A Turret Idea

ArchuxerizerArchuxerizer Join Date: 2002-11-02 Member: 4526Members
<div class="IPBDescription">Ammounts need to be limited</div> My last game was a disaster. The aliens surrounded our base and controlled all the resource spots but they simply couldn't win the game. We had sieges to keep their cambers at bay and the base was completely full of normal turrets. It was difficult to move in that sea of turrets.
Every alien including an onos would die within seconds if they tried a direct assault on the base. They even attacked with 5 onoses at the same time, but each of them died before thay could do any serious damage.

The marines couldn't expand either. Not enough resources for equipment and the aliens had all the resource spots giving them hundreds of resource points per minute.

Comments

  • GravitonSurgeGravitonSurge Join Date: 2002-11-03 Member: 6138Members
    5 fades with bile would be more useful than onos
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    Aliens with good tactics can pretty much run over any marine base they want as [attack > defence] for both the marines and the aliens.
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    At first I decided that no, they should be able to construct as many as they want! Then, I realised that the Kharaa can only build a certain amount in a give area, and offensive towers aren't very accurate nor fire very fast. On the other hand, I remembered that Sentries can only be built in a certain radius around a Turret Factory, and that they werent extremely good but very good protection against Slulks, Gorges, Lerks, and to an extent - Fades. I am confused. I don't know if there should be changes in this matter or not!
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    it should be within a certain radius of each other for example 5 in a huge sphere (tfact radius)..maybe more than five...i think this is what flay said he's doing!
  • RavlinRavlin Join Date: 2002-11-11 Member: 8197Members
    They should be limited to some numbers, because marines are sometimes making from them a carpet around their base (and inside). They can be destroyed, but it takes too much time (to clear such areas you need at least 15 minutes, mostly much more time and Fades). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • SmellslikefecesSmellslikefeces Join Date: 2002-11-11 Member: 8194Members
    I agree completely. It isn't fair that the aliens are limited but the marines aren't. They need to have some kind of limit per area or like you said radius. Maybe say they can't be right next to each other. I don't know but something has to be done. I had the same situation last night. We were on bast, I was alien, we had every node and couldn't take the marine base. We would come rushing in to hit a wall of turrets or worse a turret fatory surrounded by command modules. Do you know how much health a command module has??? It was impossible to get to the factory and we were cut down in like 5-7 seconds. I finally got fed up and left.
  • GravitonSurgeGravitonSurge Join Date: 2002-11-03 Member: 6138Members
    <!--QuoteBegin--Smellslikefeces+Nov 14 2002, 05:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Smellslikefeces @ Nov 14 2002, 05:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I agree completely. It isn't fair that the aliens are limited but the marines aren't. They need to have some kind of limit per area or like you said radius. Maybe say they can't be right next to each other. I don't know but something has to be done. I had the same situation last night. We were on bast, I was alien, we had every node and couldn't take the marine base. We would come rushing in to hit a wall of turrets or worse a turret fatory surrounded by command modules. Do you know how much health a command module has??? It was impossible to get to the factory and we were cut down in like 5-7 seconds. I finally got fed up and left.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Uh.. sometime <i>was</i> done. It costs 25 + 19 (per turret) and if the TF dies there go all your turrets. That's limiting enough.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    This whole problem is just an indication of a bigger issue. Without control of more than 1 resource node, the marines should never have been able to <i>afford</i> to plunk all those turrets down. In other words, it's still a resource problem, not one specifically with the turrets.
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    edited November 2002
    However, before limiting marine turrets is the fact that offense towers have more hp and the fact that they can be healed by defense towers taken into account? Marine turrets have to be welded currently, and all go down with the turret factory. This is exactly what I said in the balance post,in a direct 1 v 1 comparision, turrets may seem superior to a offense chamber. But 2 turrets vs 1 offense and 1 defense chamber?

    If you are taking the last base, build defense chambers (stack of 7, near every entrance into there base) outside the siege range. Have your onos get celerity(this is important, you do not need adrenaline, you can gore 2 turrets to death without running out of energy) and carapce(your defense chambers regen you, you have the money, just keep evolving into onos so redemption not useful) Go through both entrances at once, and only 1 ono through each entrance, and focus on 1 turret, ignore marines unless they have hmgs and no armor, and are near by. Make sure you take down 1 turret everytime then run and heal, repeat over and over and they will eventually lose. I posted a better way to deal with this in the Alien strategy forum.
  • Mr_GrimMr_Grim Join Date: 2002-10-01 Member: 1395Members
    I had the same cituation, few days ago and the aliens were complaining that turrets are too powerful, i told the to take 2 onos to cower me and i took onos myself then the 2 other onos rushed inside and i destroyed the turret factory simple as that.... Thou i was luucky they only had 1 turret factory...
  • sokzsokz Join Date: 2002-11-07 Member: 7670Members
    How about a limit of maximum turrets per factory radius? Yeah.
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    <!--QuoteBegin--GravitonSurge+Nov 14 2002, 02:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GravitonSurge @ Nov 14 2002, 02:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5 fades with bile would be more useful than onos<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    don't you mean a turrent idea? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    also bile bomb is bugged and doesn't do it's 2x dammage to buildings, wish it did though...
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