Why Does The Siege Turret Shoot Through Walls?

Hicktown_NS_PlayerHicktown_NS_Player Join Date: 2002-11-03 Member: 5665Members
<div class="IPBDescription">Why?</div> This boggles the mind... Its so utterly horrible to set up a building, only the have a siege turret, 100 yards away, shoot through 8 walls, and destroy your structures... This is just a bug right? I hope so... Maybe Its been discussed before, but I just thought that I'd post my thoughts and hear others... Its really cheap, and kind of annoying... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    The siege turret uses sonic waves which go through walls. And it's not as if you didn't have ample time to take out the turret; they need to build a factory, upgrade it, then build the turret. You can attack them in the time it takes to do this.
  • Hicktown_NS_PlayerHicktown_NS_Player Join Date: 2002-11-03 Member: 5665Members
    edited November 2002
    Ohhh.... so this is meant to be in.... I dunno, it still seems abit far out.... What do the aliens have to counter?... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ... Well, I kinda see what you are saying about the time it takes to set up n stuff, but as soon as you do, it getts a little crazy... whaddever, I guess its ok with me... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • GazaarGazaar Join Date: 2002-03-31 Member: 366Banned
    edited November 2002
    Besides the range is way less than such an exaggerated number. The aliens have speed, the ability to take out only the factory to power the turrets down, and bilebomb.
  • Hicktown_NS_PlayerHicktown_NS_Player Join Date: 2002-11-03 Member: 5665Members
    hmm.. I guess u r right.... And yes, their range is less, way less... i was just kidding... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    A seige turret is for pesky aliens setting up a subhive around the entrance(s) of a marine base. This makes it so marines can actually have the chance of leaving their base. I dunno.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Hicktown NS Player+Nov 7 2002, 03:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hicktown NS Player @ Nov 7 2002, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What do the aliens have to counter?...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hive sight, maneuverability, increased strength in numbers, the speed to get there and take it out before it takes out the hive...
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    Heh, poor Greedo. I've seen so many posts by you trying to be calm, and explain the game dynamics to some one or everyone. Try not to let it get to ya <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Hicktown_NS_PlayerHicktown_NS_Player Join Date: 2002-11-03 Member: 5665Members
    No, I dont mean to **obscenity** anyone off, but Shooting through walls... Doesnt it seem just a bit far out?... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> guns r cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    I always considered the siege turret to be teleporting bombs/whatever into adjacent rooms, much like the marines could teleport themselves on teleport pads / spawn in on their spawn points.

    If you just cant deal with 'shooting through walls' then consider it this way instead, just imagine the turret's job is to teleport explosives into rooms nearby (its not going thru the wall at all).

    I mean, if you think about it, humans ALREADY have teleport technology... I know I would teleport explosive stuff into my enemies if I did ;p maybe I'm just evil ;p
  • VisserVisser Join Date: 2002-11-03 Member: 6613Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A seige turret is for pesky aliens setting up a subhive around the entrance(s) of a marine base. This makes it so marines can actually have the chance of leaving their base. I dunno<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    What about their ability to gun all that crap down in 1 second? What about the pesky marines turreting up a hive locaton/outside an occupied one. We dont get handy wallhack turrets then, and most of the time dont have the needed high tech.

    You say we should know about this turret going up. HOW?! In almost every case the turret factory is already there. We get no audio visual clue that its upgrading. The siege turret itself goes up really fast. usually the first thing you know is BANG - S@#@ SIEGE IS UP spamming your teammates.

    Quite a number of times i have found them in the process of being constructed (or constructed but where they arent doing damage) and i try to rally my teammtes to me, but NOONE comes. At least the marines have ENFORCED teamwork.
  • F_o_RStormF_o_RStorm Join Date: 2002-08-05 Member: 1076Members
    Seiges can be killed quickly by taking out the turret fac or the seige itself. It doesn't shoot aliens, so why are you complaining? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> If anything, they're hard to kill because there's always marines and turret farms around them. Then complain about turret spam by marines, and the marines being "too kewl fo skewl". Not the seige itself. Nuff said.
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    Argl. I dont accept the "excuse" with teleporting bombs or "sonic waves". Thats BS. Teleporting bombs? Since when can i teleport something somewhere where i have NEVER been and NEVER set up a "receiving unit" <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> The sole idea makes me wanna throw up <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> Sonice waves hmm...why dont the aliens then have something like in Alien the movie...like acid that BURNS thru walls and melts down enemy buildings?


    Seriously, the aliens dont stand a chance if they dont have 2 hives and have alot of resource spots. If they lose some of those, the marines will camp these spots and the aliens dont have a chance to get them back (with only skulks and lerks, rotfl!). So its just a matter of time then WHEN they lose.

    The problem is aliens dont have any good building destruction weapons. Bile bombs dont seem to kill anything. Compared to grenades that take out multiple alien turrets with some shots.

    I have expected MORE of the patch. The marines still are too strong and thats mainly because they can kill whatever they want very quickly. I have seen a guy in heavy armor just standing in front of 6 alien turrets, gunning them down with his HMG, reloading relaxed and then resume gunning. It makes me wanna kill myself whenever i see that all my efforts are VOID.

    Also the turret limit for aliens seems to be too low. The amount of turrets i can build at a certain spot can hardly defend against ONE marine...if they are two its a lost case.

    The whole concepts about aliens vs. marines needs a rethink. It cant stay this way. about after the first 1/3 of a round its decided who will win. Then its just the "making it some harder for them to win, but make your prayers, were all gonna die".


    Sometimes i think this game wud work much better if it was marines vs marines....or aliens vs. aliens. Of course that wudnt make much sense, but it wud be balanced and NOONE can claim its not balanced.
  • WardancerWardancer Join Date: 2002-11-01 Member: 3609Members
    STOP COMPLAINING ABOUT THE ALIESN ARE TOO WEAK THEY ARE NOT!!!

    I play almost alway play aliens since i love the sneaky whay with them and they are not under powerd yea sure they dont stand a chanse without 2 hives.... but that isnt usually a problem...

    the game is more or less even...

    the marines just are abit easier to play in the beginning... the more "hardcore" players know that aliens are to be FEARD.... ever seen 2 onos trample the hole marine home base?? just shaking off magazine by magazine of LMG fire comeback when you have and say alines are too weak or 1 skulk kill 3 marines quite efoorless because he aws hiding on the roof

    know the aliens and you will win (with some COOP) that is

    stop complaining and start playing!!!

    and the sige turrets are sure anoying but not that unrealistic or overpowerd remmber they are expensive for the marines to build....
  • SAUnknownSoldierSAUnknownSoldier Join Date: 2002-11-01 Member: 2482Members
    The only thing I don't like about the sonic cannon is that it's totally unfeasible. Sonic waves need to travel through matter just like anything else. If reinforced hull decks are enough to keep space out, they are also enough to stop a few pesky sound waves. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    But as a gameplay device, I think it fits very well into the game. It does cause a lot of confusion among players who didn't read the manual/forums/etc and want to know why it doesn't need LOS. Hence the daily "siege cannon bug" thread. But they learn soon enough.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Theres a pretty decent explanation of it all in the manual, which would have ALSO answered your question about it shooting through walls. NS is an <b>RTS</b>/FPS hybrid. If you cant take strategy, go play HLDM, or something.
  • RaideNRaideN Join Date: 2002-11-06 Member: 7471Members
    The siege turret fires through walls, because aliens can hold of a hive with very few people and delay the game for a long time. The cannon speeds it up. SIEGE cannon. Theres a reason why siege is in its name.
  • VangorVangor Join Date: 2002-05-22 Member: 655Members
    edited November 2002
    Lol, I dislike siege turrets, and I just played a game where I set up 10 in our base. It was so weak of me to do it, I know, but, I was trying to give my team a leg up as the entire marine side suddenly came into the game under attack, I mean the entire, being that I came in first and the aliens were jumpin at me, so, it was really odd to start 30 seconds later, but siege turrets really aren't that fair. From what I see now, they aren't to strong, but they kill lots of aliens, destroy plenty of crap, and yet, they are extremely hard to kill seriously. People say there is ample time, but the fact is, a smart team has 3 marines when a turret factory is to be deployed, one or two maybe building it. Then, sentry turrets go up, usually near a resource node, but, if not, this also becomes another mini-base. Turrets are generally hard enough to kill, albeit they are fairly easy in skill terms, the fact is, usually when a siege is set up, lots of marines are nearby, lots of sentry turrets are nearby. Raiden's point on it firing through walls there is good, with the destroying a hive, however, I think I got a good solution to it, probably for V2 if anything :

    I think what should happen, is there is another gun, the siege gun, not a mini-siege turret, rather, it fires a homing beacon which the siege turret locks onto, and that fires stuff. This would be a secondary weapon cause otherwise it would be pointless to use as an HMG can do quite a load of damage on something generally faster than a siege turret, but, it would make the siege turret not as exploitable, forcing aliens to cover their bases more efficiently or risk having them blown apart. And, the sonic wave that travels should be smaller, but, like I said, do a bit more damage to the structure itself, like 400.
  • LagAdderLagAdder Join Date: 2002-11-05 Member: 7208Members
    <b>Don't be grumpy about the Siege Cannon</b> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->

    Supposed you are playing on a <i>genuine</i> 1.01 server,
    Marines are already having a hard time.

    I have noticed, that some maps (f.e. ns_tanith) have areas
    near one of the hive locations that seem to be especially
    intended by the mapper for setting up a siege cannon out
    of the aliens immediate reach.

    The marines have to destroy a powerline with the welder
    near that big satellite dish to make that area accessible
    to them, though.

    I think Marines need this thing to win. Think about it. If they
    are able to afford many of them on a <i>genuine</i> 1.01 server
    with fairly balanced teamnumbers, the alien team didn't play
    as well as the marine team. I know the truth hurts sometimes
    (if not always), but sometimes it is not imbalance - it is just the
    better team winning.

    Play a couple of games as a Marine, and you know what I am
    talking about.

    <b>Don't forget: The Lerk's Poison Gas also penetrates walls!</b>
    This is a particular nasty thing for the marine players.

    All you need is a lerk or two, and good map-knowledge and you can
    cause serious damage to the forthcoming of any Marine strategy
    because the spawn area is flooded with corrosive poison gas wich
    first eats through your armor and then through your health pretty quickly.

    The nastiest thing is that the graphical effect of the poison cloud <i>doesn't</i>
    penetrate the wall, making the effect invisible. All you see is your armor
    and health levels draining and an occasional *ahem* 'gas releasing' sound.

    I think there is still a lot to learn about this game, geez I have played it
    about a week as an alien and the game changed many times for me, with
    each more aspect I discover.

    <b>Every story has 2 sides</b>
    I'm playing Marines for the last 2 days now and I am still learning how
    they work. It can't be reiteratet often enough: Playing Marines on a
    <i>genuine</i> 1.01 server ain't easy at all!

    Their strategic structure is much more fragile than that of the aliens
    everything depends on 100% teamwork and staying sharp all the time.
    If the aliens manage to get 3 hives (or 'onos time' as they call it) it is
    just as bad as an alien realising that the marines have established
    a siege cannon near one of their hives.

    Just give things more time. And don't you hipocrites ever forget how
    devastating a skulk-rush can be for the marines. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    I think MonsE described the siege best in another thread on this topic, so I'll quote him from now on when I need a good descriptor. The siege turret is meant to be a "coup de grace" to an alien team that has already been defeated tactics-wise. The turret is to be used when you have a hive you need to take down, and there's a bunch of aliens turtling in there, essentially indestructible because of all of the def. chambers which heal any damage they take. The siege allows marine teams to bring about a speedy resolution to a game that might end in stalemate otherwise, much like the onos does for aliens.
  • UnleetUnleet Join Date: 2002-10-29 Member: 1715Members
    Just for the people that can't grasp the concept of the <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    From the manual:

    <b>Data:</b> developed for use against enemy defensive emplacements, and made to operate independent from a nano-network or even human control, one siege turret can completely halt alien development (if placed strategically, and defended). Siege turrets generate their own gravitational field effect, which can register all objects with more than a few pounds of mass within its radius. The shape-signatures of the objects are matched against its database, and any hostile patterns are eliminated. Alien structures have been successfully added to this database. The turret manipulates its gravitational field to induce a catastrophic effect ? much like a sonic boom ? that ignores intervening barriers and walls. The splash damage from this effect makes the siege especially effective against clusters of alien chambers. Since aliens themselves don't hold the same shape very long (i.e. they tend to move ? a lot) they, and other mobile targets, don't register. But if an alien is standing next to a chamber or hive when a siege turret starts its bombardment, the incidental damage alone is often enough to kill them.


    As far as most explanations of futuristic weapons go, it sounds possible. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Hicktown_NS_PlayerHicktown_NS_Player Join Date: 2002-11-03 Member: 5665Members
    After Hearing all the discussion, I guess Siege Turrets r ok with me... As long as they stay the way they are... No huge range increases or something <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    No. Its just as hard to storm an alien base (without the "siege and have a cup of coffee" tactic) as it is for aliens to storm a marine base. If the base is well defended one or 2 onos wont stand long enuff to kill a building before its repaired again. You need a MASSIVE storm of onos and constant fade "siege" (but with line of sight!).

    Marines already have it easy enuff with their grenades. Just have 2 grenadiers and 2 HMG guys to guard them and bomb the **obscenity** out of the alien turrets. As grenades bounce around walls, there is not even a direct line of sight needed.


    I just cant be bothered to STILL play the game with effort when i know
    -we only have one hive
    -and marines have heavy weapons and armor
    There is actually NO CHANCE AT ALL! The marines ALWAYS have that chance to get back a nozzle point. They always can setup some guys with heavy weapons to clear a nozzle point and start building again. But aliens DONT. Skulks are 99% useless against armored marines. Lerks neither. Gorges not at all. So what? Someone tell me how to play the following 30 minutes? Just sit around, do some desperate irritating attacks to the marines? Build piles (restricted tho) of chambers which are killed INSTANTLY as soon as two marines approach.

    I have experienced this scenario twice today. The point is just that aliens are USELESS once they only have 1 hive. GAME OVER.
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Well thanks to a intellegent friend of mine, Kuroneko_Sama, I found out the PERFECT counter to siege cannons. First thing comes first you drop a few offencive turrets near the marine base then you drop many defencive chambers behind them where they will take little or no damage. What happens is while they are building up defences you are building up offencive defences. By the time they find you and get siege cannons operational you should be done and it will distract them for a long enough time. Because the marines will be busy building more and more sieges to counter your good defence(that will mostlikely fall after soo long), but till then try to avoid getting hit by the siege(s) and get the 3 hives up. They will waste so many resources on their sieges that they will have a very weak defence and not too many upgrades so their base becomes a huge pushover. The trick for marines is make sure you get the outside of your base secure ASAP. It adds to the fun and plus adds to a victorys!
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