My Seige Turrets Nerfing Idea...
danshyu
Join Date: 2002-11-01 Member: 2105Members
<div class="IPBDescription">That is if they need to be nerfed at all</div> Personally I dun really find anything problematic about em in the gameplay... But here is my idea of nerfing the <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> . Give em limited ammos... say... 8 rounds. And after it fired all its' rounds... the commander will have to buy more ammo for it (i.e. 15 points per each 8 round siege mag)... they can do it by say... select the Seige turret and like upgrading an armory, an clickable button pops up in the build menu. And each time commander buys a new magazine for the turret, it will takes some time to load em up. Again, much like how upgrading an armory is but probably a lot faster. This can also apply for <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> too if you guys feel sentrys are too powerful as well (their ammos will be much cheaper of course). And there should be a voice msg telling the commander that a turret has ran out of ammo and he can hit space bar and quickly reach the emptied turret. Or if you find its too much trouble to click the empty turret out of a farm of 20 sentry and sieges, you can just click the turret factory and it will have an extra button that let you reload every turret in its' control radius. Oh, and you won't be able to reload the turrets while they are firing, if you do, they will stop firing and begine the reloading process. This will also give the aliens' bio turrets a bit of advantage since they won't have to reload and have unlimited ammo. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Another Similar idea but less complicated is that to give each Turret Factory a limit amount of ammunition. Say... 1000 bullets and 12 Sonic rounds, these will be shared to whatever number of turrets in its' radius. And commanders can buy more ammo like how it is described above. And if a turret is within radius of 2 separated Turret Factories it will be drawing ammos out of both Turret Factory at same time. This will also discourage mass turret farming, since although they will be doing more damage they will also run out of ammo much faster. But of course it can still be done if the commander is welling to build a lot of Turret Factories in the area, but we all know how much those suckers cost. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Another Similar idea but less complicated is that to give each Turret Factory a limit amount of ammunition. Say... 1000 bullets and 12 Sonic rounds, these will be shared to whatever number of turrets in its' radius. And commanders can buy more ammo like how it is described above. And if a turret is within radius of 2 separated Turret Factories it will be drawing ammos out of both Turret Factory at same time. This will also discourage mass turret farming, since although they will be doing more damage they will also run out of ammo much faster. But of course it can still be done if the commander is welling to build a lot of Turret Factories in the area, but we all know how much those suckers cost. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Comments
I wud also go a step further and FORCE the marine side to "maintain" those turrets or turret factories by "visiting" them directly by player, means not by commander. This way marines cannot just put up a base that functions "automatically". This wud give the aliens the possibility to wait till an outpost is "dry" and then attack it to RE-CONQUER it. This is normally almost impossible, xept you have alot of fades and onoses.
It can be like this:
All turrets, sentries and sieges, have a certain <b>mag-size</b>. When this mag is expired they need to <b>reload</b>. The reload by dragging ammunition from the <b>turret factories</b>. And those turret factories get their ammunition <b>delivered</b> by a marine, means it will be <b>maintained</b>.
Now this maintaning process will take some time, as will the reloading of the turrets. Now there are two possible procedures:
(a) the marine has to transport an <b>ammunition pack</b> dropped by the commander at the main base to this outpost.
or
(b) the marine just has to go to the turret factory and hold use key for about 30 seconds to maintain it. After this the turret factory has its contigent of ammunition refilled and can distribute it to its connected turrets.
Id like some opinions to this.
As to the siege guns. I think they are very powerful the way they are. They sure need a heavy restriction. Talking about "ammunition" in connection with "sonic waves" seems a little odd. Its not a shell fired but an impulse generated by mechanical power, i dont really know. But maybe we can give the siege turrets some <b>symbolic</b> ammunition. Like 10 shells for 50 resource points. And MAYBE they have to be manually maintained not thru the turret factory. Siege guns are heavy offensive weapons fired out of a save base. So marines are allowed to play defensive and be offensive ANYWAY. They shud constantly be busy with the siege gun, reload it and fire the next waves. Think of it as a catapult in the middle ages. Put new stone on it and fire. Aliens wud have to kill the marine that occupies the siege gun and then they have some time to rebuild their hive.
Thinking of these ideas and comparing them to how it is NOW i must say its really damn unfair how it is now.
I normaly play Aliens
and infact I have been playing aliens in some lan games, and you know what, aliens are NOT underpowered, and thus hurting the marines (balance wise) is not a good idea at the moment
first up, marines NEED automated bases, mainly b/c if they leave a base alone and it gets attacked they CAN'T fall back in time, however it will take a skulk like 2 secs to get to one
especialy with the fact that all I gota do is lurk the turet FACT and then all of them are dead (get that obnoxious fase gate and then the offline turrets ;D)
oh well, basicaly maines don't need to be nerfed any more (just b/c allot of aliens still can't get the swing of it dosn't meen you need to nerf thwe marines MORE)
Aliens go awwaayyy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.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&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <- It's happened ><!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
my aliens are winning
and bases are easier to kill
getting the turret factory first
before the patch i was sure this would kill all turrets but it didnt good thign u put on that option
I just dont want so see those INVINCIBLE AUTOMATED BASES where aliens just dont EVER have a chance to take it out. I mean come on, turrets that have unlimited ammunition and fire till all eternity...this is plain stupid. If aliens are to use their tricky skills give them a chance. They can run the turrets dry and then take it. Have you ever seen how fast some marines can take an ALIEN BASE? *1..2..3..4 grenades .... boom..bang...zonk....narf* ... and all the aliens towers are dead. Base taken.
Sometimes i dont know why marines dont just eradicate all turrets they see instantly. Obviously they have the power to do it.
Think about it once again. Turret nests need to be restricted! Just to give aliens a chance.
Nerfing the normal turrents? HAHAHAHA! Oh the people I know who'd kill you for saying that <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Normal turrents are almost nothing now. Hives can be cleaned of them in less than a minute now. Giving them limited ammo would make them laughable among aliens. We'd start having races to see who could take out the most turrets without taking out the TF.
Having to purchage ENERGY SHELLS <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> to give the siege cannon might work. But they're already a HEFTY investment of resource points. I don't know if they should cost anymore.
As for Stue's complaint above: I recommend encouraging your team to build five or six defensive turrents then to prevent the insta-destruction of their turrents. Also: Alien turrents are 'half-automated' in the fact that they need aliens around to make then more effective.
Marines managed to build an automated and heavily turreted base ==> game over for aliens, at least for their nearby buildings.
I cant imagine that siege turrets are that freakin expensive. As soon as the marines have taken over a certain amount of nozzles they have the money to build them. And i have seen resource amount beyond 4000 on the marine side. So dont tell me they cant affort those siege guns.
If they want to KEEP a siege gun working then MAINTAIN it. Not just build a turret nest around it and be save for ever. Thats the main problem. The unstoppable power of siege guns in turret nests. You can only attack marine bases if you have at least the fade. But what if you have only one hive left? IS THE GAME ALREADY OVER? IS IT CLEANUP TIME? Aliens shud have a chance to regain strategic points of the map such as nozzles.
Have you read the post about <b>why winning for marines is so boring</b>? Then you shud know that its their invulnerabilty towards 1-hive-alien-teams. 30 mins of boring cleanup time until the next round FINALLY begins.
PLEASE add some more U-turn possibilities into the game. The way it currently is is just so damn annoying and boring i sometimes dont know why i bother playing until the next round begins and were trying again to keep at least 2 hives.
(And to add my personal opinion: Siege turrets shudnt be able to shoot thru walls AT ALL. Get them a straight line of sight if you wanna kill my buildings. If you cant achieve this, well then try harder...or use your grenades to bomb your way free.)
I can LAUGH at expansions now b/c comanders never hide their TFs now
all I do is either stand out side of the turrets vie distance (they con only see so far, or stand above their swivel hight THEY CAN ONLY LOOK UP 30*
you do this and lurk the TF and bye bye turets and expansion
lol as for siege cannons, they do have limmited ammo, once aliens know what the range is on that pesky siege cannon, WE JUST DONT BUILD THERE
look, siege cannons have 2 uses, push the alien front line away from the marine base (they do that fairly well)
and to take out a hive, and they have to do that fast or they will be EATEN! (every thing taste like chiKAN! do aliens)
eh, what ever, if any one is under powerd I think it is marines
The main problem is:
Marines managed to build an automated and heavily turreted base ==> game over for aliens, at least for their nearby buildings.
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True, and it's a hefty investment in resources: so therefore should be quite effective. And if it's attacking your hive? Then you've failed as an alien to prevent/destroy that. You want a cookie for screwing up or something? It's plenty preventable and it's easy to take out now with the TF weakness. As for 4000+ resources: Aliens weren't doing their job or that was a pre-patch server.
You haven't been paying attention: Without siege cannons winning for marines would be more likely imposible. I've seen such thick clusters of turrets in alien bases you might as well call it a marine loss without the siege cannon. The siege cannon is the humans 'coup de grace'. It's their method of dealing with dug in aliens, just like the 3rd hive is the aliens 'coup de grace' for dealing with dug in marines. Often games where humans are prelonging their death aliens are just having fun with them.
As for 'once you have 1 hive you're dead' I'd have to agree: because obviously you loss the other (two) hive(s) (or didn't even make the attempt) to the other and supperior team. You want a cookie or something? I've seen aliens win after having NO hives, a gorge rebuilds it, and we start cleaning up, like we all had a collective fire lit under our **obscenity** <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
It's entirely possible and i see it everyday.
look, siege cannons have 2 uses, push the alien front line away from the marine base (they do that fairly well)
and to take out a hive, and they have to do that fast or they will be EATEN! (every thing taste like chiKAN! do aliens)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes they do. They do it systematically. Build a siege gun, thus claim a certain radius of <b>remote</b> marine ground and build the next siege gun where they just cleared the alien buildings. They repeat that and extend that until they killed the hive, SIEGED the hive area so the hive cant be rebuilt.
And this systematic process of freaking unleashed hellfire is why annoys me. But ive said that enuff times now, i cant listen to myself writing anymore <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
__ <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> __________________________________________________( ====( <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> )==== )___*kawoom*________
So what youre saying is "Oh, how bad, you didnt manage to prevent us from building that outpost, eh? Well now prepare to die". Means, if weve made one mistake, or better said <b>failure</b>, we are to be doomed for the rest of the round? Thats really great man! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
And to those "clusters of alien turrets" that you cannot take out...well the number of aliens turrets per area are restricted. About 6-7 offensive chambers per area about. And well, if you have grenades its no big deal. I have seen it with my own eyes standing behind such a tower of towers collapse within 15 seconds and marines didnt even have to move back before a second attempt.
I say if you want my hive then pack your freakin gren launchers and come and get it the legitimate way. But remote bombing my hive thru walls is just incredibly lame.
Always compare: How easy is it for aliens to take out a marine base --- and --- how easy is it to take out an alien base? I think the answer is clear. Siege turrets + turret nests vs. Onos and Fade. I think the aliens have the slightly harder part there.
For the marine base: Yes, you get a cookie <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
<!--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-->So what youre saying is "Oh, how bad, you didnt manage to prevent us from building that outpost, eh? Well now prepare to die". Means, if weve made one mistake, or better said failure, we are to be doomed for the rest of the round? Thats really great man! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you're doomed for the rest of the round you're doing something wrong, but it's not like the humans aren't in the same position: If they lose that hive they fortified in the beggining then it's just Eat-'em-up time. Just that 'one mistake' and their dead. But neither is a simple 'WHOOPS' and there goes the game, these 'mistakes' take half an hour to commit. You get NO cookie for that.
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And to those "clusters of alien turrets" that you cannot take out...well the number of aliens turrets per area are restricted. About 6-7 offensive chambers per area about. And well, if you have grenades its no big deal. I have seen it with my own eyes standing behind such a tower of towers collapse within 15 seconds and marines didnt even have to move back before a second attempt.
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I usually see roughly 4 offensive champers and 40 defensive chambers in the last hive. That's usually more than enough to count out the grenades. Also: Alien turrets increase their effectiveness with actual aliens around, they're more of a support role. OC and DCs help you retreat, heal without being harrased and run back out. Using them as THE defense gets you no cookie <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
<!--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-->I say if you want my hive then pack your freakin gren launchers and come and get it the legitimate way. But remote bombing my hive thru walls is just incredibly lame.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I find it legimate and neccescary against a good group of aliens.
<!--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-->Always compare: How easy is it for aliens to take out a marine base --- and --- how easy is it to take out an alien base? I think the answer is clear. Siege turrets + turret nests vs. Onos and Fade. I think the aliens have the slightly harder part there.
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Most games where this situation is 'prolonged' results in either the newbie factor or the 'sick sick twisted aliens who want revenge and are all just toying with you'. Most of the time where it just prolongs and prolongs is because the aliens are attacking one at a time, doing little skirmishes. Most of them are trying out their third hive abilities which are just sooooo fun. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> If they all attacked at once your base would be pathetic. I've seen a nice troop of 5 onos rampaging through eclipse and bast (the 'untakeable marine spawn') and it gives you that warm and fuzzy feeling inside.
Your arguments basically just are the negative of mine, so i just say <b>i disagree</b> as ive already stated my point <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Lets get on with the actual thread: <b>Siege turrets to be nerfed or not. And if so, how shud they be nerfed?</b>
I know i get no cookie for this post...again <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
That's probably how it'sgoing to get. In a month or so folks are going to know exactly where to place their sieges to cover the key hallways and hit the expansion hives. This is the *bane* of pickup games. The marines do not even need to assault. Just hang back and repair their turrets waiting for the resources for their next expansion, however slowly they come.
I think this is why you log onto a server and see 11 marines vs. 5 aliens. People just got sick of running suicide into a wall while the other team is sitting in the mess hall smoking and one taking turns on torch duty.
When you're down to one hive and they have clusters of siege turrets poised to hit the other two the game is really not fun. I can't envision what could possibly be intended by the siege gun in the eyes of the developers but if the current incarnation is final I have to say that they are unequivocally broken.
The game cannot be balanced to assist horrible marine players and at the same time require stellar skill on the side of the aliens. All they really need is a good commander and even the guys you can kill in heavy armor without moving can handle an assault well enough to stop a good number of pushes.
Kheras
so every 10/400 rounds you have the gun inactive for about a half minute.
that could be anotehr way of doing if IF you think that kind of balance is needed.
i think right about now the marines could use some aid station type buildings
Usually one marine outpost consist of at least 6 turrets. So including your idea if one of them runs out of ammo the rest can still shoot. So there is actually NEVER a point when aliens can successfully storm a marine outpost. So your idea actually doesnt give the aliens a real chance <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
as far as siege and normal turets go, they are just right, while skuls have problems taking them down they are no match for a fade with a umbra and unwatchfull commanders will find their bases going down real fast, and so once aggain the game balance is just perfect , it is only the players that should be blamed for any such discrepencies which you so readily blame on the dev team.
wow lerks lets spend the next 5 minutes (exageration) shooting that turret factory only so that a guy with a welder repairs it in 10 seconds... laiens would really need another 33 poinst unit that could take out structuires easier than lerks and skulks can...
look, aliens have to relie on all their advantages (OFCs to cover retreates, DCs to fall back to, and ALL FEAR THE OFFENSIVE GORGE)
look, I was playing a game the other day, on Bast, you all know the tunnel above marine start, well grenading it tends to work, unless you have a fade with regen, and a gorge with healing spray, haha ;D
look, the game is rather well balanced, no you are not ALWAYS going to win the game playing either team AND THATS A GOOD THING
yes both teams are suceptable to F ups and if they do, then they are sorta screwed
the ability to take out Turet Farms by killing the TF REALY helps Aliens out
siege cannons? so what, thats why aliens have to be ever vigalent:
ah crap, they got a TF up, ok well it takes TIME for them to put of turrets and sieges, and in that time, KILL EM!!
bah, look the game is balanced (In fact right now it favors aliens I think, just look at the update, it was designed to make stuff even b/c no one knows how to play as aliens, but as ppl learn how to play those are going to make the game unbalance)
but do they need to restocked manually? just let them be restocked automatically and let them have a reload time... not to mention having the ammo cost resources.... maybe 20 res for a new cartridge of sonic rounds for the <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> , and maybe five resources for a new belt for the mg turrets?
i still think that the commander could have the option to set if the turret auto-restocks or not...
the idea of turrets running out of ammo is a little bit more diverse.... and would lead to more interesting tactics for the aliens... the skulks leaping back and forth between a doorway making it run out of ammo so it could go and have a quick bite or two...
LM
Don't pollute the game with lots of mundane and boring chores (should we tie the marines shoelaces also?)
I find them very annoying and they can easily demolish a base that even has max defense chambers healing it. they can even take out well-guarded hives if not eliminated early enough. sieging + hmg fire is.. dangerous :/ , especially if the sieging is cutting off entry roots for people to attempt to defend
personally i would like siege turrets to not be able to attack through walls with that sonic attack thing... but that would unbalance things probably as aliens have those defense chambers which are very useful as well as reasonable offense turrets. limiting siege turrets in an area would be welcome by me too. but limiting that type of ammo would be good.
For turrets I think that they should have a limit on ammo, but even though I did mention ammo costing stuff it hit me. The turret factory it is there to give electricity and create ammo(magicly). So basicly they have something like normal alien players do, attack so much and wait to regen. In theory it wouldn't do too much damage.. I need to find one flat idea instead of pumping out a few ones that don't agree well with each other...
But forcing normal turrets to have ammo/reload/restock is breaking them to the point where you need other major changes to compensate, eg making them always powered up even with no factory and thats something i wouldnt trade away for anything but the total removal of grens/siege <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
We all know the value of the commanders time right? So what i suggest is this: A siege turret is like a com pod, a marine can climb in it. An observatory is required somewhere on the map. The commander must place a target on the area he wants to bomb. A marine hops on the siege turret and can choose where in a smallish zone around the target the commander selected the shot is centered (EDIT: i see him as using a VERY cut down commander mode) . After every 4-6 shots, he gets out and holds down use for not too long to reload, and gets back on to repeat. While being reloaded another marine cant mount/fire the gun.