Is The Tf Dead?

XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
My answer to that is pretty much YES with 2 exceptions. Securing main and hives. Whenever I comm I always go IP TF 3 turrets armory and another IP. Now before you yell n00b tactic read on...
So now I normally have some guys yelling idiot comm & stuff, but it's here the fun part begins. All you need is cap res like crazy, don't mid TF just cap res as crazy when you have 5 go to a hive and build obs pg. At the same time you should start teching Arms lvl 1 on everything then go for HA. Ok came a bit off topic <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> . Anyhow the reason I don't go obs immeadietly is simply that I don't trust ppl in pub, If your guard gets killed your whole round ends. And so far I've won equally amount as the comms that go phase and bum rush 2 hives if not more ( since I tech ).

Comments

  • SpeedySpeedy Join Date: 2002-11-06 Member: 7313Members, Constellation
    <!--QuoteBegin--XCan+Jan 23 2003, 11:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Jan 23 2003, 11:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My answer to that is pretty much YES with 2 exceptions. Securing main and hives. Whenever I comm I always go IP TF 3 turrets armory and another IP. Now before you yell n00b tactic read on...
    So now I normally have some guys yelling idiot comm & stuff, but it's here the fun part begins. All you need is cap res like crazy, don't mid TF just cap res as crazy when you have 5 go to a hive and build obs pg. At the same time you should start teching Arms lvl 1 on everything then go for HA. Ok came a bit off topic <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> . Anyhow the reason I don't go obs immeadietly is simply that I don't trust ppl in pub, If your guard gets killed your whole round ends. And so far I've won equally amount as the comms that go phase and bum rush 2 hives if not more ( since I tech ).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    n00b !!

    Hee hee. Just kidding Had to say that.

    Seriously, though, I use pretty much the same strategy on pubs as well. It's difficult to trust random people enough to leave base completely defenseless. I also just cap res nozzles and put nothing else there. You have just enough time to recycle a res nozzle if a single skulk starts chomping on it. I may start giving out mines to more trusted players, though.

    As for obs, assuming you're on a server that has good motion tracking, I would actually build an obs before an arms lab. For 25 points, you get the ability to build phase gates and the ability to upgrade to motion tracking, which helps tremendously against skulks.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    *cry*

    Call me a n00b but I ONLY play on public servers. Ritzy punks... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->


    *cry*





    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Noob! 3 turrets won't stop anything other than a dumb alien team from munchign all your pretty tech and it'll give an illusion of security to ya troops. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    Only people 3 turrets keep away are people who go 'oh noo tey hve teh turrets in base, we cannoot pozibly get past teh turants!'... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    One of my best base defenders was a newb who had a godly aim, he spawned at the start and demanded turrets in base, he then stayed in base slaughtering everything that attacked constantly demanding turrets, telling me how stupid I was and how our base was going to get killed..
    While the rest of the team went off and won the game, while the final assult took place I gave him a turret farm to build mwhahaha <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    BlueGhost
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Yes sure, skulks can get past the turrets but to do what? With 3 or even 2 turrets you can easily cover cc and inf portals thus all your marines can concentrate taking hives. For example in caged you can secure everything with 2 turrets.

    My start is:
    2 IPs: 30res
    Armory: 25res
    Tfact + 2turrets: 63res

    After this all my marines can go t o hive and then cap a res and build observatory when we get the res and in the meanwhile skulks wont bother our base. I've made the mistake of trusting you marines few times and skulks have just slaughtered them and we lost the game because we didn't have tfact. The nguess who gets the blame?

    Build tfact and they call you n00b
    Don't build tfact and if you lose they still say its your fault for "not keeping enough guards in base"
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I don't think you can call the TFac dead when you have 2 exceptions (securing main and Hive) in your opening statement. Those are two pretty damn big exceptions. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    It was NEVER a good idea to set up a turret farm at every resource node you came across, so I don't think it's a "dead" tactic, as it was never effective.

    My build order on pubs is:
    - 2 IPs
    - Armory
    - Observatory/Motion Tracking
    - Drop a shotty and some mines for one base defender, have the rest move out to a Hive.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin--Flatline[UTD]+Jan 25 2003, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Jan 25 2003, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It was NEVER a good idea to set up a turret farm at every resource node you came across, so I don't think it's a "dead" tactic, as it was never effective.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Trust me it was when NS was young and everyone was disoriented.....
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--XCan+Jan 25 2003, 10:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Jan 25 2003, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Flatline[UTD]+Jan 25 2003, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Jan 25 2003, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It was NEVER a good idea to set up a turret farm at every resource node you came across, so I don't think it's a "dead" tactic, as it was never effective.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Trust me it was when NS was young and everyone was disoriented.....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The effectiveness of tactics can't be rated when no one on either side knows what the hell they're doing. Just because it kinda worked for 3 days when people were learning the game doesn't mean it's a good tactic.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    <!--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-->As for obs, assuming you're on a server that has good motion tracking, I would actually build an obs before an arms lab. For 25 points, you get the ability to build phase gates and the ability to upgrade to motion tracking, which helps tremendously against skulks<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Why on earth would you build an arms lab WITHOUT a phase, as you cannot hope to secure anything a decent distance away from your main without phase gates anyway.

    <!--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-->Yes sure, skulks can get past the turrets but to do what? With 3 or even 2 turrets you can easily cover cc and inf portals thus all your marines can concentrate taking hives. For example in caged you can secure everything with 2 turrets.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    At the start you have:

    IP's
    Phase
    Armoury
    TF
    Console
    Obs.

    The IP's and Phase mearly need to be in LOS of a Turret to beconsiderd coverd, they're reasonably hardy and don't block turret LOS.

    This leaves you with:

    Console, TF, Obs, Armoury.

    each building cannot be coverd by less than 2 turrets however you can use the same two turrets to cover some of them.

    The Obs and Console (depending on orientation) can be coverd by two turrets that are not DIRECTLY on eather side of them.

    so you can do:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
         obs

    t      tf        t

        cons
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    Assuming the cons has a vertical orientation that will effectivly cover it.
    An armoury is a different proposition though, it MUST be coverd from 3 turrets, it cannot be placed between the TF Obs or Cons and a turret or it will block LOS, giving you a dead-spot.

    And all this is ignoring the fact that the two turrets cannot cover each other, so 1 skulk can kill a turret if he's good and 2 skulks can DEFINATLY kill it irrispective of how good they are.


    How on EARTH do you hope to cover CAGED with 2 turrets, the console is up on a level by its self which is too small for a full TF + turrets so you CANNOT POSSIBLY cover the TF AND the console with 2 turrets.

    BlueGhsot
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    It's funny, I was one of the early adopters of the no TF at base leave one Marine behind and Phase Gate a hive strategy. A lot of times when I would tell my Marines we wouldn't be building a TF on this little vacation they would yell N00b!!! Now that it's the accepted strategy, building a TF and 3 Turrets now gets the N00b tag.

    Make up your minds!!!

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--BlueGhost+Jan 25 2003, 11:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Jan 25 2003, 11:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How on EARTH do you hope to cover CAGED with 2 turrets, the console is up on a level by its self which is too small for a full TF + turrets so you CANNOT POSSIBLY cover the TF AND the console with 2 turrets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Easy: you don't cover it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    If you build your key structures in the "hallways" leading to the CC and (later on) the resource node, mines and a base defender do a pretty good job. When you build in the hallways, Fades can't attack them directly or indirectly (with acid rocket) from either the vent or the outside corridor.

    I wouldn't suggest putting many things by the resource node though - the aliens (in my experience) tend to ignore that area. Putting an Obs back there can save the day with distress beacon. Larger structures can go back there as well, but it's just going to leave your defender with more ground to cover. Compared with the spawn sizes of the other maps though, it's really not too much more.
  • DurikkanDurikkan Join Date: 2002-12-11 Member: 10625Members
    edited January 2003
    My theory on this subject is this:

    I never build Turret factories in the base at the beginning. I just rely on myself for defense, or in bigger games, have a marine or two. If the aliens form a group and take out the base, and whatever defenders I have, I'm safe in the knowledge that If I'd built turrets, they still would have won, because it either meant that my marines aren't too good, or that the aliens are very well coordinated.

    I mean, one good alien has a fair chance of killing a single turret, while two can fairly easily clear 2 or more turrets and the TF. 3 Or fewer turrets really only stop newbies, and there's less and less of them these days.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    You will mostly have to be focused on the nozels and the two empty hives that you need to capture. But still its always good to defend your resource towers when you have the extra money.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Yes according to build notes it is so that entities can hurt themselves! That means a SG can destroy itself if it fires at an enemy chamber near itself. But not other entities. You also see entity damage on Bile bombs, mines, grenades. They each hurt their "master" but not other friendly entities. A nader can stand behind his chums lobbing nades like no tomorrow into a fray. As long as HE stays out of blast area no one but aliens are hurt.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    The most fun strategy I ever played with was with an NG.se guy comming(#1 at CB)

    He build 2 IPs, and armour and the nwe roamed around capping all the res points...then when he had like 300 res, we all got Jets and HMG, he teched everything like that and we killed two hive in one run...

    But if you insist on staying on topic:

    TF is a valid strat, instead of spending money on Obs and PGs, you simply build a whole lot of turrets in the hives and you can win just as quick as a phaser...the problem is, a skilled skulk will kill you eventually, you will have to make sure they dont get the time

    TF is not dead, its just forgotten...and that proves to be an advantage
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    edited January 2003
    Oh FFS no TF + no turrets in base on a public server = defeat for the marines everytime. Unless you know the people on the server and know how good they are you will need those turrets to give you warnings of attacks and provide cover. As for tying to cover the base yourself as a comm, have you ever tried to jump out of the CC when it's being chewed? 90% of the time you step out right into a skulks mouth.

    Never mind running off capping res nodes at the start that wastes time, your better of capping 2 hives within the first 10 minutes so you can lock down the game.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I seldom have seen the aliens lose when the marines locks down 2 hives. Sure it happens but much less than when the tactic was new. Why? Because the aliens have found ways to counter it. Offense building does wonders, and if you say yah well I set up sieges everywhere read on:
    1. It takes time to set up sieges, that time is because you have no RTs.
    2. Aliens can use this time to do usefull stuff capping RT which will be used later on for offense building.
    3. If a hive is secured with a siege a gorge can put something inside the radius of siege blast and let the siege blast kill the turrets which are normally around it.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    Spash damage hurts friendly structureds?!
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Stung256+Jan 27 2003, 03:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stung256 @ Jan 27 2003, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Spash damage hurts friendly structureds?! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think in 1.04 siege cannon's splash damage can hurt itself.

    I've seen demos that have lots of offense building on the aliens' side, and the siege doesn't hurt the TFac or sentries.
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