The Turret Push

OnvericOnveric Join Date: 2002-11-05 Member: 7159Members
<div class="IPBDescription">Hive control for a gorge</div> Lets face sometimes as a gorge you need to do things on your own, like lets say get back control of a hive room from a group of marine turrets left to guard it. Because if you an alien and the marines have control of two of your hive spots your in trouble.

Firstly what does this strategy require:
One happy <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
and about 80 or 90 resource points
Hope that your friends are keeping the marines busy else where.

What you want to do first is find a wall or anywhere close to the marine turrets but out of their line of fire, and setup a single def chamber. Now if its a room just packed with turrets that can fire on any given spot you'll probably want to setup two.

Now with those setup we begin the push. Run forward or a little bit into the room where you have a clear line of sight on the turrets and they do on you. Quickly throw down an offensive chamber and make sure that its between you and the turrets. The turrets will start blasting it but thats okay you can build faster than they can rip down, and with the help of our two def chambers any stray shot that hits you is getting fixed up and the offensive is getting repaired too. Now as soon as one is finished add another but push forward a bit or to the side. Build up this sucker too, keep adding offensive until you've got 4 or 5 going and then run back along your line to see if any of your offensives are starting to lose health. Heal them up, consider adding another def chamber and then start pushing again.

Their turrets will start to go down, slowly but surely and you'll gain control of the room in 4 or 5 minutes, of turret bombardment.

What makes this strategy an important trick to have. Well firstly it works with just one hive, no umbra, no fades, and better than running in for a single bite or two as a <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> .


The bad part of this is you've now wasted the placement of a good number of your offensives for that room in places where they probably aren't the most effective, but thats a small price to pay for gaining control of a hive room back solo.

Now the marine counter to this is pretty obvious but for the most part this strat is useful at the start of the game if you run to setup your first hive and found the marines rushed there and turreted it closed. Also it is very important that the other aliens are distracting the hell out of the marines during this move, if one marine gets in there it'll be a pain to take care of him but the fact that your using turrets mean that with a little healing spray he's in more trouble than you.

I've done this sucessfully a few time and it makes all the difference to get that second hive up so that your fellow aliens can compete with those marines on a level playing field.

One again the basics:
Setup one or two def chambers outside the hive you wish to push into
Run into the line of fire for a turret/turret cluster and plunk down a offensive.
Build that offensive and repeat. Heal your offensives as needed.
Then go capture the 3rd hive and run them down as the Onos powerhouse you were born to be.


Onveric

Comments

  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    edited November 2002
    this is yet anougher reason why gorges should be able to 'eat' chambers.

    //edit also eating webs would be usefull
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    edited November 2002
    Letting Gorges remove chambers would allow llama tactics.

    Perhaps only letting you remove the ones you build - but then that means you dont have to think about where you place chambers any more. Theres no down side to placing a building in a bad spot. In my opinion, thats a bad thing.

    There needs to be consequences to placing buildings, as well as benefits.

    As to the tactic it self. Its very effective. However, I don't recommened it for the new Gorges out there ...

    Get a little experiance before trying this one.
  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    I still say the best way is <b>not</b> to let any Hives get captured by the Marines.

    ie.
    - do not let them set up a well defended outpost in the 2nd and 3rd Hive

    Within the 1st 15-30 minutes of the game it is the Skulks responsbility to continuosly stalk and harrass the Marines so that they are unable to expand fast and well.

    It is also the fast moving Skulk's responsibility to scout and recon all the major areas for signs of marines activity.

    About this strat, it only works if they don't have siege turrets in the place. If they have siege turrets in there,(which they will probably try and obtain), the Kharaa team are usually fooked up for good.

    This is a Zone Control game, lose control of your major zones, and you lose the match.
  • BelgandBelgand Join Date: 2002-11-02 Member: 4795Members
    <!--QuoteBegin--Silver Fox+Nov 5 2002, 07:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silver Fox @ Nov 5 2002, 07:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Letting Gorges remove chambers would allow llama tactics.

    Perhaps only letting you remove the ones you build - but then that means you dont have to think about where you place chambers any more. Theres no down side to placing a building in a bad spot. In my opinion, thats a bad thing.

    There needs to be consequences to placing buildings, as well as benefits.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Humans, however, already have this ability and can easily recycle structures. Perhaps some sort of compromise would be in order?
  • OnvericOnveric Join Date: 2002-11-05 Member: 7159Members
    <!--QuoteBegin--deimos_telarin+Nov 6 2002, 01:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (deimos_telarin @ Nov 6 2002, 01:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->About this strat, it only works if they don't have siege turrets in the place. If they have siege turrets in there,(which they will probably try and obtain), the Kharaa team are usually fooked up for good.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This strategy is all about early game when 9 times out of 10 there isn't a siege turret in there. Usually commanders don't even place them and compared with the other places they need to put resources, siege turrets aren't usually out there until later.

    The simple plan here is by yourself regain control of a room they turreted in, because in most games now lets take eclipse as an example. The marines rush either maint, or eclipse as soon as they have their basic points secure. I mean its a regular resource point but with big perks why wouldn't they run out there and setup. Skulks are effective at harassing the enemy but 2 marines can easily get away for a a minute or two and you lose a room.

    Besides im a really bad skulk, so I need to do something to clear that hive.

    Onv
  • total_spaceship_guytotal_spaceship_guy Join Date: 2002-11-06 Member: 7241Members
    Aww man good call. I don't usually go <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> as everyone else always does <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> oh well. great idea. maybe i'll go try it right now...
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    It is really irritating to see humans drop a structure on themselves, and then sell it to get out without using the kill command; but when I accidentally drop a resource tower on my, cuz I'm a pixel or two too close, I'm screwed, I have no way out. Gorges should be able to eat their own buildings; or maybe eat enemy ones and gain a few RPs?

    Also, whats with the huge limit on offense towers, and the lack of one on sentries and siege guns?? Siege guns rape everything <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> when ur near a building being attacked by em they rape u too, stupid h4x0r guns <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    this is a grat strategy and i myself have used it many times successfully. although sometimes it takes 5-15 minutes or more to free up a room, when you are finished you feel really great! its great having turret battles i remember doing this on first in feedwater with elowind who was a fade lending me support. it was great!
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    It's definitely a great strategy... something I've used myself. A couple of points:

    When building the first offensive tower, it's often useful to build 2 or 3 BEFORE the construction is completed on the first one. So you would actually plop a tower down, build it to half-strength, plop down another, repeat to about 3 or 4 towers. Then go to each one and finish building.

    I've noticed that towers under construction take significantly less damage while they're being built (maybe it's because they're building up health naturally during construction, as opposed to healing themselves post-construction, which is much slower). So while you're building, you essentially get free healing by "using" the tower.

    Otherwise, if there are enough marine turrets up, you'll be defending the 1st structure to the exclusion of being able to build new ones. With this method you get 3 or 4 towers up and attacking before having to worry about healing. It concentrates the firepower much better.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Remember they toned the damage of the seige turret down some so you can actually destroy it before it destroys your little base you made.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--deimos_telarin+Nov 6 2002, 09:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (deimos_telarin @ Nov 6 2002, 09:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I still say the best way is <b>not</b> to let any Hives get captured by the Marines.

    ie.
    - do not let them set up a well defended outpost in the 2nd and 3rd Hive
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    it's not always that easy.
  • DonosDonos Join Date: 2002-11-06 Member: 7300Members
    one other thing you could do.. depending
    once you hit turret max
    or defense tower max ..
    if you can go fade do it.. run in and swipe a few times at the closest turret then run to your heals
    makes it a bit faster
    else
    you could go lerk and shoot from ontop of your turrets to go faster as well
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    And never forget about the <b>Wall of Lame</b> tactic. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    - M4H
  • Limited80Limited80 Join Date: 2002-11-01 Member: 2046Members
    well, theres always using the same thing as marines have in terms of recycling. The gorge can eat/recycle only their own structures(not hive), and it could either take a vertain amount of time to do or RPs back are proportional to the amount of health the structure has(to prevent eating a structure right before marine kills it so you keep RPs). The RPs returned would of course also be less than what was taken to build it.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i am aware that healing a structure you build will not increase the speed in which it builds. however, this seems to apply under normal conditions...
    it may be my imagination, but if u are building any turret or chamber and it is taking fire at the same time, healing will allow an increase of health while the use key keeps on building...
    try timing yourself.

    this, when used in combination with one of my favourite gorge strategies as well outlined above, can be very quick and effective.
  • lljk_pointylljk_pointy Join Date: 2002-11-06 Member: 7350Members
    <!--QuoteBegin--Silver Fox+Nov 5 2002, 08:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silver Fox @ Nov 5 2002, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Letting Gorges remove chambers would allow llama tactics.

    Perhaps only letting you remove the ones you build - but then that means you dont have to think about where you place chambers any more. Theres no down side to placing a building in a bad spot. In my opinion, thats a bad thing.

    There needs to be consequences to placing buildings, as well as benefits.

    As to the tactic it self. Its very effective. However, I don't recommened it for the new Gorges out there ...

    Get a little experiance before trying this one.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't see why. If you're a commander of the marines, you can just recycle everything away.

    And to avoid llamas, don't play on pub servers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    i agree that gorges should be able to eat offensive/defensive/movement chambers
  • NazgulNazgul Join Date: 2002-11-01 Member: 3275Members
    <!--QuoteBegin--Onveric+Nov 6 2002, 12:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Onveric @ Nov 6 2002, 12:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    One again the basics:
    Setup one or two def chambers outside the hive you wish to push into Run into the line of fire for a turret/turret cluster and plunk down a offensive. Build that offensive and repeat. Heal your offensives as needed. Then go capture the 3rd hive and run them down as the Onos powerhouse you were born to be.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You are usually better of setting down a couple of defensive chambers and evovling to a Lerk. You can Spike gun down the turret factory faster than the "drop offensive chambers" gambit. As an added plus, you can drop the defensive chambers outside of siege cannon range.
  • OnvericOnveric Join Date: 2002-11-05 Member: 7159Members
    lets do math to prove or disprove the push.

    Starting cost: 61
    Lerk Takedown Total: 14+14+33+13 = 74
    2 Def chambers + lerk evolve + re-gorge evolve.
    So for comparable cost we get.



    Starting cost: 70
    Gorge Turret Push: 14+14+(14+14)+14 = 70
    so for the resources here we get 2 Def chambers again and now we get 3 turrets.
    or lets say 1 def chamber and 4 turrets since your the healing gorge.

    I'll run some experiments tonight and get back to this topic on the results, ie time a push takes vs. turrets etc.

    Various Issues to cover:
    Loss of RP gain when your the lerk, How marines affect each tactic, Siege cannon of fun.

    My gut feeling is that the turret push will come out on top in the end timewise when you factor in the rebuild time and the faster RP gain while a gorge, but thats what the strategy board is for, to test and challenge strats.

    Onv
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