Turret-centric Pub Strat

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Comments

  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    edited June 2004
    all you people who think turrets are an immeadiate OMG! NOOB! FLAME! are making yourselves sound stupid.

    Here's why turrets and a tf are useful.

    It helps marines.
    Blocking alien movement is a good thing. Turrets are small, and bullets can get around them easily. Running around them is a pain in the **** as a skulk, and fades can't blink directly to a marine anymore. It blocks onos like no other.

    It CONTROLS an area, as opposed to protecting.
    It's not short ranged. that means it can actually control the enitre room, and with smart placement, seriously hinder alien movement. Even if the aliens bypass it, if you push them back, it makes thier retreat very difficult. If you just stuff a PG and an elect RT or mines in a hive loc, then aliens can very easily sneak in and put up a hive.

    It prevents OC lame from getting your ever so vaunted pg/elec RT.
    Yes, OCs to take out an electrified rt is very stupid on the aliens part, but it's not just oc lame, the aliens can set up shop in that area. If they put up some dcs and ocs, that area is thiers with a skulk and a gorge. no mines or elec can stop that.


    and to all you people who keep yelling that shotties are better, consider this. Would you rather have a marine with a shotty on the other side of the map, or a turret at that place actually shooting?

    and here's the number 1 counter to massive turret farms. BILE BOMB. it's not impossible to take out a farm without an onos... anyone ever consider BILE BOMB? 2nd hive is really a useful hive... umbra for the lerks and BILE BOMB for the gorges. bye bye Turret farm. YES! this requires TEAMWORK! hooray! It's freakin artillery. Peeping around a corner means almost no damage to you. Massive splash means you're hitting ALOT of thier turrets. It's what it was designed for. Like how the GL kills OCs like no other.

    Turrets ARE USEFUL. Massive farms are stupid. Dont' assume turrets = massive farm. A good commander uses EVERYTHING to his advantage. Turrets are safe. If you don't know what the aliens have or are planning, a few turrets will give you some defense that can take some hits and give you time to respond.

    EDIT// and before some of you say, "bile bomb works too well, which is why turrets are useless." Think about this. It's like 40-50 res to delay the aliens during the whole bile-bombing run. Obviously, bile bomb still works against massive farms, cause that's more res wasted for the rines for the same amount of time..

    EDIT2// for those of you saying it's boring as a skulk vs. turret farm. It's supposed to be. It's boring as a skulk because you're weak. Skulks are good only in the very early game. They were never meant to go up against a bunch of invested resources. It's equally as boring to be a skulk vs. lvl 3 guns and armour. Go become a gorge and get a lerk to support you while you bomb.

    EDIT3// one more thing, a good offense does constitute a good defense, but that doesn't mean you let 1 fade take out your entire pg network in the span of 2 minutes. Just because you're always attacking doesn't mean you shouldn't have a fallback position. Too many time I see one attack countered, and since the marines have nowhere to fall back to, they end up losing alot of things before they can get re-set up, in that situation, they fall on the defensive, where they lose.
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    A shotty usually dies in pubbies before it pays for itself, you may see 2-3 shotugn kills, nearly enough, before the guy dies with the entire squad of marines, res for hungry skulks.

    Advanced weapons cannot be given out like candy in pubs, in fact, its usually unwise to give them out unless you give it to a regular that may actually stay with 1-2 other marines.

    Trust me, its also 'lame' if those 'naughty' skulks munch on your RTs as soon as your marines leave before a few PGs are up and running, being a commander and telling your marines to go to a RT in a pub makes a headache as maybe 2-3 marines go to the WP and the others just wander around.

    OCs are crappy, they need to cost 5 res because there so craptastic, there only use is to scream at skulks its under attack.

    Turrets also mean that no skulks are going to ambush your crappy pubbie's back in that room with hive 1.

    I doubt any of you guys have seen it and therefore haven't even tried it, I've seen this a few times and trust me, it works, I'll even re-call the game, it was in Hera, (pubby...)

    Situation: Starved Khaara.
    Cause: Marine Early Game advantage:

    We built 2-3 RTs and were happily going along, I however, noticed that none of THERE RTs were going down and nagged about it but then, I heard the hum of turrets, no killing of that. (Cargo RT...)

    Further pubbie ineptness lost us our RTs to 1, double was locked down and turreted, the marines worked decently well for pubbies = lack of skulk kills.

    9:39ish into the game I believe I finally faded after our hive died and got locked down, we have 2 RTs now, all of there RTs are 'farmed' which they had about 6.

    The marines were poorly upgraded, probably just armor 1 and maybe wpns 1.

    I proceeded to Cargo and took down the TF, I'm elite eh? (7 turrets were in there due to earlier attacks) I blinked away as 2 shotties came, they re-built the TF.

    Now, I attacked it again after a minute, brought the TF down. . . and a bloody shotgunner got me in two hits as I didn't see/hear him.

    I had only about 32 res, all of the RTs are farmed and elect'd, no possible come back was possible with 1 RT, this is about 18 minutes as the marines wiped us off the map.

    Remember, this was a public, none of your aim bot, crack jumping, elitist arse, clanners.

    Argue with it if you want, argue it takes the fun out of NS and then think.

    "When was the last time an unique strategy was tried and won?"

    Its not fun for khaara to go DC:MC:SC, I don't hear any complaining about that besides on the forums.

    Its not fun for marines to go A1:W1:W2:W3 all of the time or a quick siege for the win, but only is complained upon here.

    Yes, my friends, its up to you to try out new strategies, you don't know if this will be not fun, I always find it atmospheric to have an actual outpost in NS then a lone RT with electricity. . .
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin-IceBaron+Jun 22 2004, 02:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (IceBaron @ Jun 22 2004, 02:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> electric sucks too. It's 30 res. Sooooo easy to just rebuild the damn res node and let the skulk chew it for whatever time it takes, he is out of the game and not killing your marines so you cover more area. I see large servers win with turret farms sometimes, but on a 10v10server, with a com that knows what he is doing and goes immediately offensive, the marines would win every round. Guess we need to turrets and elect just to give the aiens a chance of winning. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't mean to elec every res node (and there are <i>very</i> few places that it'd help), but rather elec when it can cover something more important. A phase, for instance. Or your entire base if placed well. Res for res, electricity does better than 3 turrets ever can, mostly because both only defend against skulks anyway.
  • GrahfGrahf Join Date: 2004-01-21 Member: 25558Members
    I agree with nada, if this works then it would be extremely dull for both sides.
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    I was working on writing a hate-filled reply to our lovely anti-TF people. But I decided against it, due to the fact that the negative tension in this thread caused by the lynch mob of flaming veteran NS players who believe that NS should only be played a certain way would not be worth directly arguing with.

    So.

    In a public server, I can see this strategy working great. It means that inexperienced pub players learn the importance of obeying the commander, building structures, and, of course, teamwork. Unfortunately, in this version of NS, the "balance" is still weighed towards marines. I would love to see the amount of posts concerning TF-hating drop to 0 as even good commanders start to rely on structure defense, as well as his soldiers.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Lets invite the whole pro-turret faction to a game, them as aliens <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    <!--QuoteBegin-illuminex+Jun 24 2004, 01:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (illuminex @ Jun 24 2004, 01:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was working on writing a hate-filled reply to our lovely anti-TF people. But I decided against it, due to the fact that the negative tension in this thread caused by the lynch mob of flaming veteran NS players who believe that NS should only be played a certain way would not be worth directly arguing with. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    W O W

    My replies have absolutely nothing to do with '3l1t3' strats or anything, it's just that strats like this are so GOD AWFUL BORING that they make me want to gore my eyes out. Wow. It's infinitely times more fun to cap nodes with some shotguns and upgrades and let the more skilled team win than have an invulnerable wall of computer controlled turrets win the game for you.

    Again, this has NOTHING to do with uber strats, I'm sure the turret strat works well (aliens have no hive1 way to kill buildings quickly). Go ahead and try any strat you like, I like SCs on pubs and stuff, but this strat exploits an imbalance in the game and makes it the most boring game *EVER*.
  • mebrillomebrillo Join Date: 2004-06-23 Member: 29493Banned
    it's way too much like the massive lockdowns in 1.04, a bad thing everyone hated

    are you dudes happy with joining a random pub and having to wait twenty minutes for a totally incompetent marine team with maybe three res nodes (one in their base and the two hives that were locked down) which are electrocuted with an electrocuted tf and ten turrets surrounding it in some massive eyesore that seems to leech the server of whatever cpu powers it has

    it's because of things like these i'm thankful for combat or i'd be unable to enjoy myself outside of competitive play
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    <!--QuoteBegin-illuminex+Jun 25 2004, 05:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (illuminex @ Jun 25 2004, 05:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    In a public server, I can see this strategy working great. It means that inexperienced pub players learn the importance of obeying the commander, building structures, and, of course, teamwork. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, so many times ive given a waypoint and the marine will run the other way spamming for orders.

    Some people jsut dont know what th hell they're meant to do.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    <!--QuoteBegin-mebrillo+Jun 25 2004, 07:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mebrillo @ Jun 25 2004, 07:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it's way too much like the massive lockdowns in 1.04, a bad thing everyone hated

    are you dudes happy with joining a random pub and having to wait twenty minutes for a totally incompetent marine team with maybe three res nodes (one in their base and the two hives that were locked down) which are electrocuted with an electrocuted tf and ten turrets surrounding it in some massive eyesore that seems to leech the server of whatever cpu powers it has

    it's because of things like these i'm thankful for combat or i'd be unable to enjoy myself outside of competitive play <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No one i know ever found problems in 1.04 with lockdowns. With a bit of effort anyone on any server was able to come back from a double hive lockdown. Even if the rines were doign things right, its just a matter of motivation. Peopel these dyas are like 'OMG HA and we have 2 hives and a fade gg'.

    Turret farms or just turreted areas require a little teamwork, 3 skulks run in get into the most vulnerable position on the tf and chew. Usually a TF these days will have 4 turrets, meanign a total of 3 turrets can shoot you at once, but usually 2.

    a few skulks and that tf is gone.


    And jsut to rectify the point made ealier; I have NEVER EVER heard peopel **** so much of such trivial issues except on these forums. Alot of the 'lame changes' that have happened to NS are because of all our bitching. (im an offender too)
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    No offense but if rines did a 2 hive lockdown on turrets and elecs AND there incompetent what makes that you?

    NOONE who has any skill in his team should ever be in this position. A skilled team will not get a 2 hive lockdown with turrets and elecs
  • Bait_BoyBait_Boy Join Date: 2004-05-14 Member: 28672Members
    Bleah too much hate
    Only time I use Turrets is to keep the little guys from munching on the base, they are basically metal-shields against anything else <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo-->
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    yes mist, i totally agree. it can be very advantageous in a pub to gain central territorial control while attacking alien rts. well put.
  • amarcamarc Guide Scribe Join Date: 2003-06-03 Member: 16982Members, Constellation, Reinforced - Supporter
    Turrets really own, they get me so many effortless kills it like this free boost for my ego which swells x1000

    [TURRET-KILLA]amarc
  • FellowCanadianFellowCanadian Join Date: 2003-05-29 Member: 16844Members
    I've seen this strategy used in a game and it was succesful, but I can see the disadvantages to it.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    lemme guess it was 12 vs 12 veil and aliens sucked overall.

    just because a strategy has worked once or even twice doesnt mean its good. its just the exception that ratifies the rule if u will. (finnish proverb, freely translated to english, sue me.)

    in some circumstances even the most absurd "tactics" can bring the victory home if the other team is completely ignorant and/or demoralized in some way. teamstacking is a very good way to demoralize the enemy, and thats not even the only way it enhances your winning chances.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    this is not an 'absurd' tactic by any stretch. IF you keep your marines moving and capping and attacking. it serves as a vital launchpoint for rez denial and RFK. i've used it on 8v8 up to 9v9 servers just fine.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    sure turrets work with 8 vs 8 because theres so many marines around them shooting at skulks successfully because of their massive advantage that u start to think its the turrets that actually play a role. well, if you had replaced that 65 res for tf and 5 turrets with 2 hmg's 2 shotties a mine pack (for the pg) and a welder which do you think is more deadly to aliens.

    turrets arent worth their res and thats fine. sure u can use them in a siege spot if your marines cant aim for their lives, but in that case most likely the aliens too will have trouble hitting your marines.

    i will much rather have a fast paced game that includes high tech and weaponry than having 3-4 spots of the map covered in turrets and have marines fighting 2 hive fades with lmg's.

    these are:
    double res
    a hive room
    marine start
    possibly a siege spot u couldnt be arsed to sell.


    ps: ok so maybe its not absurd but its stupid and boring none the less.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--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-->No one i know ever found problems in 1.04 with lockdowns. With a bit of effort anyone on any server was able to come back from a double hive lockdown. Even if the rines were doign things right, its just a matter of motivation. Peopel these dyas are like 'OMG HA and we have 2 hives and a fade gg'.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Huh?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Do you remember 1.04?? Do you remember that with 1 hive all aliens had were skulks and lerks? Against a sea of Turrets locking down the hive....

    Once a 2 hive lockdown had occured, then all that needed to happen was the marines to take their sweet time teching up to HA and stomp the last hive.

    This happened for many marine wins (that or JP/HMG)..

    Aliens all had 100 res every game because they could own 8 of 10 RT's and still be guarenteed (almost always) to lose. They had nothing to spend their res on.. Marines didn't need to leave their base until HA's so spamming the map with OC's was a waste.

    I'm very torn on this subject, I understand the anti-t sentiment and I understand why pubbers think it's very useful.. (I play a lot of both scrims and pubs)

    However, my take is that there is something more wrong with the way t's work now and their cost and the spammability of them, then just to dismiss them out of hand.

    I think T's should be an option in any comm's arsenal.. and a valid tactic, I just don't think because of the way they work atm, we are there yet..
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    sentries are pretty effective in large numbers. But a single gorge will f*** you up with bile bomb.

    and enough with the "uber-leet triangulating turret centering" strats already.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    edited August 2004
    Ive been playing in 20 ppl server recently quite much (surftown.dk)

    And I usually hop in the chair and get my mojo going. I`ve tried few times t-strat but its just waste of res unless you have constant good res flow and that leads to point that you need turrets if your team is incapable of defending Eg. hive/dbl.

    Prblm is that you cant have team that makes helps you to give those 4/5 rts which you need to tf places up to gain the territory they cant keep

    Best use of turrets i have find out to make the _INDEPENDENT_ meaning that you have tf another side of the wall. Especially evil this is in ns_eclipse, if you reloc to corridor you can have sloop and and sub-sector with rts WHILE the tf is other side. Just luv when skulks just eat those goes to hive and comes back to be ambushed ^^
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    the only reason this strat sucks is that it makes games unbearably boring... jesus christ don't you see how boring it is to have an impenetratable (until 2 hives) turret farm + PG? It's just a huge standoff til marines get HA and dominate the one hive aliens have... SO BORING WHAT.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    <!--QuoteBegin-Thardin+Jun 23 2004, 06:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thardin @ Jun 23 2004, 06:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "When was the last time an unique strategy was tried and won?" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    rofl... turret farming is a 'unique strategy'? sigh
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Not to mention turrets suck in the first place.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    turruts suck? thats a bunch of bull, but anyways this stradagy has been summed up already

    boring and prolonging.

    why would you play NS? to sit next to a turrut and hold 'E' button all day? or to pick up a welder and weld stuff. turruts are in the game for a reason and serve their purpose

    but they shouldn't be your soldiers,

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> are meant to fight the war
    not <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo-->
  • degamer106degamer106 Join Date: 2004-05-09 Member: 28550Banned
    this one time one of the marines was yelling at this n00b com to drop 24396897795 turrets in archiving 23832794 in data core and 23948739842 around the base. he also dropped like 4 tfs in each hive and around the main base on ns_hera.
    the turret farm was so damn thick that not even one alien could get through.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    the only reason turrets were build was to scare small kharaa and to block onos' path with massive spam. Sure, it won't kill him but it won't let him through either.

    Note that tspam is a waste of res, if you do it you were already losing.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i just played a game like this yesterday...and it was really bad. I was in the Alien Team and the Commander built TFs to nearly every RT...what happend?

    some of the TFs werent based the right way so we were able to destroy the TF+Turrets+RT

    some TFs werent based the right way so we were able to destroy the RT

    Commander had no Res (no Upgrades for the Marines and nor HMGs/GLS)

    yeah and...later when we had Fades it was over...so...

    we won...but it wasnt fun at all...because it was just TF destroying...we nearly never fought against Marines (just when they had to fall back to the base-->1 min before they lost)

    ergo: This Tactic-->isnt fun to play with or against
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    This strategy notes that tfs should be built at key locations (such as a double res node), or a chokepoint; not tf + turrets at every node.

    What you experienced was a nubcomm~
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