Seige Turrets
baby_seal_clubber
Join Date: 2002-11-05 Member: 7141Members
<div class="IPBDescription">use them more!</div> I finally got to command for the first time tonight and we won the game (go me!), and one of the things that helped us win was seige turrets. I don't see commanders use this often. I got bored and was reading through the manual and found out they're quite effective if used properly. When I would command an attack on a hive I would try to get my men to dig in as close as they could to the hive itself, and have some heavies hold off attacks while I dropped a turret factory and had a couple of people build it. As soon as it was built, I dropped a couple of sentries and upgraded the turret factory, then as soon as that was done, I dropped a seige turret as close to the hive as possible against a wall, and it would take out structures in the hive behind it. It made mince meat out of most of the chambers in there and let the marines secure the hive. We did this for all three hives. It's quite effective, especially if you double them up.
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Comments
Or Defensive Chambers. That's the one thing most Marines seem to forget. Any expansion can quickly collapse if a couple of Fades (Or worse, an Onos) can run forward, tear away at turrets, fall back to the Defensive Chambers and heal up, and then come back to deal more damage quickly before the marines can do all that much. A siege turret or two strategically placed in that base can ensure that no Gorge places a structure anywhere near'em. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
But I've had 4-5 Siege Turrets do absolutely no damage to a hallway full of Offensive and Defensive Chambers. Once something got damaged, it was instantly rehealed by the Defensive Chambers. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
By limiting turrets/chambers, the problem of building so many in a hallway so that nothing can get by would be eliminated. I haven't seen any marines do this yet, but I see aliens doing it all the time - their Onos, Fades, Lerks, and Skulks (that have the long-jump upgrade) can make it over them to get by, but the marines just get stuck. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Hello? Alien turrets already are limited, 8 OCs and 6 DCs per area, and even 1 seige turret does more damage per/sec then 6 DCs can heal, not to mention killing any aliens nearby with the splash damage.
More often I'm annoyed seeing a wall of 12 turrets and aliens not having any real way of taking them out except Onos charging or Skulk Suicide, maybe Umbra + Fades but that takes time and the turrets with get marine reinforcements.
Seige tanks own just about everything because often it's hard to get the alien team coordinated enough to acctually search out where it is.
...anyway Siege Turrets RULE!
Just getting them into position that's hard....
Best location is Middle of the map / Chokepoints / Areas adjacent to multiple resource nodes AND chokepoints
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<img src='http://members.shaw.ca/timgauthier/ns_seige.jpg' border='0' alt='user posted image'>
that says it all...
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5 seige's because thats how many i have shooting at hives <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->