The Turret Factory Deal.

LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
edited November 2002 in NS General Discussion
<div class="IPBDescription">was that not a pretty big change?</div> Not saying anything is unballanced but i was just wondering, as the topic suggests, that the change with turrets needing an operating factory nearby to work, is that not a pretty big change ballance wise? Was it conciderd before, or was it just thrown in at the last minute to calm down angry alien players that hadnt learned the game yet?

I do find it rather easy to destroy an unmanned outpost in under 3 minutes even as a skulk. Sure i like being able to do this as an alien but i dont know.

If this wasnt playtested befor can even the PT's claim that this is perfectly ballanced?

Easy now boys and girls im not taking sides here, just wondering what people think and what experiences peps have about this. I still read a few "Boo Hoo, Marines too powerful" but mostly nowdays its all "Bahh... Bring the marines back to their former glory"


Also: I want to Praise the entire Dev theam for Making the best MP game ever.
And i would also like to flip you off for depriving me of my social life and sleep time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ( 2:30 AM, Ahhh... just one more game)
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Comments

  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    ITs more fair IMHO. aliens turrets are weak, they ahve their akilles heel. Why shouldn't the Marine turrets have the same? A good commander knows where to put turrets and factories to protect them, and if they dont, too bad, suffer.
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    <!--QuoteBegin--DarkMantiZ+Nov 17 2002, 08:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkMantiZ @ Nov 17 2002, 08:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ITs more fair IMHO. aliens turrets are weak, they ahve their akilles heel. Why shouldn't the Marine turrets have the same? A good commander knows where to put turrets and factories to protect them, and if they dont, too bad, suffer.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Marine turrets have an Achille's Heel too. They can't fire straight up. A good skulk can get on top of a turret and bite it to get at a turret factory if the defenses are weak.
  • n00b101n00b101 Join Date: 2002-10-29 Member: 1706Members
    Bah, if the comm is intelligent, he'll spread his turrets and would put them all around the factory to prevent little bad skulks to *** their expansion <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • Kung_FoolKung_Fool Join Date: 2002-11-02 Member: 4092Members
    yeah but now look what would happen if a skulk would try to get on top of a turret in the following situation:

    x = Turret
    TF = Turret factory
    --- =Walls
    --------------------------------
    xxx
    TFxx
    xxx
    --------------------------------

    Now even if the skulk managed to get on top of the turret factory or any turret he would be ripped apart by them. True, the turret he is standing on would never hit him, but surely the turrets next to him. Add an obstacle behind the TF like and enemy resource tower for example and the skulk is pretty much screwed.

    It´s all a matter of tactical placement IMHO. <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    few ones here

    O - turret with skulk on it X - turret

    o x = x x (no skulk)

    it only works for lone turrets

    nother one


    |
    | x
    | x
    |TF_______


    chomp that you fool (put TFs in corners)


    or just put a bloody turret som were BEHINF the TF it is that simple

    I generaly play as Aliens and I take FULL advantage of dumb F commies who dont defend the back of their TF (I just suicide like 3 times and then get my team to rush in and take out the turrets

    TF =20+ rps, turet = 16
    5 turrets + 1 TF = 100 RPs

    THATS GONA SMART
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    ya, but then all you have to do is hit and runs.

    just focus your attacks on a single turret, one at a time. and when your health is low you just retreat to a defence chamber. it takes a while but its satisfying when you finally destroy the turrets that can hurt you when you are attacking the turret factory.
  • LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
    Well... what i actually was wondering was if this had been tested before? i mean it is a pretty big difference, an if it was all ballanced on release exept for the Admin recourse blunder shouldnt this be a big alien advantage?
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    if marines are smart then the commie will simply drop some one a welder and have them defend the turrets ;D (smart commie = good marines)

    as for balance:

    the game was slightly unbalanced from the start (Flay decided this after watching some CLAN matches) and so he made a few changes to the balance, if it does come up unbalanced then he probalby will redo somethings
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    To be honest I have no problem with this change. I can't say I like it, gives me one more tactical problem to think when I place them. However that is the nature of the game and if I couldn't make it work I shouldn't be commanding in the first place. However if nothing else, I imagine it does make it a little more realistic. Since we have to place the turrents in the perimeter of the TA it should only stand to reason that the turrents would work if the TA is still operational.
  • JasperJasper Join Date: 2002-04-08 Member: 390Members
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    i like it... its you work harder for setting up full defense... and makes you always wanna build 2 factorys instead of one
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    I saw someone else post this strat elsewhere, and yes, it works. Instead of just leaving turret fields which skulks can hit and run on, dish out some mines to your marines, and tell them to stick those mines on the GROUND (no laser in other words) around the turrets bases, and half hidden behind the turret factory. Those things do wonders at making skulks and the other melee creatures paranoid.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    I love the change. It promotes better strategy.

    Currently most commanders are not used to it yet and don't cover all sides of the TF properly, meaning an alien can just run up and crouch behind the TF protected and chomp on it. However, if you use a bit of strategy, you place your turrets so that there is nowhere to hide around the TF. And try to make certain that no one turret is the only turret that can see a certain side of a TF. Aliens are not stupid, if they see that one side is guarded by only one turret, they'll rush that one turret then they're home free.
  • TenakuTenaku Join Date: 2002-11-05 Member: 6969Members
    <!--QuoteBegin--Thansal+Nov 17 2002, 09:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thansal @ Nov 17 2002, 09:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->chomp that you fool (put TFs in corners)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Umm... i have _never_ seen a TF close enough to the corner that i couldn't get behind it as a skulk.

    I say put tf's in the middle of the room, with a trio of turrets around it to provide cover fire from every direction.
  • saint0zsaint0z Join Date: 2002-10-16 Member: 1505Members, Constellation
    "don't let the server play the game for you"(some1 said it dunno who)

    The best defense is actually having a competent person there watching out.
  • PrOzAkPrOzAk Join Date: 2002-11-16 Member: 8881Members
    That doesnt work either. If your skulk all you have to do is zig zag up and hit the turret factory, run away heal...even easier if your just gonna place it in the middle of the room...not to mention i play lerk 98% of the time, I'll just sit where the turrets cant hit me and nail it if its sittin in the middle of a room lol

    And ther other thing about Mines...overall its good...but still as skulk you can avoid that too....jump and bite works nice, or if you have the 2 hives, leap(which does close to no damage) but if you wanna stay alive, all the power to you.

    lol
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    You people do realize that it IS supposed to be possible to take them out, right? They're not supposed to be invincible? They ARE supposed to have weaknesses?
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited November 2002
    I am a sabotage skulk. Dodging turret fire, jumping like mad past any defenses, quickly finding the sweet spot and hunkering down there to wreck the TF is my favorite thing to do as a skulk.

    If there is ANY location that is safe from turret fire, rest assured there WILL be a skulk sitting there chomping on the TF, avoiding all damage. The only way to make sure your TF is safe is to place four (4) turrets evenly spaced around the TF, and placing the TF AWAY from any walls/obstacles. Even then, a skilled skulk can take down the TF by circle strafing around it, chomping it the whole time (thereby avoiding damage from all but 1 of the turrets at any one time as one is on the other side of the TF, and 2 are beginning to track you).

    Now, with the ease of TF killling established, i will also say this: it was dearly needed. The aliens NEED a way to break through turrets farms when they only have 1 or 2 hives. Hell, they need one with 3 hives too seeing as both xeno and bilebomb (which should be their turret killers) are both bugged vs buildings and are essentially useless.

    Best defense against sabotage skulks? Place a phase gate nearby (but dont get mad when the skulk 'camps' the gate, killing every marine you send through before they fire a shot. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> *munch* <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->)
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    hmm, as another suicidal sabatoge skulk (GOD I LOVE DOING THAT, I am generaly the one who will be spewing CC/TF tastes like chiKAN!)


    I have relized the core thing sucks (lol I can always get back therE)

    however here is the solution:

    1) TF in corner

    2) 1 marine in base at all times (I generaly do this if I am marine)

    3) give that marine Sgun and MINES, have him place 1 mine ON the TF in the vulnerable area

    4) every tme a skulk goes boom, have him remine it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->


    that SHOULD stop me from getting througH (I think, I as of yet have not seen marines being this smart)
  • Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
    As a marine commander, I always

    1) built turrets in positions that will cover all sides of the turret factory.

    and

    2) always, ALWAYS have my marines place mines on the ground around my turret factories (I do this with the CC as well).

    If the turrets don't get the aliens, then the mines will blow them to pieces. This works ESPECIALLY well against that Lerk who thinks umbra will protect him long enough to kill my factory =).

    I also try to build two factories, resources permitting. But as resources don't usually permit, I resort to the above two tactics to keep the aliens at bay.
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Well I would like to see the ability for a commander to rotate the buildings to his choice(before they are dropped). And like I have said a turret limit would be nice or see turrets be less effective if you have too many depending on 1 turret factory.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Yeah, maybe a -5% effectiveness for each turret on a TF, and that can be offset by building more TF. So 1 turret is 100% effectiveness, but 5 turrets each is 75% effectiveness.

    The cost of turret factories needs to be increased. Now that they are required to keep turrets functioning, they are much more valuable, so their cost needs to be increased to match this importance.

    Regards, Guspaz.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--Guspaz+Nov 17 2002, 06:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Nov 17 2002, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yeah, maybe a -5% effectiveness for each turret on a TF, and that can be offset by building more TF. So 1 turret is 100% effectiveness, but 5 turrets each is 75% effectiveness.

    The cost of turret factories needs to be increased. Now that they are required to keep turrets functioning, they are much more valuable, so their cost needs to be increased to match this importance.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oooo, now that's interesting. Think the turrets are powered/controlled by the Tfacs, so the more turets you have in one area the worse their aim gets. Makes sense actually.
  • GravitonSurgeGravitonSurge Join Date: 2002-11-03 Member: 6138Members
    <!--QuoteBegin--Shadowics+Nov 17 2002, 07:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Nov 17 2002, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Makes sense actually.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ok. Since power should be distributed, I think this means that all alien players should share attack power.

    It'll be -10% damage per copy of a class... so if there are 4 skulks, thats -30% damage! Makes sense, right? The hive can only handle so much..
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    That's already in. The Bacteria the Hive infests the ship with can only support so much, so you can only have so many turrets in a single area. Each alien is an individual alien, but their resources are divided from a common pool of resources, so you can't always be Onos.

    Marines on the other hand have a single pool of resources, and mechanical building methods that don't require any support. Where do Turrets get their ammo from anyway? do they shoot imaginary bullets? maybe the Tfac creates the bullets and can only store so many, you could limit it that way too.
  • GravitonSurgeGravitonSurge Join Date: 2002-11-03 Member: 6138Members
    <!--QuoteBegin--Shadowics+Nov 17 2002, 07:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Nov 17 2002, 07:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That's already in. The Bacteria the Hive infests the ship with can only support so much, so you can only have so many turrets in a single area. Each alien is an individual alien, but their resources are divided from a common pool of resources, so you can't always be Onos.

    Marines on the other hand have a single pool of resources, and mechanical building methods that don't require any support. Where do Turrets get their ammo from anyway? do they shoot imaginary bullets? maybe the Tfac creates the bullets and can only store so many, you could limit it that way too.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *sigh*

    I was poking fun at your post because it's completely ludicrous. While aliens can move fast and defend key locations, marines are generally slow-moving and vulnerable. We <i>need</i> static defense to keep our locations secure until we can arrive.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Heh, and anyway, it's not like there are enough resources to build that many turrets. Man, last night one marine spent the WHOLE game asking me to build more turrets in base. If I did that, then base would be the only place I was building.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Yes, but you don't need 40 of them. Turret farms are annoying because they just drag out a game. If the aliens have 3 hives and the marines are hiding their they're spawn because they had a bad comm who just build defenses ( A rather extreme example I know, but I've seen it happen before ). Then the marines, more or less, deserve to lose. Wouldn't you agree? Yet by building 30-40+ sentries and some seiges in their spawn ( I'm thinking of ns_tanith ) they can hold of the aliens through countless rushes, Onos, Fades, Umbras, even Xeno. In that example the game continued until the marines had built so many turrets that the crashed the server. All I'm saying is you need some way to prevent marines from simply building dozens of sentries and being invincible in their little nest.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    <!--QuoteBegin--Shadowics+Nov 17 2002, 05:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Nov 17 2002, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes, but you don't need 40 of them. Turret farms are annoying because they just drag out a game. If the aliens have 3 hives and the marines are hiding their they're spawn because they had a bad comm who just build defenses ( A rather extreme example I know, but I've seen it happen before ). Then the marines, more or less, deserve to lose. Wouldn't you agree? Yet by building 30-40+ sentries and some seiges in their spawn ( I'm thinking of ns_tanith ) they can hold of the aliens through countless rushes, Onos, Fades, Umbras, even Xeno. In that example the game continued until the marines had built so many turrets that the crashed the server. All I'm saying is you need some way to prevent marines from simply building dozens of sentries and being invincible in their little nest.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thank you for reiterating my exact point.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--(e)kent+Nov 17 2002, 08:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Nov 17 2002, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Thank you for reiterating my exact point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ...err, huh? you posted 2 minutes before me while I was typing. That post was meant for Grav in case you couldn't tell.
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