Turret destruction

TalionTalion Join Date: 2002-01-24 Member: 28Members
<div class="IPBDescription">How...</div>Here's something I've been wondering, what will be the standard method of turret destruction?

For the marines destroying alien turrets we have some idea, since the standard tactic is to use indirect weapons to destroy static emplacements.
The aliens on the other hand are trickier, do they have indirect weaponry? Do they have some way of sneaking up on turrets? Or do they rely on brute force to overwhelm turret defences?


  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Well, im guessing since most of the alien classes have at least one long ranged attack that they can just potshot the thing to ####, but im not sure, the 4th alien class can teleport distances, that prolly could gain ground on a turret and claw it to bits, or such, i think having the ability to SNEAK up on turrets would own, also, some aliens can cloak <!--emo&:)--><img src="" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    The cloaking thing only works if Bob is stationary.

    Otherwise, I'm betting that you either have to attack it with a higher level alien, or something. Like the teleporting thing. I'm almost -sure- a turret can't take down a Behemoth, and probably can only seriously injure an Assaulter/Fighter (class four). For all we know, the turrets take a bit to actually move and such, so quick changes of direction from side to side (such as the wallspringing Assaulter/Fighter) would make it unable to actually hit you.
  • MojoMojo Join Date: 2002-01-25 Member: 42Members, Retired Developer, NS1 Playtester, Contributor
    sounds really sweet, i can't wait to see some ingame footage of that turret in action.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I'm guessing the only way for level 1 aliens to take down a sentry turret is to attack it en masse. A level 3 alien could shoot it from a distance, and the level 4 alien can simply teleport past it. The level 5 alien would just walk up to it and smash it.

    The level 4 and level 5 aliens can only be taken down effectively by the automated siege turret, not the normal sentry turret. At least that's what I've been able to gather. As the aliens evolve the marines have to deploy better equipment to compensate.
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    well, if its a map with many vents and shafts, going a hallway with sentry's would be sheer folly...

    only n00bs wouls be THAT dumb
  • TalionTalion Join Date: 2002-01-24 Member: 28Members
    To rely on a map to find a weakness you can exploit is folly, because over time people are going to learn those types of tactics. That is why I'm speculating on what types of tactics are going to be utilised for those seemingly impenetrable defences.
    I think perhaps you might get a tactic where two aliena with a ranged weapon pop in and out of its view taking pot shots at it. Another would be the exploding Bob charge of course...
  • VeertjeVeertje Join Date: 2002-01-25 Member: 58Members
    man this all sounds really great, can wait to play <!--emo&:)--><img src="" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    hm... well, u can attack this way, a siege sentry in a narrow hallway, frontal attack with a behemoth that will draw fire from the suizidal bob.... KABOOM
  • neagneag Join Date: 2002-01-24 Member: 12Members
    Wasn't it so that the siege turret is good against larger aliens whit high damage shots.
    And the sentry turret works well against small aliens whit accuracy.
    This seams more tactical.

    Can turrets be repaired?
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    All great ideas you've made. The tactical aspects of turrets is a really fun thing for the commander, since he doesn't get to directly stick shotguns in the faces of critters. I'm personally fond of building turrets in pairs, with a siege and a sentry. That way the sentry handles the little fast buggers zipping around without its faster rate of fire, and the siege covers him when bigger aliens attack and are shrugging off the lower damage caused by the sentry.

    Lots of possibilities....
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Yes, turrets (along with all other buildings, including the commander station) can be repaired with the welder.  

     Talion, you're right about tactics.  Popping out and taking a shot or two at the turret, then ducking back once it tracks onto you, waiting a bit, then repeating, is a reliable (but slow) way to take out turrets.  I've done this with the level 3.  The distract-with-heavy-alien would also work well.

     Actually, the Automated Siege Cannon (pictured on readyroom.org this week) is especially good for groups of aliens, as it does splash damage.  A couple in a room could even stop a level 5 from running in I think.  But not multiple level 5s... <!--emo&:)--><img src="" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    OMG! There are THREE BEHEMOTHS inbound! And they've got- *static*
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Seems to me . . and Im kinda going back to what whatshisname said about repairing, Me thinks that repairing oughtta be like building it. If a marine wants to, he could stand behind the turret and repair it as a firefight rages. Kinda like (and I hate referencing other mods) team fortress turrets being repaired by engys. that way, we could have some nifty standoffs and the pleasure as a bob when you sink those oh so shiny claws into some punk marine as he desperately welds his turret together. <!--emo&:D--><img src="" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    That'll probably be exactly how it works. Would be cool if repairing it opened a GUI that you had to hit buttons in an exact order in a certain timelimit to repair it or you have to start over. With a new set of buttons. That'd be -really- cool. Like you were activating parts of the computer or something, and it's a delicate operation, so you have to do it very precisely... or somethin' like that.

    <!--emo&:)--><img src="" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    (Totally random thought, and it prolly will never happen.)
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    I like the way you think molecular, thats what I had in mind. Could add some cool button mashing as the marine frantically tries to keep the turret firing. Just for style they could even have to type "R-E-P-A-I-R" as fast as they could to heal it. Like 1 or 2 hit points per letter or maybe less. Could make all those hours spent in elementary school learning to type fast pay off.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Like the "Hacking" function in System Shock 2.

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