Speed And Accuracy Of Turrets
StoatBringer
Join Date: 2003-06-09 Member: 17144Members, Constellation
I know that the marine turrets needed improving a little from 1.04, as it was quite possible for a skulk to run through a turret farm and hardly take any damage at all. Now, however, it seems to have gone too far the other way. Turrets can lock on to you and shoot in a fraction of a second, making them extremely deadly.
The other day I tried leaping past some turrets and was shot down in mid-air. Being able to take down a skulk in mid-leap seems a little *too* accurate for a turret. Now they seem to be just automated aimbots.
The other day I tried leaping past some turrets and was shot down in mid-air. Being able to take down a skulk in mid-leap seems a little *too* accurate for a turret. Now they seem to be just automated aimbots.
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Comments
Now you can really use them to defend something.
And have you ever tryed to dodge offence chamber spikes in 2.0? They are extremely accurate too.
<ul>
<li>Lerk Spike
<li>Gorge Spit
<li>Bilebomb
<li>Onos Gore
<li>Fade Acidrocket
</ul>
Now these all work, they might not necessarily work faster than others, but they all work.
Onos: great damage yeah, but one volloy from 20 turrets and its dead (and since they all hit nearly at once there will be no redemption for you!
Gorge bile bombs: my turrets out range you, will kill you as soon as they have line of sight and the mariens welding can shower all day in your bile with out taking a scratch.
Lerk spike: a counter only if my team takes a 2 hour break, thats how long it will take you to do any real damage.
Gorge spit: see above
Fade acid bomb: LOL not only will it take forever to do real damage but you going to get killed doing it, and the 1st time you lose your retardo 1.x shadow of its former self you wont be back for more.
All in all the only counter to fodder farms are to make sure they never happen, which basicly was the shallow retort back in the day of 1.4 to jet pak rushes...
<ul>
<li>Lerk Spike
<li>Gorge Spit
<li>Bilebomb
<li>Onos Gore
<li>Fade Acidrocket
</ul>
Now these all work, they might not necessarily work faster than others, but they all work. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--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--><li>Lerk Spike<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> GL (or just a lvl3 LMG/pistol) vs Lerk spike = ruled out
<!--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--><li>Gorge Spit
<li>Bilebomb<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I wont even go into spit, but Bilebomb aint good at nothing than taking down electric res (which noone uses), despite the intention. Trow any weapon vs bilebomb = any weapon will win, and they'll just weld the dmg up. I personally have never seen bilebomb make any difference in 2,0
<!--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--><li>Onos Gore<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Granted, a regen onos covered in umbra is lethal, but if the marines are there it's gg for the onos
<!--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--><li>Fade Acidrocket<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Wow, look at me, I can do 50 dmg and drain my stamina bar
It's amazing the NS dev team hasn't quite figured out that aliens suck so much that to counter ANY marine tactic they seem to need half their team organized in a gettysburg-like assault, and all the marines need to do to counter something is give someone a different gun.
I've seen very little organized alien assaults on turret farms, I'm sorry to say.
Play a few games and you might find that your reasoning is ompletely off-base (as well as your lashing out at an admin).
Oh well. This thread gonna be locked. And soon.
I've seen very little organized alien assaults on turret farms, I'm sorry to say. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Nemesis, you can't even get every marine working together 4 out of 5 times, why the hell do you think anyone would be capable of doing these "Have the lerk cover for the onos who carries gorges on his back. The gorges jump over the turrets and drop sensory chambers to hide the fades who come in and use metabolize to threaten the marines who are distracted and die when your skulk battalion comes through the vent and leap-kills anything."
<b>IT IS NOT GOING TO HAPPEN</b>
I've seen very little organized alien assaults on turret farms, I'm sorry to say. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Then, you should increase the basebreaking hive 3 capability, I mean, if the place is going down anyway, be it clan or pub. Why dont you increase the alien strenght at basebreaking so it will become <b>alittle</b> faster, especially since you've seen little alien assault
Edit, added content <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Happens all the time where I play, maybe you should find new servers.
Happens all the time where I play, maybe you should find new servers. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm immune to poison ivy, does that mean that I should build a big bonfire and burn poison ivy in it in the middle of a crowded plaza?
Just because YOU get these games doesn't mean 90% of every OTHER game plays exactly like yours. Otherwise, marines would only have a 10 bullet magazine because: "OMG I cna kill a skulkxx0r in 10 bulets! Redus it becuz if i cna everywon can!!!1!!1one"
These massively complex, rediculous, and absurd 'stratagies' everyone keeps proposing is only going to please some of the people all of the time.
All I know is, that rather than play the game for a bit and try to see the negatives of it for being a mostly team-oriented game and then slamming it for requiring a lil extra effort to coordinate assaults, the people we play with actually take the extra step, say 'ok, how're we going to get in there, what is going to make this work...', and we have fun with it and accomplish our goals. I'm sorry if somehow there was a split and we ended up playing two different games <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Marine teamplay isn't really teamplay at all.
Commander tells you what to do.
You do it.
Stick together in a group.
If you need something, ask the comm.
It's not really teamplay as it is 'Big Brother' with guns.
For example, these turret farms... Even with turrets being fairly cheap and quick to build, it still takes a chunk of res and time to build them up to the kind of unbeatable levels we're talking about... so why did the aliens not do something about it early on?
The only way it could be done quick enough is if a good few of the marine team was back doing the building... which means the team elsewhere is greatly weakened.
In the end, if it's really that bad, sensory chambers around the corner mean your team can happily go in, position yourselves to use whatever tactic you want, and attack, without being noticed until it's too late. Stick a defense with it too, if you can, and you've got yourself a pretty powerful spot for any alien to come back to. (IMO, the cloaking aspect of sensory still isn't being used to its full potential... see that vid elsewhere on the forum, where someone built a hive in a location that was heavily defended without being seen, for an example of what I'm on about.)
One thing I've noticed is that, if you're willing to take a hit, sensory allows you to build structures in direct LOS of turrets. You drop them, and the turrets will fire, preventing the cloaking from taking effect... but walk in front and attack, so you distract their attention for a few seconds, and the building will cloak, which makes for some interesting possibile counters. Imagine if, around that turret farm, are a whole bunch of carefully placed defense (and possibly movement) chambers?