Alien Turret Limit Rediculous

StueStue Join Date: 2002-11-03 Member: 6017Members Posts: 118
I had that several times today. I am generally securing the main hive first. So i move to each entrance and dont stop building off and def chambers till the limit is reached.

Sometimes tho it seems the limit is absolutely rediculous, means not working properly. Or the AREA for which the limit counts is WAY to wide. Or at least some maps dont work well with the area width.

Feedwater hive is the best example. We have an entrance on the same level as the hive, behind a wall with two bow corridors next to it leading to the place where i build up the chambers. And we have one entrance when u move down the ladder on the right side, theres a nozzle down there.

Well i started building max towers on the upper entrance and then move downwards. After i built one off chamber there the limit was reached...brilliant. So the hive cudnt be properly secured.

This happens quite often. its really annoying as it might decide over win or lose. If the defense isnt optimized its easy to break thru it for marines with HMG and grenades.

Please fix this. It doesnt work like it shud.

Comments

  • BillBill Join Date: 2002-08-08 Member: 1108Members Posts: 518
    Place them more carefully, if there are multiple entrances don't place 30 OC's in front of one. And don't forget that you have other things that haven't reached a limit, sure they don't shoot anything but if you place them in front of doors they still make for decent road blocks and save you some time.
    user posted image
    THXMonkey_830
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor Posts: 7,511
    Remember two things:
    1) OCs are best placed not to protect a hive directly, but to defend possible siege locations. To use the Feedwater hive as an example, you don't place them in the hive room - you place them in the furnace area outside. A second establishment of turrets near the bottom of the ladder, and a last near the tram car (placing them at the end of a long tunnel is poor placement - marines' superior range will make short work of them).

    2) OCs are not the be-all, end-all of base defense. Alien players must be willing to leave battle to defend a hive area under attack, because their support structures are not sufficient to do the job alone.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation Posts: 2,291 mod
    The idea is that aliens can move much faster then humans to defend a hive, and they shouldn't rely on buildings for defense.
    IPB Image
  • BTS_SquirrelBTS_Squirrel Join Date: 2002-09-27 Member: 1351Members Posts: 236
    i totally understand what is being said ere, but i think we may just need to have it written out somewhere what te max number is, for each location. like.... what if when building there was a little number that popped up and told you how many more you could place in a specific area. cuz sometimes i dont realise that NSPlayer is spamming turrets like mad in random, indivdual locations about our base. so something like that would be a good idea i think.

    maybe ill post this on the ideas forum...
    user posted image
  • StueStue Join Date: 2002-11-03 Member: 6017Members Posts: 118
    Youre quite missing the point of this thread. Were not discussing what places are best to setup chambers but the AREA WIDTH which affects the chamber limit.
    Ofc i know, you can just place the chambers further away. But sometimes the AREA width just seems TOO strict with your poor being.l
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members Posts: 153
    I hate it when some less experienced gorge builds offence chambers only at one entrance to a hive and then the limit is reached so when i join the server i can't cover the other entrance to the hive. sad.gif I also dislike it when people build offence chambers right next to the hive as it is rather stupid, 1 or 2 maybe, not 5 or 6. Also, when people build offence chambers with no defence chambers around near them.

    The #1 most annoying thing is when someone builds like a sensory chamber first instead of a defence chamber because that basicly means that you have lost the game already. sad.gif
    Long time NS player
    Ph.D.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members Posts: 1,122
    There needs to be turret limits for both sides, Aliens & Marines, turrets are the #2 reason for lag next to the high server load. Plus it would actually make commanders think about where they build turrets rather then making the usual turret farms.

    Also, the reason Alien turrets are weaker:
    They have a slow rate of fire. I was playing on a 1.02 server where you could see the damage. Alien turrets hit for as much as Marine turrets, but slower. Meaning theres more time to fire and get back to cover.

    Alien turrets hit for about 74 dmg on structures every 3 or 4 seconds. Marine turrets hit for 10 damage about every .7 seconds (roughly).
    user posted image
  • Zero0016Zero0016 Join Date: 2002-11-12 Member: 8305Members Posts: 7
    Yea I agree I think they should add a limit on marine turrets as well. The thing is though one gorge can build a huge amount of buildings anywhere he wants. With the marines it's harder to get everything set up. I think the reason why turrets hit harder, for one they cost more and two they depend on the turret factory. If you take out 1 alien offensive structure they all don't go down. I think the balance is good. I played a game as marines,it was late game, I jump in command chair and some mariens secure a room by the sewers hive. I swear I loaded up like 40+ turrets in that room just cause we had the money to do so. Let's some aliens break through that...
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members Posts: 1,122
    Maybe if the Marine turret limit was higher then Aliens it would balance better. But you also have to think lag wise, 50 turrets firing simultaniously creates ALOT of lag. Plus its impossible for ppl like me with crappy comps (555Mhz AMD-K62, TNT2 vid card) to do anything in that situation.

    Plus, Marines have better offense, if a Gorge gets caught building they are SOL. If a Marine gets caught building they have a few seconds to whip out their gun and spray a clip.
    user posted image
  • MirageMirage Join Date: 2002-11-01 Member: 1993Members Posts: 19
    QUOTE (coil @ Nov 15 2002, 06:27 AM)
    Remember two things:
    1) OCs are best placed not to protect a hive directly, but to defend possible siege locations. To use the Feedwater hive as an example, you don't place them in the hive room - you place them in the furnace area outside.

    But what if they decided to go through the underwater route that exits right smack in the middle of the hive ?
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members Posts: 3,137
    A marine turret limit would be great. Say eight or ten per turret factory. This would eliminate invincible turret-forest bases(and the lag that goes along with them).

    I Never lag around alien turrets, but whenever I step foot into a marine base where combat is happening, FPS drops to nil. sad.gif
    the artist formerly known as duff-man
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