Focus Fire Works!

LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
<div class="IPBDescription">1 hive strat</div> Ok so lets say the average turret farm has 4-5 turrets around the factory. Usually, but not always, you have to get rid of 2 turrets to open up a blind spot on the factory. This isn't very easy to do with 1 or 2 skulks. Sure if the farm was unatteneded for a while 2 skulks could have their way with it but any good comm has marines near a phase gate ready to jump to any hotspot. The key to taking down turret farms is not only teamwork, but lightning fast speed. You have to hit them as hard as you can in as little time as possible.

Get a team of skulks together and a gorge and maybe a lerk. Only get the lerk if you already have 4-5 skulks and a gorge. They are more important. Make sure you group up out of hearing range of the inteded taget so you don't draw attention. Also be aware that MT blips will give you off. once you are all together, nominate (or ask) someone to be the lead skulk. You can also be te lead skulk if you want. The lead skulks job is to pick the first turret to attack. Make sure the lead skulk knows which one to attack (this is based on the side of the TF which is least defended). Now when you go on your attack run, the lead skulk heads stright for the turret and ALL SKULKS must chew the SAME turret. It is so rediculous how fast a turret will fall to 4-5 skulks all biting at the same time. And remember that one turret can only shoot at 1 skulk at a time. Once the first turret is down the lead skulk goes to the second turret and ALL SKULKS attack that one at the SAME time. Now hopefully there is a blind spot on the TF. Have one skulk sit back and wait for marines while the others chew the factory. During this whole process the gorge should be right behind them healing and dropping a few OC's (except in the presence of siege ofcourse). If you have a lerk in your team the lerk sits back and snipes marines.

Now there are alot of things that can go wrong here. If, when you start your attack there are already marines at the location they will just mow you all down while you are chewing the turrets. If you dont work fast enough the area will be swarming with phase-happy marines in no time. You have to think about how much time you have. As soon as a turret starts firing the commander will know something is up, he will say "someone go to fusion please" and 1 or 2 marines will hop through the phase". When he hears more than one chomper (or sees multiple MT blips) he will definately tell a bunch of his marines to hop through. This is why you have to act fast. You have to beat the marines reaction time.

If you want to clear the room of any marines, try having 1 skulk go to another marine oupost, parasite a structure, run around so that turrets fire at him, and just keep chomping the air. He can do this from afar without getting hurt. The parasite thing is to trick the comm into thinking that area is under attack. When he realizes that the skulk isnt dying he will send a marine or 2 to end the "threat". Hopefully this will be enough of a distraction.

There are variations of this that might even work better. If you make a turret-blind spot on the phase gate do that instead of the TF. Now that 1.04 is officially released it may be easier to just skip the turrets all together and go right for the phase. It all depends on how many turrets there are. if all 5 turrets can "see" the phase you may all get wiped out.

But remember, what ever you do, foucus fire does wonders in this game and so do surprise attacks that can beat the enemy's reaction time.

Comments

  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    Thats a pretty good tactic, but I'm sure hard to organize on a pub server as just getting 4-5 Skulks in the same area to rush a base is hard enough. But I can imagine this is a good Turret killer, 70-80 (I'm not sure) damage * 2 (bites per second or there about) * 4 (Skulks) will kill a Turret very fast.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Yes, that is why turrets suck, and are almost never used in clan games. They are just too money intensive, for their weak inneffectiveness versus coordinated skulk rushes. If the marines had that coordination, and the comm gave out HMGs to cover the phase gate, and researched MT all instead of turrets, any skulk rush would get cut to shreds before the skulks could crap their pants.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Go for the phase first. It now (1.04) has about as much health as a turret, and effectively has a lot more firepower. There's something else I should stress about a coordinated assualt too; don't fill up the spawn queue! If you're about to die, go run away, get healed, and keep up the attack. If you've got an offensive gorge nearby, it's really easy to do, and you need to make the best of the time you've got before marines walk back there. Some good options for the gorge are: laying distraction towers if you've got cash, dropping a few defense towers on the other side of a wall (so the skulks get healed thru the wall, but gorge/towers aren't exposed to fire), or, if you're really really poor, just stand there outside the base and healspray. Getting two runs at a turret factory is almost as good has having two skulks. Multiply this by however many skulks you have. As an added bonus, the marines won't be able to retaliate while you wait to respawn.
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