Sentry

CrotalusCrotalus 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...
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->

Comments

  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    you can't hold any position with sentries... You need marines that go regulary there and weld them for example... If the aliens decide to rush and you have only turrets there, you'll loose the position.
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    edited December 2003
    Yay I understand the welding part, but I could ethier put down 1 sentry or a bunch for welding. I view the sentry as a support thingy that does a menial dmg but just enough to help killing things easier, but I don't want to turret spam, or put up too few to be effective...

    Oh yeah how much dmg does the sentry do anyways?
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    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)
  • RiceyRicey Join Date: 2003-01-04 Member: 11822Members
    When i command(which is VERY VERY RARE) I don't drop more then 8(to me 9+ is farming).
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    edited December 2003
    I agree with Ricey, X > 8 is farming. There are some situations that warrant about 8, but really, <b>Promote Marine Awareness</b>, don't waste res on Turret Plantations that try to defend themselves. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • zerwalterzerwalter Join Date: 2003-08-05 Member: 19023Members, Constellation
    There is no set amount that you should use. You have to decide based on the position.

    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.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Agreed. 3 turrets and a pg is far better than 10 turrets.

    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!
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I rarely play with any. Electrify nodes and drop phases everywhere and keep your maines patrolling is a lower cost solution. Higher risk though, but if you can trust your marines, go for it.

    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.
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    Psh, I played a game last night where we held a siege location with one turret and a phase gate <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    !!
    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.
  • Fat_WangFat_Wang Join Date: 2003-08-31 Member: 20420Members
    its really not too hard. ive played a game where we had a tf, 0 turrets, 2 sieges, and a pg. we sieged da hive even tho their whole team threw themselves at us. how did we do it? simple: all u need r a few good men with shottys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Ah, but SGs easier to find then a few good men. I mean, Q-X is all it is...
  • ShzarShzar Join Date: 2003-09-21 Member: 21098Members, Constellation
    edited December 2003
    I think this is generally a good idea for early game:

    -------------------------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.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    0
    Electrify everything.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    <!--QuoteBegin--civman2+Dec 6 2003, 11:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (civman2 @ Dec 6 2003, 11:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Psh, I played a game last night where we held a siege location with one turret and a phase gate <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    I get annoyed when the comm puts down too many phase gates...it gets to be a .....problem if theres more than 3 pg's on a map.

    I use turrets as a alarm system and keep the lone skulk honest.
  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    I've played quite a few games of NS. I also know about 6 people who love to farm (honestley if your commanding with 8 rts at your disposal and your marines aren't being obedient and the aliens are annoying it is fairly entertaining to place 20 turrets in a room). What defines a farm is this: Do you have 3+ turrets more than is necessary to cover the entire room?

    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
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i haven´t commed a lot.. but i think that when building a location that´s supposed to be kept, like a hive, siege spot etc you shouldn´t rely on turrets. 3 or 4 will do fine. because they cost 10 res, right? 8 turrets, that´s 80 res. you only need 40 res. the other 40 is more useful on lvl3 weapons or shotties than 4 turrets. (the server´s size does not matter.)

    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.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    A rine with a shotty is quite often more effective than a turret, also if u lose the turret it cant be picked back up and a turret cant patrol like a rine with a sg can.

    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
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Unfortunately on pub games your lovely SG groups fragement in seconds, and then get munchied by a lone skulk. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    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.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    -Point of Clarification-

    Turrets no longer get bonuses from upgrades, and haven't since 2.0 iirc.
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