret factory exists so that if the aliens learn to attack 2 or 3 locations at once, you will be able to save them all, while your marines clear them all out.
<b>Turrets will not stop fades</b>
So stop building more than 3 (early game) or 4 (once you have all you upgrades started and still more resource points left over).
<b>Do not drop turrets until the area is secure.</b>
Always drop the phase gate first. Always. Make sure you have a few marines guarding, and one build (maybe 2 if no aliens are near - you DID buy motion tracking, didn't you?). The only time you should ever drop a turret factory before researching upgrades is if you are about to siege a hive. You may think that no one will use the phase gate, but if you don't have anyone to use it, you have already lost - your team is not good enough to play the game, and you should go to another server.
<b>Turret factories at the beginning of the game are prohibitively expensive.</b>
For the cost of that that turret factory and and just three turrets, you could have built an observatory and researched motion tracking, AND been more than half way towards a resource tower, or all the way towards a welder. Dropping a turret factory in main at the beginning of the game shows a lack of faith in your marines, and continues to give skulks the ability to move unobserved. The time when motion tracking is most effective is at the beginning of the game. Also, while you build that turret factory and those turrets in main, you could be taking territory - like a hive location, or those double resource points.
Your tactics may work on the pub you play on, but that doesn't mean you have to play like you don't want to get better.
Comments
aka i'd rather hand out 4 shotguns than build a TF and 3 turrets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Turrets are more of a detterant than something to actually kill attacking aliens with. A lone alien will come apon a turret farm and think, "Dang. Turrets. I can't attack these by myself.." and you get to hold on to that resource point for a while longer.