Turrets: What They Are

AkfekaAkfeka 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.

Comments

  • nethyrnethyr Join Date: 2002-12-23 Member: 11405Members
    good writeup, hopefully some comms will learn from this. and for gods sake people, drop the phase gate first. its a real waste of cash when the marine is yelling "phase gate at hive please, no thats a resource node, no thats a turret factory, no thats a turret, oh heres 3 skulks coming after my lonely butt. and there goes 66 resources. good thing we didnt want an armslab or anything" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • folkfolk Join Date: 2002-11-14 Member: 8603Banned
    great post. i got yelled at on eclipse for telling the comm to recycle the ts/tfac that were guarding the doors. told him i could get rid of the skulks myself, which i did, then they got two hives, and i got blamed for our loss.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    <b>turrets are nowhere near as useful as marines</b>

    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-->
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    Good advice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I look forward to the day I see play organised like this in publics
  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    Turrets were the most feared thing in the game when it first came out and everyone was a newb.
  • NickBlastaNickBlasta Join Date: 2002-11-25 Member: 9859Members
    I never build a TF in main at the beginning because it's a waste. I will task one or two marines to base defence and they do a better job than the turrets.

    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.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Turrets are fun, I missed the old days when commanders used to spam what seemed like thousands of turrets all over the map.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    Aye. Nothing pains me more than sneaking into a hive location, calling for the command that I'm in position, and seeing a TF pop up infront of me, knowing we only have one RT and it will be forever before we ever see turrets.
  • sendersender Join Date: 2002-11-12 Member: 8337Members
    With changes in 1.04 phase gate first might not be the best option. They are easily destroyed now and by the time the comm has told everyone to get through the gate it's pretty much too late. Too bad too, I loved the phase gate. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • HavannaHavanna Join Date: 2002-12-24 Member: 11510Members
    Though I tend to use very little turrets as defense for the first phase hive rush, I have to remark that I trust turrets over most pub players. As most full-time comms could relate, each game usually has 1 or 2 good shots you can trust, and theres a 50% chance that that good shot will actually pay attention to orders. Thus, early game dependance on marines is crucial, however, once I've gotten 2 hives, I'm able then to count on multiple turrets to protect the first hives, which counts on patrolling marines. As for when they get fades... not to sound cocky, but I've yet to meet that situation, even in scrims. Marines have it good right now, it's purely player dependant. But my point was just that, turrets CAN be counted on to keep skulks at bay.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I play as an alien most of the time, so I miss the days when marines would turret spam too. I'm merrily go eat their turret factory by my lonesome (also a feature of sucky marines), then go chew on some ankles. Good times, and power trip! Of course, sometimes turtling can be fun too. Just don't expect to win fighting anyone much smarter than the bots.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Thing about turrets is that a single skulk can run in, bite a few times while circling and flee to regen. Three passes like that against the normal 3-turret setup and there's a hole in the net around the factory... then no more factory, and soon after no more turrets/rt/whatever else. Marines have to use phases and comms have to pay attention when "Your base is under attack" (God, I hate that voice).
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