Sentry
Crotalus
Join Date: 2003-12-02 Member: 23871Members
<div class="IPBDescription">How many sentries</div> How many sentries do you need to hold a position? I've seen 15, 4, and everything in middle...
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Comments
Oh yeah how much dmg does the sentry do anyways?
Like Asal said:
<!--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 normally feel comfortable if a comm drops 3-5 about a TF, unless it's a seige location, or VERY important, in which as many as 8 is acceptable to me. (I don't comm, though)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
When you have commanded a bit or when you have played a bit more, you will get a feel for how many turrets you are going to need. Especially when you learn the maps: you know instictively which locations are going to come under alien attack more often etc.
Turret damage is minimal, but is increased with the arms lab upgrades. I'm afraid I only have the figures for NS 1. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
As far as I am concerned, the only turrets built should be 5 in rine start, a few at double, and 4-8 at hives. PGs are the key.
Res nodes should be elecd with a pg right beside them. Chances are a marine is never more than 20 meters from the PG network. However the more PGs you have the longer it takes a marine to find his way through to where he wants to be.
We need PhaseSelect!
When i do place them, however, it's usually locking down a hive, 4-5 turrets and a siege or two is sufficient, especially if you have a phase up there.
For a siege location that is amazing. Did the skulks eventually get it? One turret cannot cover a tf, and if the tf was not elecd, it should have stood no chance. A skulk with regen can take out a lvl2 turret by himself anyway.
Wow. Still, in most cases, more defense is necessary. It all depends on how many aliens are attacking, how many marines you can keep near a pg, and how clever the skulks are.
-------------------------T--------------------
-----------------------X--X-------------------
-------------------------X---------------------
---------------T----------------T--------------
Where the T's are turrets and the X's are your structures (IP's, TF, armoury, whatnot). This allows you to defend your base against early game skulks with a minimal amount of cost.
Electrify everything.
No TF? That makes for quite the impressive turret.... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I use turrets as a alarm system and keep the lone skulk honest.
See in say Eclipse Hive on ns_eclipse you need only 5 turrets really. But in The Great Viaduct Hive on ns_nothing having 12-20 turrets has never really been that much of a problem for aliens to deal with due to the size of the room.
I'd say for any location that needs turrets 6-8 is usually the way to go, but unless you have 12+ turrets its not really a farm. Heck an Onos with regen can usually take out a farm of 20 turrets if no marines are there to support the turrets. I've seen that happen a few times. =( 'Tis very disconcerting to put that much res in a room and have it all die in about 2 minutes when it was supposed to last like the whole game.
Anyways basically only put sentries in a hive or siege point (siege points need 4 turrets only to help counter skulks and gorges IMO) or base. Keep the number from 6-10 (8 is a good number, but not necessary if you only have 4 rts) and put the TF by the RT and the PG between the 2 with both electrified. Add in an obs (cause you always need more than one obs to siege one of the hives the aliens have. Damn OCs) and keep marines cycling through or ready to phase there at your command (I use threats of recycling. After 2 games of actually following through with my threat people started to listen. God im a ****.) and your pretty much set.
-Red
if you have a hive secured and a farm there, but can´t rally marines there through a pg when it´s under attack, you´ve lost the hive. the farm will at most slow the aliens down a little.
I find the most effective and cost effective means is to have a phase at important locations and one rine with a sg and welder patrolling the phase and listening for alien activity. The problem is finding a rine who wont run off with the sg.
- RD
Would you protect the pg with an elec'd TF though? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> This is actually quite sane, as the hitpoints for a pg are pitiful; a skulk can take one down wiht hardly pausing for energy at all.
Turrets no longer get bonuses from upgrades, and haven't since 2.0 iirc.