Rez Turrets

TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
<div class="IPBDescription">A good tactic?</div> I'm fairly open about this.

I play a skulk a lot and reciently have come across a different type of turret config. It basically involves putting the turrets in the EXACT same spot as the Rez tower support legs.

You can imagine how difficult it was for us to get rid of these turrets as we had to get rid of the Rez tower first. It looks like equipment overlapping is good defence.

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

Comments

  • SaJLenSSaJLenS Join Date: 2003-07-13 Member: 18132Members
    Well... I'm no less sure myself hehe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> As long as it delays the marines and gives the RT some protection until reinforcements arrive then well.. I guess it's good then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> That's the best I can do :/
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Wouldn't the tfac still be vulnerable? Remember we can't electrify tfacs...yet.
  • SaJLenSSaJLenS Join Date: 2003-07-13 Member: 18132Members
    Sorry.. missed the fact that you meant the marines not the aliens.. my fault...
  • Creepin_JeezusCreepin_Jeezus Join Date: 2002-11-15 Member: 8801Members, Constellation
    that does sound quite nasty. im guessing the TF would be between the RT and the nearest wall (most are next to walls)

    that way the aliens have to destroy at least one turret before they can take out the TF unless the skulks are really sneaky.

    could be used quite well in some areas, especially the more cramped ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    /me imagines the RT in Eclipse hive.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    edited July 2003
    No need for turret's around nozzle's in 2.0.
    All electrify. =D
    Until those annoying Gorge's and their bilebomb's come.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You're right. We probably won't have the res to put turrets becuase we'd all save up for HA because we're afraid of losing our expensive weapons because they won't drop upon death right? (whew long sentence)

    darnit I really hope that the arms lab and JumpPack won't become obsolete in 2.0 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> At least Bilebomb is arced now I hear. I also hear that aliens are kicking arse in playtesting.
  • SaJLenSSaJLenS Join Date: 2003-07-13 Member: 18132Members
    Kick **** you say? Well... **** <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> That will make it even more interesting playing marine.. as if the aliens aren't superior enough at this moment when those damn fades present themselves <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
    lol hmm well i wouldnt do that on every rez cos u waste rez doing that
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