Why The Hate
Sigafoo
Join Date: 2004-04-16 Member: 27966Members
From my other thread I am a new commander. I'm just wondering why people hate when I put up a TF and 2 sentries in my base at the start. This is protect me from the annoying skulks that try to rush at the start. I could have someone put down mines, but those can be avoid, plus if they rush enough times they can get through. So is building sentries at the start really noob like?
Comments
The best comms usually don't have a very thick defense. Their defense is to attack. Fades don't have time to pester your base when their hive is under attack.
They just try to force you to beacon, what I do is just mine, and make sure I've equipped myself a HMG. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
But to the actual topic:
The problem with static defenses are is that they can only defend, not attack. And they aren't that strong, and they cost a lot of res.
The comms I play with are actually used to building TF first, even before IP or armory, some comms also delay building of armories so marines won't stay at base wasting time humping instead of heading to waypoints.
Electrifying TF is an option, but structures have to be crammed into the TF's elec radius for protection, and since the comm chair is already there, the TF must be built close to it.
What you waste on elec is the same as building 3 turrets, if they're well placed (no blind spots) I don't understand the huge disadvantage of 3 turrets compared to electrifying other than the waste of time building them.
My point is this: A lot of the time I don't even build a tf at all unless I'm in a position to siege, and it's VERY rare you'll even see me place a sentry turret, even at spawn. Personally I think they don't do enough damage for the 10 res. Note that I put down 2 ips straight away. The ability for your team to spawn in twice as fast (or close to 2 at once in any case) stops a skulk camping your one ip early-game (especially if it's mined up).
Mines and catpacks = underused, underrated.
Turrets = overused, overrated.
Just my opinion, feel free to rebutt <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
that's what all the cool kids do!
Agreed that mines aren't the solution for everything since they need to be constantly replenished, but seriously fades shouldn't be that scared of turrets if they're smart and can blink in, attack tf a bit, blink out, metabolize, wash, rinse, repeat. And oni... well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Regen onos I just laugh at turret farms. If you're really serious about setting up turrets, I'd suggest making two factories (possibly elec'd right next to each other). Makes it infinitely harder to take down a farm and will give you that extra bit of time you need to send in a jetpack hmg and say bye bye onos.
Edit: I'm not saying turrets are completely useless; they definitely have their place. But with my playing style I just prefer to stick with a more offensive strategy and use the mines as backup.
It is better to rely on marines to protect your base. Spend that res on upgrades and nodes so that your marines can be aggressive, if the aliens are busy scrambling to defend their own nodes and hive, your base will need less defense.
TBH i never got my base munched by one lonely skulk is group attacks u should fear and there is no way 2 turrets can stop them
Serioulsy the best tactic to stop them taking your base is to be constalty pounding their rts and hives.
Actually I think it depends of the location where MB is. Turrets can be good, you know.