Turret Factory Placement

zeimizeimi Join Date: 2003-04-11 Member: 15407Members
edited April 2003 in Frontiersmen Strategy
<div class="IPBDescription">Can't be done right too often</div> Here are few thoughts of mine about placing turret factory (and use of sentries) which I would like to share with others.

- Don't place a turret factory and sentries like this:

[TF]




<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->

Turret factory is very easy to eat from behind, because the skulks can go round the turrets and eat the tf in it's shelter from behind, when your sentries stop working and become a waste of resources.

- Always think as if you were a skulk: "How would I attack this turret factory? Can I find a blind spot from turrets?" and try to counter them as well as you can (eg. use mines combined with sentries)

- If your resources are a bit tight, don't try to place a turret factory against sloping (if it really is a word) wall. It is possible that your tf will sink through the floor and suck up 20 res with it.

- Use the turret factory range through walls. You could place a tf to your base near a wall (when its usually covered enough) and place some sentries on the other side of the wall securing a possible mini-outpost/resource towers/whatever.

- Remember that sentries don't have lots of hitpoints. Even if you surround one tf with 3-4 turrets, one skulk can strafe-attack one of the sentries down and have a free way with a red mat to your turret factory and precious outpost. This is why I prefer building mini-outposts into packs into a corner. As a skulk I think packed outposts with sentrycover are more difficult to attack than wide spreaded ones.

If you have any opinions of these, any more tips, or map-strategies regarding to turret factories, feel free to post them.

Yeah, I know my English isn't so good... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

Comments

  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    Good points <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Too often I see commanders putting tfacs out in the open, when theres perfectly good corners nearby to jam them in -> making the surface area to attack much less which equals:
    - less turrets to cover the tf/minibase (less resourse cost)
    - a skulk with their back to the rest of the room
    - a harder to kill turret farm cos of lack of blind spots

    If you cant jam the tf in a corner, a wall will do as long as its RIGHT up against it, and put at least one turret very close to both sides of it. The basic principle is to leave as little area of the tfac open to attack as possible... including LoS of lerks as well.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Are you allowed to place mines ON TFs?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i actually think that placing turrets by walls contributes much to the actuall number of blind spots especilly as it is often done poorly. the factory can be defended with few blind spots in a large open area by 3 or four turrets built properly but when teh attempt to wedge fails it has a blind spot behind it that cannot be covered.

    good tf placement is better that good turret placemnt however. if one can secure the factory by building it say behind a wall so the turret is teh only structure an alein can attack say in teh ms on caged or a hive on nothing
    if your tf is some where near where i have it on caged you can build in the all way and keep your tf secured by respawning rines or more turrents

    sweet eh the attched works you have to move teh tf around a bit and fin your favorite spot
    (btw its caged)
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    U dumbasses, stop wasting res on 5 turrets to make the tf secure, put 1 on top of it instead!
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--JezPuh+Apr 28 2003, 08:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Apr 28 2003, 08:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> U dumbasses, stop wasting res on 5 turrets to make the tf secure, put 1 on top of it instead! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Great idea!!! Only you can't stack marine structures in 1.1. And silly blind spots can be dealt with by the new handy electrify ability.
  • MadsyMadsy Join Date: 2002-11-07 Member: 7632Members
    Very good point. Corners are the comm's and TF's best friend. Thus if you have a lot of turrets (say 6 or more) and res enough, 2 TFs in the same range is a lifesaver. Skulks have problems taking one TF, but 2 is allmost impossible for a lone skulk, if you place them correctly.
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    <!--QuoteBegin---_Phoenix_-+Apr 28 2003, 04:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Apr 28 2003, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Great idea!!! Only you can't stack marine structures in 1.1. And silly blind spots can be dealt with by the new handy electrify ability. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    We're not talking about 1.1 though... when that comes ppl will be shoving them in doorways etc probably <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Its not hard to wedge the tf as close as you can to the wall/corner.. just move it into the wall then bring it out till it turns green. Skulks won't be able to wedge behind it then, even the if the model makes it look like they would be able to. The hitbox of the tf (and actually all buildings) is the same as a crouching marine, which is the same as a skulk. Oh and the hitbox doesn't rotate with the model.. Here, whipped up a pic for yas in a few mins:
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    The best way to prevent aliens chomping your turret factories is to not build any turret factories.

    </extremely helpful mode>
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    umm wut sucks is how the way they are placed are never the same... sometimes the TF get rotated and u end up having a blind spot because it gets set down on a diagonal... o WTH... that is so ****...
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    lol Teoh speaks the truth! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Archzai like I said the model gets rotated randomly when it's put down... but the hitbox isn't rotated. So if you put the tf against a wall running east-west or north-south 1 side of the hitbox will be flat against it.

    But yeah you can always just not build tfs... or put mines at blind spots and keep throwing down new ones if needs be... or send marines through the phase if the tfac is under attack... (there's gonna be a phase or theres basically no point setting up a tfac anyways)
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    IF you set up the phase before the tf though you could have trouble. As an alien i always look for the less-well defended phase to jump through for a quick scouting run to see where they are. So if you plan on going the tf route make sure you have 3-4 guys there to set it up, get your turrets going, and then pop down the phase. Smart aliens will take advantage of any poorly placed tf, undefended phase, etc. Often during a skulk rush into a defended area (read: occupied hive) with phase i will be the one to take the phase and mess them up in main base, eating hmgers, jpers, etc, before they catch on.

    All COmms, plz! learn how to place tfs and turrets properly! and make sure that phase is covered well.
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    On the other hand, every situation is different, so comms have to adapt. Depending on the location, sometimes the tf out in the open is the best option to cover the entire area you need to cover: read subspace hive on nancy (my opinion)
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    they guna take away being able to put a turit ontop of a tf? but that was one of the best things. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> i think they should make it were only turits can stack on stuff (and fix the thing bout being able to put a seig ontop of a siege cus that is bad)
  • RobertoRoberto Join Date: 2003-03-16 Member: 14591Members, Constellation
    if you really want to **** the aliens off and you have lots of res, put one tf out in the open and make another one on the other side of the wall (if practical) of in a corner out of sight
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    <!--QuoteBegin--JezPuh+Apr 28 2003, 03:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Apr 28 2003, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> U dumbasses, stop wasting res on 5 turrets to make the tf secure, put 1 on top of it instead! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wow, the quality of posters here have really skyrocketed in the last months.


    TF wedged in corner + 2 T's covering it usually work, place the T's against the walls to prevent circle strafing.

    Here's a pic:

    <img src='http://www.cofrfps.com/pics/tf.gif' border='0' alt='user posted image'>

    Red dots are mines, those are good too .
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