Little Turret Bug (no Big Deal Just Funny)
Bacon_Bits
Join Date: 2002-02-05 Member: 167Members
<div class="IPBDescription">hehe</div> You know how if turret factories die the turrets power down aaround em? Well if the turret is started, factory is killed then the turret is finished then the turret stays active w/o a factory....
Also people say aliens suck or marines suck, I've found it's generally just people suck... whichever team I'm on from the begininng tends to win (not always but tends to) it's just that each team has it's stratagies that work... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Also people say aliens suck or marines suck, I've found it's generally just people suck... whichever team I'm on from the begininng tends to win (not always but tends to) it's just that each team has it's stratagies that work... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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Comments
Also people say aliens suck or marines suck, I've found it's generally just people suck... whichever team I'm on from the begininng tends to win (not always but tends to) it's just that each team has it's stratagies that work... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I notice this on a 1.01 server today..
Is this an exploitable bug too? could you drop the turret factory, have it built, drop the turrets, and then real quick recycle the factory before the turrets are finished? If so, needs fixing.
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
Drop the turret factory, have your marines finish it. Drop a bunch of turrets, recycle the factory, then have your marines finish the turrets.
And you have yourself a 1.0 base that the aliens won't enjoy taking out.
BUMP! For great justice. This needs fixing
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
I mostly play alien so, PLEASE fix soon.. <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Needs fixing ASAP. Too many "children" out there.
Drop the turret factory, have your marines finish it. Drop a bunch of turrets, recycle the factory, then have your marines finish the turrets.
And you have yourself a 1.0 base that the aliens won't enjoy taking out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
pshaw, turrets pose no threat to a skilled alien... any alien has a very viable method of taking them out, turret spam is no longer something I worry about.
skulk = super fast munching running strafing death.
gorge = super def. chamber spam with offensive chambers as well
lerk = umbra w/ spike, or just spike
fade = anything, literally any fade attack can be used to effectively destory turrets
onos = double-anything, though charge is the best.
edit: plus, you now have the added problem that you can't rebuild any turrets that are destroyed. A flawed strategy at best.