Turrets In Main...

AngaDraugAngaDraug Join Date: 2003-02-27 Member: 14075Members
I remember that in 1.04 if was bad if the comm started building a TF early game in main, i've seen comm's ejected due too TF building. Now it seems that in all games that I've played as a 'rine TF is always placed and is always unquestioned. What happened?

Comments

  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    They got cheaper. And better.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    .. and you need a TF to electrify your buildings.
  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    Well, TF is a prereq for electrifying resnodes. So it's often customary for the commander to drop a TF in base and use turrets for base defense while the marines are off grabbing resnodes and electrifying them.
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    Yes, turrets are so effective and cheap now that they are a good choice for base, and the marines will no longer require that a someone guard the base anymore.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    Unless there is a hive-2 gorge outside the base bilebombing the turret defense.
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    <!--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-->Yes, turrets are so effective and cheap now that they are a good choice for base, and the marines will no longer require that a someone guard the base anymore<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hmmm turrets have thier uses but the fact of the matter is that in 2.0 u buy a TF at start to leccy your RTs now any half decent skulk knows thier is a bug were u can just eat them without getting hit, me for 1 as comm would rather upgrade the armoury to get GLs faster and the prto lab yes i risk loseing the base but with a good marine guard its not to big a risk well... till they get 2 hives anyway and them first few onos but by that time i hope to have HA and GLs/Shotty marines and have taken a hive its all about expansion and defending the places u have taken if not u just fall back to base and end up getting stuck thier nade spamming the doors till the aliens get thier act sorted and run u all down.
  • typicalskeletontypicalskeleton Join Date: 2003-02-25 Member: 14011Members
    Jasp.

    <a href='http://www.penny-arcade.com/view.php3?date=2002-10-11&res=l' target='_blank'>http://www.penny-arcade.com/view.php3?date...002-10-11&res=l</a>

    read it, please. and take to heart what it says.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Grimm+Aug 13 2003, 11:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grimm @ Aug 13 2003, 11:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unless there is a hive-2 gorge outside the base bilebombing the turret defense. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There won't be at the start of the game when you drop it. A TF and 3-4 turrets makes base defense much easier for a while, and you can concentrate your early game on expanding.

    A 1.04 TF + turrets cost almost twice as much as they do now. That much of an investment in base defense usually meant that you couldn't afford to build a res tower any time soon, and you quickly fell behind in the economy and lost.

    In 2.0, you can both defend and expand at the same time. There is little reason not to, unless you're doing a shotty rush or something.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin--matso42+Aug 13 2003, 11:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Aug 13 2003, 11:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> .. and you need a TF to electrify your buildings. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yeah. elec Nodes are great if you're trying to do a 2-hive lockdown... especially if you succeed. Especially if the aliens don't have movements.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    I think building TF in base RIGHT IN THE BEGINNING is bad. The beginning resources should be used to first build RT:s, securing them and THEN build TF to base. For example; rush to get the double res and build the first TF and turrets there. Like that you have 3 rt:s and all of them secured. After securing few res nodes, build TF and turrets to base. Ofcourse few rines will have to stay back and def the base from skulks.

    But it's important to build tf and turrets to base before aliens get onos/fades, because turrets are needed to defend against them
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I will only build a TF so I can get the RT elec upgrade.
    but if I build a TF, 4 turrets can't hurt anything.
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