Limit On Building Chambers?

ParhelionParhelion Join Date: 2003-05-29 Member: 16821Members, NS1 Playtester
Is there a limit to the number of chambers (specifically, D/M/S) that I can build in a particular area or map in general? I seem to “run out” of chambers after I’ve plonked a few down – I’ll hear a building noise, but nothing appears.

I’ve heard that there might be a limit of 8, but I wouldn’t mind some confirmation <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Thanks.

Comments

  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
  • DSSG_NitroDSSG_Nitro Join Date: 2002-12-01 Member: 10344Members
    yeah and its *** that there is no turrets limit.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited August 2003
    There is a turret limit, or more of a general marine building limit. In total, you can only have about 30 marine structures taking up the area of about the top of NS command missle.
    Yes, 30 is a bit high, but factor in what most outposts that go near this limit should probably have.
    first, a tf. 29. a pg. 28. an obs 27. an armory 26. a resnode 25. sieges 24-19.
    Then you have the turrets themselves.
    Anyways.. If you team works together with multipul classes, you can usually take down a turret farm, no matter how large.
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    Depends on where the TF is...

    one major culprit spot is Western Skylights on ns_veil. If they put the TF in the back and a 'wall' of turrets in front, as well as ha/hmgs with welders, even an equal number of carapace onos can't get through. I was playing 6v6 and when we aliens were winning, that is what it came down to... it was so frustrating, as 6 onos couldn't even take out all the turrets, let alone all the marines.
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    i agree with the turret spam.

    in places like hera reception, onos have to climb over the turrets, climb up the stairs (which probably have turrets on them) climb over the console (which has turrets on it), and then go around the res tower (which is electrified) to get to the tf (which is electrified). by this time you have either died or redeemed.

    same thing in the marine start in eclipse. anything that can't climb or fly has to go all the way across the room to the stairs, past the line of 15,000 turrets that the marines have barricaded themselves in with.

    this is bad especially since aliens don't have anything to counter them with. marines always had gl/siege against WoL's.

    i suggest a maximum of 8 turrets per tf, if that. if you can't defend a position with 8 turrets and an electrified tf and res tower, you need to rethink your strategy.

    you know its gotten out of hand when your own team can't get past the turrets and out of the base in under 30 seconds.
  • DebonairDebonair Join Date: 2002-12-02 Member: 10399Members
    uhmm, if were talking about turret spamming and strategy, shouldn't this be in the marine thread. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> We want to know chamber specific limits :-)
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I'm pretty sure it's 8.

    You don't hit the limit often for anything other than OCs.
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