Ok, Turrets Of Love...and..what Do You Do About...

KinKKinK Join Date: 2002-11-05 Member: 7169Members
<div class="IPBDescription">this....</div> Ok, as we know. Taking out a turret factory deactivates the turrets. Marines now build turrets around the factory (I like to use the favctory itself as a shield). Or they atr least build a few turrets so ALL sides are covered. Then they build a second turret factory. Then cover that one from all sides. Then a siege cannon.


So, you cannot build there as the siege kills it and the gorge. You cannot hude and take out the factories. You cant take them out via range as 2 marines with welders can keep the factories up indefinately against just about anything.


Not the best part is, they build these in our hive sites EXTREMELY fast. I mean by the time our gorge had enuff for 1 hive,t he other was defended like this. We owned most of the resources too. The problem is, its possible to make an area totally impossible tot ake as aliens and all the need do is take a few key points this way (a gfew chokepts on some maps, and hives) and altho they cant take us too easily, we always just come up to a total wall. Even if we take it, 2 marines in HA with nades/shotties/HMGs can get it up and running again FAST, and I mean it takes 2mins for it to be back up.


So, any advice? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

Comments

  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Ive not had a problem taking down factories at all actually... acid rocket now does more than enough damage to take out the factory.. plus anyone that heals it will get hit by splash.
  • sojornsojorn Join Date: 2002-11-03 Member: 6177Members
    Fades + Lerks are pretty damn effective. If they turreted up that much, chances are they don't have the RP for GL + HA just yet. Perhaps in a larger game, or if you give them too much time they might, but you'll most likely have to press the combo as soon as possible, otherwise, the heavy stuff will make the scene and you're screwed.

    More players means less time before GLs + HAs show up, even after extreme turreting.
  • KinKKinK Join Date: 2002-11-05 Member: 7169Members
    edited November 2002
    to be honest, i think this server didnt have the patch, so the mariens had TONS of resources. I did take out turrets at least 3 times, and once cleared a room, but then all theyd di was build the same set up in their base =(

    Truth be told, if I could have gotten more than 1 other person to help me it would have been more possible, albet still very very hard. I had a team of Rambo Aliens who just liked to solo =(. Im usually a gorge for at least 50% of a map, and I like to think I build pretty well =). Heck I was 20/0 at one pt as a gorge =) Nothing like having tons of webs atop a ladder with 3offence towers behind em. Poor marines didnt know what hit em =).
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    After the 1.01 patch came out i dont think its hard at all to take out a marine expansion. And if the alien team do what they should do in the begining (1-2 gorge, the rest skulk/lerk and attack everyone that moves outside their base), its very hard for the marines to get a good defence up in a hive.

    When they turns to the structure to start building it, just jump down from your hidingspot up the roof and bite him to death, go back up to the roof and wait for the next marine to come and build.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited November 2002
    Really, the patch didn't change all that much. Sentry turrets are just as deadly as before. Fades have been buffered somewhat, but they're not ore than 10% more effective than they were before. The best thing for the aliens here is some slightly reduiced marine damage and slightly higher turret costs. The major alien advantage we saw is just people learning how to play the game.

    Along that vein, effective means of handling hives depends on how many hives you have.

    1 Hive: Your screwed. Sorry, aliens with 1 hive are nothing but cannon fodder for turrets. Your best bet is to go in with a gorge healing front line skulks or do skulk suicide attacks on the turrets, but they will only work against small numbers of turrets.

    2 or 3 Hives: Use umbra to blunt the turret's effectiveness while your team members eliminate the turrets at close range. While fade rocket and bile bombs work, but much slower than walking up and whacking them under the protective of umbra. Rush and kill any marines you see ASAP or they'll grenade you to death.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Skulks need to distract the marines while the gorges build resource chambers, defence chambers, offence chambers, and hives. This way the aliens can get a foothold on most of the map. Maybe even stop the marines completely from leaving the base and getting more nozels. So when they have more hives and alot resources you can easily destroy those higly defended Turret factorys. Then clear that area out so you can build what you want.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    Yes, but you can't rely on the tactic of using gorges to build footholds for one big reason:

    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    remember, if there are marines at that particular expansion in your hive, try attacking and destroying another expansion to cut off their resourses. The game isn't just about hives. If you can kill their resourse nodes and build up your own bases there, then you will be facing standerd marine with LMG and no welder (well, maybe a welder) and that's a lot easier to kill.

    Upgraded fades along with lerks are very powerful turret killers. The fade rushes in and draws fire and sits right next to a turret and starts wacking away, the lerk jumps in while the fade is being attacked and then uses umbra, this makes them both almost invincible for a while. If needed the fade can *blink* in to avoid the extra dammage taken while getting to the turret and that allows them to stay even longer.

    Umbra+acid rocket+spikes (whatever that lerk attack is) is a GREAT combo that 2 people can pull off that takes out a turret in NO time.

    Simply have the lerk pop out and activate umbra, then the fade jumps out and they both attack with acid rocket/spikes until the umbra is gone. Usually they can take down 1 turret and and dammage another, rince and repeat. This takes down a whole forest in about 1 minute. w00t!
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    I would say hold of on the lerk using spikes.. just drains his energy and he cant recast umbra immedatly
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    Even when there are 3 or 4 turrets around a turret factory, usualy, if one of those turrets dies, it leaves a weak spot that you can hide in and kill teh factory

    and it only takes 1 fade or 2 (ie with a TEAM MATE) other monsters to kill it before it kills you both... or just 1 monster of ANY kind and a lerk with umbra.
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    <!--QuoteBegin--Tabris+Nov 8 2002, 11:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tabris @ Nov 8 2002, 11:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would say hold of on the lerk using spikes.. just drains his energy and he cant recast umbra immedatly<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    true, an extra lerk or fade thrown in makes the process even faster!
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