An Idea About Turrets
Xzilen
Join Date: 2002-12-30 Member: 11642Members, Constellation
<div class="IPBDescription">Came to me from the Leet post</div> One poster mentioned placing turret factories to lock down Kharra movement...
I like that idea, but don't know many good places to do that. Stopping the Aliens from moving through a few key hallways, I think, is an excellent idea to say the least.
Maybe even just mine the hallways..
Anyways, input?
I like that idea, but don't know many good places to do that. Stopping the Aliens from moving through a few key hallways, I think, is an excellent idea to say the least.
Maybe even just mine the hallways..
Anyways, input?
Comments
Speaking of which, a viable marine blockade method would sure be nice in 1.1 for anyone important reading this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Only thing I've seen is a pile of Comm chairs piled in front of a door. Not real practical. Oh well.
[11]alex
(Don't put mines in clusters around infportals unless you have 2 hives secures. Fades aciding the base blow people up so badly now that people have started doing that.)
Also, place TripMines where the laser is the shortest possible length. It's a total waste of a mine when a Skulk can run through the beam from 10-20ft away and take little to zero damage.
I consider them a high tech option and tier 3 of my defenses. As I said before, you should always build turrets when you have the opporunity and not neglect it because the current trend is not to. Mines are great, but don't last. Turrets fill that gap.
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Here's a quote from the 1.04 changelog. I think it's important to note. This means mines *can* be useful all game, if you upgrade appropriately.
- Grenades and mines are now enhanced by arms lab damage upgrades
Marines don't last either. Usually if you depend entirely on a marine to defend a location, you are basically making him the backbone of your defense as well as set your offensive team to -1 or how many you decide to dedicate to the position. One good skulk rush and your position is lost. A phase gate doesn't even factor in at all as soon as the base defender is dead. The skulks have free reign over the area and are free to form a grinder around the phase gate. Gameover, man. F4!! GG. OMG!1!11GL HF!!!
With necessary res secured, the entire team now focused on harrassment. I dont know how many gorge kills there were, but suffice to say there was no hive 2. And no matter how many skulks went after the farms by the 2 nodes, they just couldn't take them down.
We just slowly gained res, but because we didn't need to rebuild anything, we were able to spend all of it on upgrades.
The aliens were swimming in res, but they just couldn't get a hive up because we had people patrolling everywhere.
We never secured a hive, never got anything above L3 weapons/armor, but we still won.
GSH
A few skulsk coming in should be blasted by the one or two marines guarding that place, and if they DO manage to kill the marines, send the mariens running back there before the skulks destroy everything! If the whole aliens TEAM rushes that location, then reyccle, and send YOUR team to destroy THEIR stuff. It's fairly simple.
Obviously, you can't guard too many locations like this. In 1.04, you don't. you fuard a few nodes, then JP/HMG rush the aliens to hell.