Khara Offensive Towers Too Weak?

RydogRydog Join Date: 2004-06-13 Member: 29290Members
i think the khara offensive towers do nothing to stop any marine. One marine can take down one tower and the only way you can stop one marine is if u have about 3 towers. Then if there are 3 marines it is impossible to stop them. i just think the marines have the really powerful turrets and siege turrets that skulks cant even get near while the khara have weak little towers that are expensive and useless. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->

Comments

  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Their purpose is to slow marines. Not stop them.
  • AveSatanasAveSatanas Join Date: 2004-06-04 Member: 29117Members
    Yea that's their purpose to slow down marines and If placed in key areas, your team can be prepared to go there, depending on the area.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    <!--QuoteBegin-CommunistWithAGun+Jun 13 2004, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jun 13 2004, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Their purpose is to slow marines. Not stop them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Then the marine's turret's job is to slow down the kharaa, not stop them, too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RydogRydog Join Date: 2004-06-13 Member: 29290Members
    but why do marines have something that can totally stop all skulk attacks while khara only have something that slows a group of 2 or 3 men. A group of 5or 6 say has no trouble ripping through 2 or 3 offensive towers.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Marine turrets require a turret factory, which represents a weak point, and are really quite fragile. A single gorge bilebombing can clear a room of turrets with ease, and an onos simply ignores them until it has killed the phase (if there is one). A fade can do the same. Besides, the aliens are marines are not meant to be perfectly equal. Both sides are different, and have different limitations.
  • Anakyn_SkywalkerAnakyn_Skywalker Join Date: 2004-06-12 Member: 29273Members
    you are forgeting about something, marines must place a turret factory in order to put some turrets. Maybe turrets hit harder, but the cost more res too. besides, i believe that aliens have the chance to became onos and detroy 20 turrets if they want to, but marines, no mater if having HA will die if trying to destroy 20 of those atacking turrtes.
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but why do marines have something that can totally stop all skulk attacks while khara only have something that slows a group of 2 or 3 men. A group of 5or 6 say has no trouble ripping through 2 or 3 offensive towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A group of 5 or 6 skulks has no trouble tearing down 2 or 3 turrets and the turret factory. I fail to see your point.
  • RydogRydog Join Date: 2004-06-13 Member: 29290Members
    yeah but untill there is a fade or onos or a second hive marines can move through the map freely if in groups, while the skulks cant. if a marine commander decides to block a passage way or get closer to the hive all he has to do is have 5 marines go to a location and set up a few turret then skulks cant go near the place. I've seen this alot of times in maps with double res, then marines rush the place and hold it for about 2 minutes then it is untouchable by the khara untill they get a fade or onos or secod hive, by that time the marines have such an avantage the game is over anyway.
  • RydogRydog Join Date: 2004-06-13 Member: 29290Members
    edited June 2004
    when have u only seen a comm put 2 or 3 turrets, they usually put down six or so because they are cheap. It is very very rare that the khara have extra res to spend on six offensive towers if any at all.
  • Anakyn_SkywalkerAnakyn_Skywalker Join Date: 2004-06-12 Member: 29273Members
    There something else, turrets have the disadvantage to be tied to the TF. Once the TF is destroyed turretts dont work any longer, so if the skulk or lerk concentrate in the TF then it is over. If you get one lerk to be able to fire to the TF in a few minutes all the turrets will stop working.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-Anakyn Skywalker+Jun 13 2004, 09:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anakyn Skywalker @ Jun 13 2004, 09:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There something else, turrets have the disadvantage to be tied to the TF. Once the TF is destroyed turretts dont work any longer, so if the skulk or lerk concentrate in the TF then it is over. If you get one lerk to be able to fire to the TF in a few minutes all the turrets will stop working. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you get one lerk able to fire at the TF, you're not playing 3.0
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    As someone already mentioned, you never come across a single turret (+tf) that would be pointless. A comm will usually put down 5+ turrets in order to cover the tf.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Plus, turrets kinda suck while OC's have their uses..
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    I wouldn't mind an increase in OC health and maybe a slight increase in damage.
  • TastyTasty Join Date: 2003-08-05 Member: 18988Members, Constellation
    edited June 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There something else, turrets have the disadvantage to be tied to the TF. Once the TF is destroyed turretts dont work any longer, so if the skulk or lerk concentrate in the TF then it is over. If you get one lerk to be able to fire to the TF in a few minutes all the turrets will stop working. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Except that Electricity on the nearby TF defends the entire area, and most alien life forms can only bite, bile-bomb being the main exception which is a 2hive weapon on the most vunerable alien.

    If OC's are only supposed to slow marines, then why not get rid of them and let the gorge place webs instead.

    The nerfs to the alien team, and the new weapons and abilities on the marine team have really sucked a lot of the fun out of classic ns, IMO.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    That surely wouldnt hurt anything, but he's right: OC's have a flexible advantage of being placed in spots you wouldnt normaly imagine, as well as on top of each other...
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Basically both OCs and turrets work in the same way. Both are annoyances on their own, but when players are actively fighting with the OCs or turrets they will dominate. This is one of the reasons hive lockdowns with turrets are easily destroyed most of the time, because the commander doesnt make use of the fact that turrets are there to assist marines, not the other way around. If he positions 1 to 2 marines in the locked down hive with the turrets, nothing is going to break through.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    OC's are turrets are not the same.


    OC's are almost always useful if you have the res to spare, while turrets are only good if they do not do D chambers first.
  • redScareredScare Join Date: 2004-05-18 Member: 28752Members
    First of all: If a comm starts the game by placing 6 turrets to defend the base, he has just lost the entire game 9 out of 10 times. Turrets and ocs are just useful in small numbers at the beginning of the game. And if by mid-game a comm builds 6turrets to lockdown a hive... its a waste of res. The firts fade to appear will have no problem to destroy the tf in 2 or 3 hit and run moves.

    The same goes for OCs. When I see a fellow gorge wasting res and more res in a stupid WoL that a nade launcher will easily destroy while we got just one hive... I usually quit from that server.

    Typicall WoL: 4-6ocs + 3dc + 1sc = 80-100 res. 1nade launcher:20 res.
    Turret farm: tf + 8t: 95? res. With that u can give sg to 9rines and take out lots of fades and onos.

    Anyway I would rise a bit the damage dealt by ocs. i dont like the fact that a 0/0 rine can just pass by an OC without taking any signifficant ammount of damage. But just a BIT. The idea is not to take down a group of HAs with a WoL <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Another option would be to double OCs damage against buildings. That would give the aliens a cheap "siege turret" and gorges wouldn't need to build 3ocs tu take down that elec rt.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin-Maveric+Jun 13 2004, 09:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Jun 13 2004, 09:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CommunistWithAGun+Jun 13 2004, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jun 13 2004, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Their purpose is to slow marines. Not stop them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Then the marine's turret's job is to slow down the kharaa, not stop them, too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well thats all they are good for if you haven't noticed...
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Regardless of res cost, point for point, the turret farm is MUCH cheaper - Give each team 5 res nodes... after 2 minutes will a gorge have enough res to chamber up several hives? Not really. Will the commander have enough to turret up all the hives, hell, he'll have enough to electrify all his nodes too.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    edited June 2004
    I love turrets becuase the onos has to jump over them to kill anything. My marines gleefully shoot the hell out of it or it flees with the realisation that it has no chance. Ok aliens get bilebomb which is very effective against turrets but one hive aliens don't stand a chance. If i dont have two hives ill be useing all my res going for upgrades and ha to hold onto one hive and as much res as possible.
    I wouldnt mind a 10 res oc actually giving some protection to a gorge though. Not ...ohh look its built two ocs , jump, spray, knife...wander off round the corner.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    TF + 4 turrets (regular) == lots of teamwork required to take down.

    5 OC's but no skulks == easy to take down by even 1 marine behind a corner, if they do not just run past them.

    That in the beginning of a game, with no ups at either side, and this is when the OC's are *relatively* useful. Once sg's and lv2 ups start popping out, they're worthless if forgotten even for a minute.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Marines and aliens are different.

    Informative++
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    edited June 2004
    Offense towers should do 25 damage instead of 20. I think the problem is marines do teamwork, aliens never. Thats why you don't see like 5-7 skulks taking down a tf and turrets much anymore. And you only see 2-5 marines taking down all the Offense chambers.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-CommunistWithAGun+Jun 13 2004, 09:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jun 13 2004, 09:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Their purpose is to slow marines. Not stop them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Seconded. Not to mention the fact that whenever an oc is attacked, the aliens know about it. Think of them more as early warning systems than static defenses.

    Exception - if the gorge gets clever with placement. My favorite spot is in cargo outside fusion hive on tanith. There's a little railing running from one corner of the room to the other way above the ground. A couple ocs and dcs up there completely protects the room; the distance basically increases their health because of the spread of marine weapons. Even a gler might miss a few shots. Maybe.
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