Doubling The Turret Factories
BlackPanther
Join Date: 2002-02-11 Member: 197Members
Plz do it.
I see so many good locations under attack that can be sucessfully defended if the TF simply holds. Like Processing in NS_Hera or the wide open refinery in ns_bast.
Commanders, double up your TF, or even triple them.
It gives you a lot more options and you can leave an area relatively unguarded and even when aliens do attack the TF, there is another one that can keep up the work, giving you plenty of time to react.
Just last night, in NS_HERA, i tryied to secure processing but the aliens were always on my **** and lerks firing at the TF all the time.
I spawned 2 other TF in the area right before the other TF was gonna be destroyed.
Safe to say, we won.
Same thing happened in FEEDWATER and REFINERY hive in ns_bast, the next map after.
Yes this is a costly option and strategy to use, but it's worth while in the end that it gives you a lot more time to do stuff and get your marines that are armory humping the chance to react.
I see so many good locations under attack that can be sucessfully defended if the TF simply holds. Like Processing in NS_Hera or the wide open refinery in ns_bast.
Commanders, double up your TF, or even triple them.
It gives you a lot more options and you can leave an area relatively unguarded and even when aliens do attack the TF, there is another one that can keep up the work, giving you plenty of time to react.
Just last night, in NS_HERA, i tryied to secure processing but the aliens were always on my **** and lerks firing at the TF all the time.
I spawned 2 other TF in the area right before the other TF was gonna be destroyed.
Safe to say, we won.
Same thing happened in FEEDWATER and REFINERY hive in ns_bast, the next map after.
Yes this is a costly option and strategy to use, but it's worth while in the end that it gives you a lot more time to do stuff and get your marines that are armory humping the chance to react.
Comments
I usually spread them about 6 or 7 feet away from each other.
Also prevent splash damage from fade acid rockets from damaging all of them at once.
or if the commander has all upgrades?
Personally I like an aggressive strategy like this more on pub games, its much more exciting and leads to less F4ing by the otherside, or yourside for that matter. It gets really boring if the marines just heavily defend every single location and upgrade slowly which drags on games for such a long time.
Sometimes everything that is possible to upgrade is still upgrading. So I just blow 20 RP on a brand new shiny and sexy Turret Factory.
Then he is an idiot, and you will loose, unless aliens are even bigger idiots.
<!--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-->or if the commander has all upgrades? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Then the alies will have their butts kicked by any decent marines squad, unless they have three hives.
Turrets (except sieges) suck, they will delay the the aliens at best, and you can't count defending anything with them. I'm not saying this is a completely useless strategy, I've done it a few times but unly when playing with lousy marines.
In most cases I'll go for an extra IP, if the marines are bad, just to keep a stady stream of them out there.
In a clan match they won't but on a public server they will, in fact they are really needed on a pub because marines on pubs get bored and wonder off chasing skulks. Sentries and TFs will buy you much needed time and warning in a public game and enable you to get someone there in time.
In a clan match they won't but on a public server they will, in fact they are really needed on a pub because marines on pubs get bored and wonder off chasing skulks. Sentries and TFs will buy you much needed time and warning in a public game and enable you to get someone there in time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Exactly! It's very rare to find people on pubs who will just sit in one place where there's no action for 30 minutes. They're a real blessing, but good luck trying to find em!
I never said <b>not</b> to use TFacs to secure a location. Like you guys said, they provide a good deal of warning and delay the fall of the location. HOWEVER, the delay you're given is more than adequate an adequate amount of time to get some marnies to phase gate in there. No point in giving a Fade more time to just strafe/acid rocket a second TFac when you could send in a 2-3 marines to take him out.
The other point was made that everything is upgrading, so why not spend 20 res on another one? Well, if you're upgrading to lvl 2 armor, that 20 res puts you 1/3 of the way up to lvl 3 armor. 60 RPs takes a while to get if you're just camping on 2-3 nodes. If you've managed to tech all the way up to MT, lvl 3 armor/weapon, HA, JP, and an advanced armory, why not deal out some more equipment to your marines? Keeping up a powerful lvl 3/3 offensive with lots of shiny new equipment will keep the aliens contained, rather than letting them roam around, taking their sweet time destroying your locations.
I'm a big fan of mobility, so I *suppose* that if I ever needed to get multiple structures in a forward location, I would go with another phase gate. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> In my experience, aliens go for those before the TFacs if you're trying to hold a hive.
Or even better, when one of your TF is being attacked and there is no marine with a welder, it's a good idea to spawn another one to keep the offense going (like seigeing)
I haven't built a single turret in months.
-K
I haven't built a single turret in months.
-K <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Et tu, Brutus?
JP/HMG?
i got bored one day in a smaller game and decided to take every res with a TF, this on ns_nothing btw. about 30 minutes later i had at least 8 res nodes (let me think....no it was 9, all but PS main and the one right by the elevator leading from base to PS). anyway, i built 3 of everything in base and 6 ips. this includes comm chair, proto, etc. i was bored. but then at the hives, i built 6 tfs that were all siege ready. basically the entire map was a turret fact. i had SO much res i had all the upgrades and gave everyone what they wanted. i had phase gates everywhere so i could build stuff since nobody wanted to build anymore. quite hilarious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
as of now, i dont use turrets anymore. just mines. MAYBE to siege. ill build a tf with siege, and no turrets around it til the hive or whatever is gone, just to protect it.
Anyways. I'll do JP/HMG, or level 2 upgrades, or HA, or HMG rush, or whatever. It depends on how well my guys work together. My favorite is when teams just get randomly stacked and I have a hardcore marine team vs. average or below average aliens. I'll get level 3 upgrades and HA for the entire team before they get a single fade live.
This is of course rare. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
-K
If you're telling your marines to use their offensive equipment for defensive purposes, there's something wrong.
What i meant to say was, the best way to defende a location with a TF, is to equip your marines with HMGs and JETPACKS so that they can easily secure the area around it. Like the powersilo in ns_nothing where lerks can go up to the gurders around it and spike the TF until it blows. And marines without Jetpacks cant do much to kill that lerk.
I see so many good locations under attack that can be sucessfully defended if the TF simply holds. Like Processing in NS_Hera or the wide open refinery in ns_bast.
Commanders, double up your TF, or even triple them.
It gives you a lot more options and you can leave an area relatively unguarded and even when aliens do attack the TF, there is another one that can keep up the work, giving you plenty of time to react.
Just last night, in NS_HERA, i tryied to secure processing but the aliens were always on my **** and lerks firing at the TF all the time.
I spawned 2 other TF in the area right before the other TF was gonna be destroyed.
Safe to say, we won.
Same thing happened in FEEDWATER and REFINERY hive in ns_bast, the next map after.
Yes this is a costly option and strategy to use, but it's worth while in the end that it gives you a lot more time to do stuff and get your marines that are armory humping the chance to react. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I use to do the double tf thing...
Until i found out how USELESSSS AND EXPENSIVE TURRETS ARE!!!!!!
HOLY GOD PEOPLE.
USE MINES!!!!!!!!
TURRETS ARE RETARDED.
I can walk into a room thats guarded with 3-4 turrets and circle strafe around tf and probably take it to red zone before a marine phases in and kills me.
If you simply use mines to guard an area you will have much better chance from surviving a mass attack by skulks.
Instead of turrets i build an armory in an area and in seconds i can have the area completely closed off with mines.
They need to just take sentry guns out of ns.
Hey zerg just get a team together and maybe we can have an oganized team game.
Ill show u how useless tfs are.
Time and date?
It makes the aliens think twice before entering an area, plus it secures hive points.
Also sometimes I hold Cargo Bay in ns_tanith with 2 tf as well.. One in cargo bay near the wall fusion reactor, and the other one on the other side of the wall which is means it's in fusion reactor.
That place is somewhat a key because it cuts off alien's quick access from sat com to waste handling... They can still go around from marine route.. But it's a much longer route and they'll have a harder time to reinforce with skulk rush by taking the longer route.
I do this at hives... or otherwise VERY important locations.
2) Unless you're sieging, turrets are a luxury and should be placed along with building phase gates to locations 5 seconds away (aka Atmo->Feedwater). Turrets should never be placed on the map unless you have 800 res just floating.
If you REALLY want to though, mining around turrets increases their longevity significantly. Or you could just lay mines.
-Ayatollah
FoodStamps
If you try to force someone in a pub game to sit at the same spot for 30 min then you got to be either cruel or stupid. I have been that kind of guard when I knew there would be no release and that the location was important but it's boring as hell. Besides a person guarding for that long will lose concentration. My tip is to rotate the guards. Let them sit for 5-10 min and then order someone new to get over there and guard.
Remember this is real people you are dealing with, not bots. Real people play mostly to have some fun and unless it's a location constantly under fire then guarding isn't fun.
FoodStamps