Turrets Not Accurate Enough

RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
Its sad, when 1 OC can take out 1 or 2 unawares marines, when 3-4 turrets have trouble taking out 1 or 2 unawares skulks.

Why is this? The reason a lot of people turret farm is b/c its the only way to actually <i>hit</i> an alien, whether it be a skulk or an onos.

Does anyone else find this annoying/frustrating?
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Comments

  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    No.

    Automated defenses are not meant to defend areas all by their onesy, savy?
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Restrik+Jan 7 2004, 03:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 7 2004, 03:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its sad, when 1 OC can take out 1 or 2 unawares marines, when 3-4 turrets have trouble taking out 1 or 2 unawares skulks.

    Why is this? The reason a lot of people turret farm is b/c its the only way to actually <i>hit</i> an alien, whether it be a skulk or an onos.

    Does anyone else find this annoying/frustrating? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Turrets are disturbingly accurate. You may not notice it, but if you're a celerity lerk, you'll still find yourself being shot down flying at top speed past them.

    It's the fact that they don't actually do enough damage. They're a deterrant. Don't ever rely on just turrets to guard an outpost or your base since your marines will always do FAR more damage.

    So basically, if you're commanding, set up a good phase network around the map to each of your outposts and by the time the turrets start firing you can have marines there to kick that kharaa arse.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Restrik+Jan 7 2004, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 7 2004, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its sad, when 1 OC can take out 1 or 2 unawares marines, when 3-4 turrets have trouble taking out 1 or 2 unawares skulks.

    Why is this? The reason a lot of people turret farm is b/c its the only way to actually <i>hit</i> an alien, whether it be a skulk or an onos.

    Does anyone else find this annoying/frustrating? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Learn to aim...
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    turrets are 100% accurate, as far as ive heard there insta hits, so no way innacuracy could be acheieved
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Isn't it the other way around? Sure, if you don't know the OC(s) are there, then you'll probably get hit - but they won't kill you straight off. You can retreat to a corner and blow the shinooey out of it/them with just an LMG.

    While 3 turrets won't stop a skulk rush, they do help marines there by whittling them down.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Destroyer+Jan 7 2004, 10:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Destroyer @ Jan 7 2004, 10:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> turrets are 100% accurate, as far as ive heard there insta hits, so no way innacuracy could be acheieved <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually, they aren't perfectly arcurate...

    - They only track at 90 degrees per second (which is insane, probably only 25% of gamers who can do that)
    - If you stand in front of the turrets, the bullets will hit you and not the alien.


    Other than that, they are basically aimbots.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Very weak aimbots...

    I must admit they arent there to do the work of the rine team. They are an early warning system and a delay in the aliens rampage.

    - RD
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Roger Dodger+Jan 7 2004, 10:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Jan 7 2004, 10:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Very weak aimbots... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They thing they can miss is a fade or skulk, and will track back on in 1 second.

    How is this weak?
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
    what i'm saying though, is if you have 2-3 OC's they will be more accurate, and hurt more, specially at the start of a game, where as 2-3 Turrets don't do nearly as much damage, and are easily dodgable
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Unless you're at a corner, in which case all a level 0 weapons LMG needs is enough ammo to take on OCs. Turrets aren't meant to be all that good - they're a deterrent. You'll need teamwork or, at the very least, regeneration and nearby cover to take the turrets down as a skulk.
  • SiliconSilicon Join Date: 2003-02-18 Member: 13683Members
    sounds like a post from a person who hasen't played 1.0x, because if you played 1.0x, you probably wouldn't be complaining of turret accuracy ;p unless you are one of those persons who think turrets should replace marines, which is totally a wrong way to think.
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
    No, i don't think turrets should replace marines, and yes i have played 1.x but, as it stands now, you can not effectivly repulse a 2-3 skulk assault group w/ 3-4 turrest as would 3-4 oc's
  • DEADspartanDEADspartan Join Date: 2003-06-30 Member: 17821Members
    They are a derterant, the only way to 99% guarntee that an outpost will be safe from all but 5 onos is to put as many turrets as possible, and about 3-4 electrified turret factories, and they are plenty accurate. So to make them more accurate and more damage is ludicris, because then there would be no way for a group of skulks to take the turret factory and the turrets out, where as now with teamwork they can if no marines come to intervene.

    -spartan
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    2-3 marines utterly destroy 3-4 OCs, 2-3 skulks worry about dying when they try to get the turrets. Because marines have ranged weapons and can just lame around a corner where the OCs can't hit them, but they can hit the OCs.
  • DEADspartanDEADspartan Join Date: 2003-06-30 Member: 17821Members
    edited January 2004
    yes but, that requires teamwork by the commander (for ammo purposes) and at least 3 marines if they have level 0 weapons to kill a few OCs if they want to kill them before a skulk or two shows up to assist the OCs in disposing of the nuisense (spelling?). The same with Khara, they need to work together to take out a TF and turrets whether it be a fade and 3 skulks, or 5 skulks, they have to work together to take out the turrets. And what about acid rockets, even though fades only get that when they have the 3rd hive, but, they can still take them out. To take out offensive/defensive structures, you have to work together. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    I think a better point to make is that OCs can be used to literally block off marines from ever leaving their base, where as turrets in no way have that capability, 3 OCs make it literally imposible for marines to move through a door, and aliens dont have to be there at all. Even 4 turrets on the otherhand cannot prevent aliens from escaping through a door and therefore from a marine assult, allowing them to counter attack. I think that this is where the weekness comes from. Even teams of 4 marines (LA&LMG) with some upgrades cannot take down OCs it just doesnt work.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    <!--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-->
    3 OCs make it literally imposible for marines to move through a door,
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Must be a joke. LMGs can snipe OCs with ease, and a shotty is just as good. Unless you're mad enough to bunny up and down right in front of the OC and use a knife, but if you do that then nothing will help you.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    O_o

    if you are on alien, and the rine comm puts turrets inside powersilo on ns_nothing, you will get minched down even if you just zoof over the top to release spores. im talking experience here <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    if anythings not accurate enough its OCs
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    Turrets not accurate enough? That's odd, because they track and kill celerity leaping skulks without fail.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    <!--QuoteBegin--Forlorn+Jan 7 2004, 10:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 7 2004, 10:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Roger Dodger+Jan 7 2004, 10:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Jan 7 2004, 10:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Very weak aimbots... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They thing they can miss is a fade or skulk, and will track back on in 1 second.

    How is this weak? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They dont deal excessive amounts of damage, an onos takes half damage from them anyway, 1 turret versus 1 regen skulk = no challenge, easily distracted (eg: larger lifeforms take the blows, smaller ones do the damage or ocs).

    Thats why i consider them weak, not their tracking ability.

    - RD
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Lets see... skulk regen L3 gives you 7.5 points every 2 seconds... turrets do 10 dmg more than once every second...
    In short, the skulk would have to bite quickly, or have other support. Or the turret be completely alone of course, but that never happens except when it doesn't matter.
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    <!--QuoteBegin--Align+Jan 7 2004, 03:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jan 7 2004, 03:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lets see... skulk regen L3 gives you 7.5 points every 2 seconds... turrets do 10 dmg more than once every second...
    In short, the skulk would have to bite quickly, or have other support. Or the turret be completely alone of course, but that never happens except when it doesn't matter. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You could circlestrafe the turret to diminish the number of hits taken, as it can turn 90° per second (as said earlier), problem are the OTHER turrets :|
  • ExtremeExtreme Join Date: 2003-12-10 Member: 24225Members
    The thing that makes it seem that ocs are more accurate/stronger is the fact that marines are slow. Skulks can leap, or run by turrents faster than marines can run by ocs. I personally think that both are good as they stand.
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    Marines and skulks are faster in 3.0

    Although I havent tried much regular NS. Lemmy go check.
  • ethTheMedic1ethTheMedic1 Join Date: 2003-12-30 Member: 24868Members
    <!--QuoteBegin--Restrik+Jan 7 2004, 12:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 7 2004, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, i don't think turrets should replace marines, and yes i have played 1.x but, as it stands now, you can not effectivly repulse a 2-3 skulk assault group w/ 3-4 turrest as would 3-4 oc's <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    have you actually played 1.x?

    the turrets were horrible, you never ever built them. I like that.

    Now there noob weapons, super accurate.

    there damage is "meh" but you dotn have a limit on them, and you can make a 30 turret; turret farm.

    Oc isnt that accurate, but the damage is nice.

    Dont whine about turret effectiveness.

    well.


    also you said that 3-4 turrets didnt equal 3-4 OC's

    Well the fact is, OC can be placed anywhere, but theres a LIMIT on them.

    3-4 turret isnt SUPPOSED to equal OC's

    there DIFFERENT.

    I can place mounds and mounds of turrets, and obstruct paths, and if ones not gonna hit you, the other one will.


    Really, this post made me laugh when I saw it. I thought "What the.......these turrets are amazingly accurate, has this guy played 1.0, the land of crap turrets"

    anywyas, turrets are supposed to be defenses, but defenses arnt 100% accurate, or else how would anyone get in?
  • WeltschmerzWeltschmerz Join Date: 2003-09-03 Member: 20538Members
    I like playing against bots. There's a cool server (Anomalous NS?) out there, that runs Bots on Siege007. This is an EXCELLENT chance for new comms to run up the tech tree, unmolested for 5 minutes. Problem is, the Server tends to freeze up once enough 'rines or turrets are on the map...

    Anyway, when the bot skulks do finally start coming, I sometimes hop out of the CC to watch them. Since I've usually TF'd the center platform, they try to get up on it, bite the turrets, run around the platform, dance, retreat, etc... sometimes it takes quite awhile indeed for, say, a dozen turrets to take down 3 or 4 skulks. Haven't timed it, but it's longer than I'd be comfortable with if I were down ON that platform. If the skulks weren't bots, they could probably get past the turrets pretty swiftly considering the layout of that room.

    So don't depend on turrets to actually kill ANYthing, or stop a determined kharaa rush of any number or advanced evolution. It's nice when they do, but usually a turret farm is just a speedbump... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--Forlorn+Jan 7 2004, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 7 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Restrik+Jan 7 2004, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 7 2004, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its sad, when 1 OC can take out 1 or 2 unawares marines, when 3-4 turrets have trouble taking out 1 or 2 unawares skulks.

    Why is this?  The reason a lot of people turret farm is b/c its the only way to actually <i>hit</i> an alien, whether it be a skulk or an onos.

    Does anyone else find this annoying/frustrating? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Learn to aim... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Then people wouldnt be able to complain about things!
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Firewater+Jan 7 2004, 05:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firewater @ Jan 7 2004, 05:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Jan 7 2004, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 7 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Restrik+Jan 7 2004, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 7 2004, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its sad, when 1 OC can take out 1 or 2 unawares marines, when 3-4 turrets have trouble taking out 1 or 2 unawares skulks.

    Why is this?  The reason a lot of people turret farm is b/c its the only way to actually <i>hit</i> an alien, whether it be a skulk or an onos.

    Does anyone else find this annoying/frustrating? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Learn to aim... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Then people wouldnt be able to complain about things! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually, if everyone could aim I'd bet you'd hear how the aliens are so weak, not the marines. So there still would be complaining.
  • ethTheMedic1ethTheMedic1 Join Date: 2003-12-30 Member: 24868Members
    <!--QuoteBegin--Weltschmerz+Jan 7 2004, 05:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Weltschmerz @ Jan 7 2004, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like playing against bots. There's a cool server (Anomalous NS?) out there, that runs Bots on Siege007. This is an EXCELLENT chance for new comms to run up the tech tree, unmolested for 5 minutes. Problem is, the Server tends to freeze up once enough 'rines or turrets are on the map...

    Anyway, when the bot skulks do finally start coming, I sometimes hop out of the CC to watch them. Since I've usually TF'd the center platform, they try to get up on it, bite the turrets, run around the platform, dance, retreat, etc... sometimes it takes quite awhile indeed for, say, a dozen turrets to take down 3 or 4 skulks. Haven't timed it, but it's longer than I'd be comfortable with if I were down ON that platform. If the skulks weren't bots, they could probably get past the turrets pretty swiftly considering the layout of that room.

    So don't depend on turrets to actually kill ANYthing, or stop a determined kharaa rush of any number or advanced evolution. It's nice when they do, but usually a turret farm is just a speedbump... <!--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-->
    Called the undefendable room for a reason <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    currently the only real use for the turret is to surround a sieging base excessively, and maby early warning at your base ("sentry firing"). I can't say I would hate it if turrets were beefed up a little, currently, if there isnt a marine to back them up, they cant even stop a skulk from taking down even the biggest of bases. unlike the alien OC, which a small WOL is almost compleate area denile to all but the most dedicated of forces.
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