Turret Farming

CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
<div class="IPBDescription">In relation to thread in beta forum</div> Umm just had to say that Sirus touched on the perfect solution to turret farming.

Make it so that you can have 4 turrets max. If you want more then click on the tf and upgrade to lvl1 (10 res)and have 4 more turrets. Upgrade again to lvl 2 (20 res) and have a total of 8 turrets. Upgrade lvl 3 (30 res) 12 turrets.

With a delay it stops the almost instant turret farming stopping any hope of a come back.

Only problem I can see is that comms might just build another TF to avoid the turret limit which just makes things worse. So it would have to eb setup to only allow 4 turrets per area.

Probably not enough time for this in 2.0 though. :/

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    make a global turret droping delay like a delay on dropping health.
  • Freyar_Hunter_MHXFreyar_Hunter_MHX Join Date: 2003-07-09 Member: 18044Members
    What are you thinking man? The marines have to pay for the turrets and everything. So it isn't like that they are for free. Inexpensive yes, but not free. Think though, they could use those resources on other things if available. I see turrets fine as they are. If there is room for it then there isn't a problem with placing it so long as you have the resources. It's just like the medpack spawning debate, It's perfectly fine, the marines still have to pay for it.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    They're 5 res now to promote use. I don't think overuse was the plan.
  • Freyar_Hunter_MHXFreyar_Hunter_MHX Join Date: 2003-07-09 Member: 18044Members
    Then make it slightly more expensive. Building the TF is expensive enough tough.
  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    Spending about 120 res on upgrading a tf alone isn't worth it when bilebomb = gg
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    :o forgot about bile bomb. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Bile bomb >>>>>>>>> turret farm.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    I can see your point I also hate the turret farmer especially when they rush that second hive that is still going up with turrets. "there siegeing it huh? gg marines"

    NS 2.0 will be so different I dont think you can really compare it to your expirience playing 1.04, lets jets wait and see what Flayra does.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    Turrets are weak and slow. They costs too much and also you must buil a tf. So if you want to limit turrets number, turrects becoame totally useless. <!--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--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Onos also destroys a lot of turrets too, as Gore do double damage on structures.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Turrets are good from keeping lonely skulks away, but fades and even lerks own them.
  • sTrYkErsTrYkEr Join Date: 2003-04-07 Member: 15280Members
    <!--QuoteBegin--ikir+Jul 21 2003, 07:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ikir @ Jul 21 2003, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Turrets are weak and slow. They costs too much and also you must buil a tf. So if you want to limit turrets number, turrects becoame totally useless. <!--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--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In the current build of 2.0 turrents only cost 5 res each. <!--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--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--Freyar Hunter (MHX)+Jul 20 2003, 07:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freyar Hunter (MHX) @ Jul 20 2003, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What are you thinking man? The marines have to pay for the turrets and everything. So it isn't like that they are for free. Inexpensive yes, but not free. Think though, they could use those resources on other things if available. I see turrets fine as they are. If there is room for it then there isn't a problem with placing it so long as you have the resources. It's just like the medpack spawning debate, It's perfectly fine, the marines still have to pay for it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    as the next progressive step in your own logic, there should be no build limits on chambers for aliens because they have to pay for them. The point of the PTs in the beta thread is that marines can farm so much that it's impossible to do anything about it. I know Draconis mentioned the double onos damage vs structures, but that doesn't help in games that were mentioned in which an onos lost 1/4 of his health the instant he walked into the room.

    I have my own reason for backing a turret limit in a certain area. I don't like the huge upgrade thing, I think it would be better to just have the regular TF support 8 turrets, and the advanced TF being able to support 4 more plus siege. I just want to point out what the Vets always say "static defenses weren't meant to be the end all." They almost always say that when related to kharaa. "If you don't have a lerk or 4 sitting on your hive to go along with the maxed out OCs around the hive, then you deserve to loose your hive." I propose that if you don't have a marine or 4 sitting around the locked down hive or marine start go go along with the turrets, you deserve to loose that base. The best way to do this without making turrets totally useless is to not nerf the turret itself, but rather nerf the number of deadly turrets you find in an area. I don't really see a con here. If I'm wrong, someone let me know.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    as mentioned, gorgie bile bomb = lots of dead turrets.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin--sTrYkEr+Jul 21 2003, 09:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sTrYkEr @ Jul 21 2003, 09:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ikir+Jul 21 2003, 07:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ikir @ Jul 21 2003, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Turrets are weak and slow. They costs too much and also you must buil a tf. So if you want to limit turrets number, turrects becoame totally useless. <!--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-->  <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    In the current build of 2.0 turrents only cost 5 res each. <!--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--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And also in 2.0, they are nor weak or slow. Infact they are quite deadly. (A PT said it, not me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    <!--QuoteBegin--Ahnteis+Jul 21 2003, 03:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jul 21 2003, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> as mentioned, gorgie bile bomb = lots of dead turrets. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You forget the range on Bile Bomb. It requires the gorge to get at least in range of the tf/turrets.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    edited July 2003
    and the fact that Bile Bomb is a 2 hive ability. There should be SOME way to break a 2 hive lockdown by marines. I mean, marines seem to be able to easily break a 2 hive "lockdown" by aliens from what I've been hearing. I know it's gotta be hard to balance it so that 1 hive is viable and 2 hive doesn't equal game end, and I think a logical turret max is a solution. I mean, as kharaa we've adapted to having to place our OCs in strategic locations instead of just spamming them everywhere, I think as marines we can do the same thing.

    (edit, clarified the "it" to "bile bomb")
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    edited July 2003
    I don't see the connection to Sience and Industry?
    I never really liked S&I, but I loved the Votes for the weps and hardwear!
    I think the T-Farming could be a problem in 2.0 making areas locked down until 2 hives go up. It would cost alot to do, so it wouldn't be done often, but maybe once its out on the 31st if a problem is found, go with this idea from Sheezy:

    <!--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-->I think it would be better to just have the regular TF support 8 turrets, and the advanced TF being able to support 4 more plus siege.  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    12 turrets is more than enough, for any area, if you need more, drop a second TF and then you have the added advantage of a redundant turret system, where if one TF goes down, you still have a second.

    besides T-Farms are only really good when you add a Phase gate to the area, that way, you can have a Hive or key locations locked down, and still be able to reenforce it at a moment notice!
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    haha, suggestions and ideas, not science and industry. I would have posted there, but my idea is just a play off of what savant and the rest already posted. I was just summing the ideas up into what I felt was the best possible soultion. It's intuitive, and like Majin said, 12 well placed turrets can EASILY lock down any area.

    that having been said, I don't support multiple TFs supporting more turrets, I think it should be a mixture between TF and area limitations. one area can only support x number of turrets, and the x is determined by the tf (reg or advanced). I would put no limitations on # of sieges, as I don't see a point.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    **BUMP**

    I still want to know everyone's thoughts, I feel it's unrighteous that this was off the first page due to "OMG THIS IS GUNA BEE LOKED SUN" thread.
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