Why The Hate

SigafooSigafoo Join Date: 2004-04-16 Member: 27966Members
edited April 2004 in Frontiersmen Strategy
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

  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    well, one view is that skulk rush is not common and a better long term strategy is to send out a train of marines to cap res. The first minutes are strategically <b>precious </b> to marines and they don't want to be standing around building in base when they could be building up res. Maybe thats where the rage comes from. . . then again, maybe not.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    Yea, if marines spend more time than it takes to make an IP and an armory in MS, chances are, they will not win.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    the tf and 2 turrets are a waste of res. Your marines are there to protect base. If they cant handle that then you lost already and a tf and 2 turrets wouldnt help anyanys. Also that tf cant stop more then 2-3 skulks because the turrets cant kill them all.
  • SigafooSigafoo Join Date: 2004-04-16 Member: 27966Members
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    You probably shouldn't use any defenses except maybe mines, but if you insist on a tf, electrifying it would work better. There are no blind spots, it will deal out the same or more damage to any aliens that are actually a threat, it only costs 10 more res, and it uses up less time for marines to build. Of course, that much base defense at the beginning is expensive, and probably isn't a good idea. Mines, along with the occasional welder, should be enough.
  • hidden_snperhidden_snper Join Date: 2004-03-18 Member: 27412Members
    tf is is useless cause skulk rushes are so rare. I always send everyone out to cap the nearest 3 res while i build ip and armory. this way you save a lotta time and have a bunch of res for shotty rush after that.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Just keep in mind, the best defense if a good offense. Turrets wont always keep your base safe, upgraded marines will. Spend the res on an arms lab + armor1 instead of turrets.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    The only way to win as marines is to be AGGRESSIVE. That's why they're yelling at you. In ns, the best defense is a strong offense. You have to pressure their hives and take down their rts. The early defense is the marines building. Mines work nicely after that against skulks, as long as the marine you give them to knows where to put them. There's a lot of threads on mines in this forum.

    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.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    On the contrary, it is when you are attacking the hive in which fades and onoses and various skulks are most likely to appear.

    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.
  • CheMiCaLCheMiCaL Join Date: 2004-03-20 Member: 27452Members
    Funny thing when ppl say skulk rushes are rare. They happen so often in servers I play on.

    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.
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    Generally I place 2 ips and an armory straight up, 2 mine packs (which I tell the grunts to place on and around the infantry portals - usually they listen) and i send people off to get res nodes. As soon as I have about 3 res nodes I'll get an arms lab and upgrade A1. About 3 or 4 mins into the game comes my next major decision: if by that stage I have at least half the nodes on the map, I'll place a tf at spawn and electrify the res nodes which are the hardest to send a squad to rescue them (usually the ones farthest from spawn). If I'm low on res nodes at this stage of the game then personally I think you're on a downward spiral unless you can deny the aliens rfk and take down more resource nodes. Having a team who can shoot + med spams helps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I've been using catpacks a lot lately too.

    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-->
  • SigafooSigafoo Join Date: 2004-04-16 Member: 27966Members
    I think sentries are great things to hold things for when people aren't there. Because at base people are spawning constantly. So the chances that people a skulk can do more then delay is rare, but to hold a hive. It's a good idea to have a TF with sentries. Since by the time you start to hold a hive you have a good amount of res. coming in. Because any time i'm an alien (which i tend to be a skulk or ono's.) If they have sentries up, i tend to stay clear of that place.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    IP, ARMORY, ARMS LAB(UPGRADES), CAP RTS, DROP MEDPACKS, OBS, PHASE TECH, PHASE GATE AT BUILDING HIVE, WIN.

    that's what all the cool kids do!
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    edited April 2004
    Thing is that once aliens have 2 hives, a single carapace fade can take down a turret farm (elec'd tf or not) if there's no phase gate or marines nearby, and if there are, they can blink in/out and repeat. Metabolize is your friend <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    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.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    Turets are quite expensive and do not provide very much power. It is actually possible for 1 skulk with upgrades to take down 1 turret, that means that 2 smart skulks could take out your whole base. That is assuming you don't leave a blind spot in which case 1 smart skulk can ruin it all.


    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.
  • PilgrimPilgrim Join Date: 2004-02-18 Member: 26678Members
    i used to build a tf and two turrets at base that was before i realised how lvl 1 armor rines owns skulks

    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
  • maverick651maverick651 Join Date: 2003-08-21 Member: 20065Members
    Turrets seem like more of a supplement to marine gunfire. They aren't there to defend the map, they are there to delay an attack long enough for marines to come in and clean up the mess. Thats my opinion, and it seems when they are used like that, the game goes smoothly for the marines.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    2 turrets can be killed by 3 skulks. They also dont cover the whole base and thats 35 res. Thats almost an arms lab and armor level 1, which is far superior. Also, I am anti rt elec. Have the marines kill all skulks and you wont have to worry. The more upgrades they have the better chance this will happen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Skulks cant kill your base if you have an elecyd tf in the middle. If you do elec then the skulks have no chance of taking those turrets. MOstly ill just put one or turrets down. Most aliens will just give up, and if they rush then there going to find they have marines beaconing back or a serious hive shortage.
    Serioulsy the best tactic to stop them taking your base is to be constalty pounding their rts and hives.
  • moskiittomoskiitto Join Date: 2003-12-18 Member: 24504Members
    edited April 2004
    I had great time once, 10 vs 10, when marines were just owning us, I was **** and just was going here and there (we had only one hive and marinetrain coming with hmg's, didnt have any has or jps) I just went to MB, they didn't have any defences. Well then, I just went there, destroyed pg, then commander came from CC, killed him, two more skulks came and...^_^ Ah, it was so much fun~

    Actually I think it depends of the location where MB is. Turrets can be good, you know.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    An elec tf is far better and can stop skulks from attacking 4 structures if placed right. So ip, armory, arms lab, and cc. However, thats 45 res at the start, so that is equal to an arms lab with armor 1. Armor 1 will keep your troops alive givign the aliens less res and you more from kills. Since they are out in the map longer they will control more of it. Screw base defense. Put the ip as far away from cc as possible. If they attack cc you can wait for somone to spawn. If they attack ip you can tell your team and as somone is respawning jump out so it is 2v1. Then of course for the large attacks you can beacon jump out save the ob die and then beacon will work and you are alive again.
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