Electro Turrets
Cheese
Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
<div class="IPBDescription">stay alive damned turrets</div> i found out that turrets, placed very near to a restower will live much longer.
my problem with turrets is normally that a skulk can take them down till he dies. to prevent that i placed them near the electrorestower. so fades will get more damage and they have to decide if they want to waste their time for the restower or for the turrets (the have to regenerate)
with a phasegate beside it my rines have usually enough time to get through till the restower/tf is down if a fade attacks.
my problem with turrets is normally that a skulk can take them down till he dies. to prevent that i placed them near the electrorestower. so fades will get more damage and they have to decide if they want to waste their time for the restower or for the turrets (the have to regenerate)
with a phasegate beside it my rines have usually enough time to get through till the restower/tf is down if a fade attacks.
Comments
if you are gonna siege a hive and got some spare res, you can also do the following:
whack a tf down, pg next to it. advance tf first, after its done build sieges around empty space next to tf. then your entire outpost is basically defended by electricity
then again, it wont help much against fade/onos
Basically, turrets need a lot of room to be effective, and the TF should be in the open to receive plenty of turret cover if it's not electrified. If stuff is going to be squished together, you might as well use electricity for its lack of blind spots and its ability to hit multiple targets. It's not much use against fades/onos, but never estimate the skulk! Fades/onoses go down a lot easier if your troops don't have to worry about anklebiters.
-Red
yeah never let your marines do the job if electro can do it. i totally agree. most of the time the rines have too much to do with armory humping than to go through the pg.
-Red <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
haha! I'd laugh my **** off if I saw that. It had damn well better be effective, considering it costs the same as a TF and 10 turrets <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
if u are sieging STAY THE THE TF/PG! dont leave it and ur commander will <3 you andgive you all the equipment you want, well i would <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
No way! NS really needs to reward the commander for his hard work, and keep skulks from sneaking in and taking it out:
<img src='http://members.shaw.ca/bradleyjd/commchairvulture.JPG' border='0' alt='user posted image'>
Then the comm could <i>really</i> lead his marines into battle.
"OMG U n00bs C4n7 3ven 7ak3 0ut @ CC! LOLZ!!"
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Not really. I was in a game a while back and we decided to do a CC rush. We all gathered outside of marine spawn, rushed in and touched nothing but the Commandchair: That's about 8-10 skulks all munching on the CC... It was dead within moments. The comm didn't even have time to drop another one, or he just thought that it was a single n00b skulk trying to take it down or something. Either way, we achevied an instant victory, and the rines died a slow and painful death. It was quite good payback for when the marines get a heavy train and the aliens can't do a thing about it. =P
As for phasegates doing damage, there really is no need. They supply constant marines anyway.
And lol at Phoenix. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Very well, but mines are still just as good if not better...
Mines give res for kills now, but all projectile weapons (including parasite) can take them out. Mines have 30 HP.
Very well, but mines are still just as good if not better...
Mines give res for kills now, but all projectile weapons (including parasite) can take them out. Mines have 30 HP. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Oo. thats only 3 parasites. if theyre so easily to destroy, are you sure theyre still good? (just curious)