Dont Need Turret Limit

GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
<div class="IPBDescription">Because of Blink</div> Its pretty obvious, turret limits are not needed because of the blink ability of fades. You can Blink past any ammount of turrets to attack a factory or the CC or the Inf Portal, or any number of things, and if you think marines can just spam the floor with 50 turrets youre wrong. 19 resources per turret if you let the marines get that many resource nodes your gunna lose anyway
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Comments

  • WolfWolf Join Date: 2002-08-07 Member: 1100Members
    I think you just like placing 8 billion turrets. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->


    It's incredibly easy to get the resources to place so many turrets.

    If Marines can place as many turrets as they want, then why nerf the Aliens? If the Marines can have wave after wave of lame in place, why prevent the Aliens from having "walls of lame"?


    You get Marines, eventually, holed up in their first base, with one resource tower, with 30 turrets, placing more as the resources become available.

    No matter how many resource towers the Aliens have, Marines can do that, because after the initial skulk rush, nothing happens there, because people on pubs don't have the common sense enough to continue attacking to prevent the Marines from getting an additional resource tower and starting to save resources.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    Actually I play aliens mostly, I play marines only when they suck and need a good COMM, and a properly placed alien defence is better then any ammount of innacurate **obscenity** turrets.

    Like I mentioned if you let the marines get enough resources to build 20 turrets in one place (19x20=380) plus the cost of the factory if they have enough spare resource to do this you lost anyway.
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    <!--QuoteBegin--GreyPaws+Nov 18 2002, 12:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Nov 18 2002, 12:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its pretty obvious, turret limits are not needed because of the blink ability of fades. You can Blink past any ammount of turrets to attack a factory or the CC or the Inf Portal, or any number of things, and if you think marines can just spam the floor with 50 turrets youre wrong. 19 resources per turret if you let the marines get that many resource nodes your gunna lose anyway<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    it would be nice if Blinking actually worked first... thank you come again...

    now try and do a comeback as alien when humans have secured hive 3 and 2... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    its hard to win when humans have both hives, but if they are busy getting the 2 hives means the resource nodes on the map are yours, the cant do sh it with 2 hives and 3 resource towers when everyone on alien side is maxed, you grab all the nodes u can, defend them with 3 def chams and 5 off chams then make a push for the weakest hive (furthest away from spawn) everyone can go lerk and be supported by a builder getting def chams up, when you take back one of the hives you have fades and all the resources = marine death
  • TheDamageTheDamage Join Date: 2002-11-06 Member: 7348Members
    In Kharaa tactics there is a thread about blink. The trick is to make your body as small as possible to avoid hitting anything. You cannot blink thru stuff. Jump duck and blink in the air for maximum chance of success.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Check <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=12071&st=15' target='_blank'>here</a> for coil's explanation of why turret limits are unnecessary.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Yeah and if it doesnt work, which is about 80% of the time, you end up looking like a **obscenity** Fade on crack.

    Oh yeah mind telling me why a single marine with a HMG can take out an entire Hive's defenses without getting below 1/2 health and no medpacks? Or how a lightly armored Marine in a vent can be bitten 10 times DIRECTLY by 2 Skulks and still live? Or maybe somone can explain to me why Marine turrets can actually hit something, where as for Alien towers it takes a good 5-10 seconds before they hit a target.

    Do Aliens have it easy? Against a team of Marines who think Blink actually works, yes.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    <!--QuoteBegin--coil+Nov 18 2002, 01:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Nov 18 2002, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Check <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=12071&st=15' target='_blank'>here</a> for coil's explanation of why turret limits are unnecessary.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Heheh (sneezes) good stuff!!
  • MeOnCrackMeOnCrack Join Date: 2002-11-17 Member: 9002Members
    The thing is, turrets need a turret factory to remain operational and for them to be built. Take out the turret factory and it's all gone. It's not the case for aliens. Take out one offense or defense chamber and you've got the rest to deal with. Not to mention the turrets cost 19 rp's, while offense and defense take 16 and 14. Which brings us to another point, defense chambers heal offense chambers by themselves. No requiring the work of one marine to weld and put himself under danger from people attacking the turrets, and not fighting back with the rest of his team. And since the resources are shared for the marines and not distributed to every single unit like the aliens, turrets take rp's away from upgrades and better weapons from your assault team, while you can have a few gorgs placing much cheaper offense chambers all over the place without really crippling the rest of your team. The size too is another issue against not having a limit for turrets. You can plug up a doorway by piling offense chambers on top of each other. Not too sure, but I don't think you can do that with turrets.

    Turrets = more resources, dependant on one building, take away resources from your own team, smaller in size
    Offense chambers = less resources, bigger in size, get auto healing from defense chambers, able to stack on each other

    Having a limit on turrets would just really make turrets a lot more weaker than they are.
  • DefDef Join Date: 2002-11-14 Member: 8551Members
    IMO Alien turrets suck really bad. They need to be made better because its way to easy to take over a hive defended by Alien POS turrets.
  • hydr0xyhydr0xy Join Date: 2002-11-13 Member: 8480Members
    <!--QuoteBegin--TenSix+Nov 18 2002, 01:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TenSix @ Nov 18 2002, 01:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh yeah mind telling me why a single marine with a HMG can take out an entire Hive's defenses without getting below 1/2 health and no medpacks? Or how a lightly armored Marine in a vent can be bitten 10 times DIRECTLY by 2 Skulks and still live? Or maybe somone can explain to me why Marine turrets can actually hit something, where as for Alien towers it takes a good 5-10 seconds before they hit a target.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    put movement chambers by them.. they shoot faster ;p

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> DIEEE ONOS!!

    oh.. and meoncrack.. 2-3 turrect factories would do the trick ;p
    if u mass turrets around 3 factories, by the time like 2 onos destroy 2 of them they are dead..
    then the marines just go back and build more.....

    unless.. the commander is an idiot and build turrets only on one side of the factory and a fade or something goes on the other side and crouches.. but thats another topic..
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    edited November 2002
    <!--QuoteBegin--coil+Nov 18 2002, 01:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Nov 18 2002, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Check <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=12071&st=15' target='_blank'>here</a> for coil's explanation of why turret limits are unnecessary.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Check <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=11487' target='_blank'>here</a> for Acrobad's explanation of why turret limits are necesasary.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Yesterday was playing on the map with the un-named Hive, Marines had setup about 20 turrets there. I sat there launching Acid Rockets at these things for 5 minutes, then a Marien comes along spends 5 seconds repairing them to full health, and builds 2 more. Considering we need a low offense/defense class in order to build/repair structures I think the OC limit is dumb.

    Of course if Marines had a turret limit too, it would actually force them to use skill and strategy rather then making as many turrets as possible. Which would be good for Marines as well, no more n00b commanders spending all the resources on turrets when you <b>really</b> need that medpack.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--hydr0xy+Nov 18 2002, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hydr0xy @ Nov 18 2002, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->put movement chambers by them.. they shoot faster ;p<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is NOT true. Please do not spread rumors.
  • WykedWyked Join Date: 2002-11-18 Member: 9158Members
    so coil, you say that marines dont need turret limmits because bile bomb and xenocide will get fixed? great

    and what about when the marines set up a field of lame all over a hive, preventing the aliens from getting both bile bomb and xenocide?

    sorry, fixing bile and xeno is not a full solution, it just shortens the endgame, without any approptiate fix to the midgame (which is the important part)
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Turret fields are only possible when the marines are turtling in base, not expanding actively. The action of taking and holding a hive requires a large resource expense on exhaustible resources such as weapons, ammo, health, etc - instead of an expense on more permanent assets like turrets.

    If the marines take a hive and hold it - AND enough resource nodes - to put up a substantial turret defense in it, then the aliens are playing poorly and are probably on their way to losing. An agressive, efficient, and *skillful* commander will be spending the majority of his resources on upgrades and weaponry, and will be depending on his team and phase gates to keep hives secure.

    The turret farms that you see in this thread and others like it have two things in common:
    1) They are in the marine base.
    2) They are in a game in which the aliens have 3 hives, and marine expansion has failed.

    These additional elements also come into play:
    1) All the marines are localized in base, because when they leave they are slaughtered. Thus, they add to the defense.
    2) Having all your marines in one place, supported by a nest of turrets, means they don't die much. Low resource expense on re-equipping marines = more resources for turrets.
    3) Having all your marines, not dying, means 2 or 3 welders can keep the turret forest in good repair (except against something like bile bomb).
    4) I would wager the marines were mostly un-upgraded; no upgrade = more resources for turrets.

    ALL of these will be solved by bile bomb. Marines will be killed by the splash, turrets will be ripped apart by it, and the barrage will be too constant for welders to keep up.

    In the event that the marines ARE expanding, they will be dying more often - thus, they will require re-equipment, which costs RPs. They will last longer if the commander upgrades their weapons and armor and equips them with heavy armor or jetpacks, which costs RPs. They will be guarding multiple expansions, which will each require turrets and support buildings (phase gate, perhaps an armory, perhaps a backup CC and IP), which cost RPs. All these additional expenses incurred by an active marine team prevent them from stockpiling the resources for true turret farming... and if they *do* have the resources, then they're dominating the map and have every right to be building that much.

    If they're turtling in base and spamming turrets just to prolong the game, the corrected bile bomb and Xenocide will make short work of them.
  • MeOnCrackMeOnCrack Join Date: 2002-11-17 Member: 9002Members
    edited November 2002
    So hydr0xy, if 2 onos will take out 2 turret facs and die, wouldn't 3 take out 3 turret facs and at least 1 will live? 2-3 onos by themselves shouldn't be able to take out a base holed up with turrets and marines. Coordinate with your teammates, get a lerk and a fade, have the onos take out the turrets 1 by 1 and run back to regenerate or heal when needed, lerks umbra covers the onos and the fade, and spore cloud anybody that tries to repair or rebuild, and fades provide splash damage and help kill marines and turrets. It's simple as that. If you can't get to the turret fac, then get the turrets themselves. Turrets have very little life, and don't last very long for the 19 resource structure that they are. Turret facs are 25 rp's and have way more hitpoints than a turret does. If you have the marines holed up and turreted, then you've pretty much won the round already. The turrets are just a slight hindrance to victory.
    If you already have two hives, and the marines turreted up the third one, then just replace the onos with a buncha skulks and have them maul the turrets, this time the lerks just umbra and help skulks take out the turrets, and fades go after the marines.

    I think you guys are just annoyed because you can't take out a turreted base alone. Thing is, you shouldn't be able to. Turrets are just fine the way they are. There's no need to limit them.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    Wish more people would actually read what you post Coil, I agree, if they have enough spare resources to spam turrets aliens will lose for the sheer lack of resource nodes
  • JasperJasper Join Date: 2002-04-08 Member: 390Members
    edited November 2002
    You really need 3 hive to fight guys with hmg and heavy armor. Even guy with jetpacks and good weapons, and they will get them becouse the dont have to build a hive that cost 80 $$ maybe the second have sould cost like 50 or 60 $$$ and third hive cost 80 $$. Also gun are so much better then biting. and the fade cant really take out more the 1 guy that well and you will run into 4 or more. The fact is the aliens will lose if

    1: you have a good commander

    2: the players follow his orders ever time they really dont need to be good players just know how the game works and ns for a rts game is not hard to follow.

    you can get 5 nozzles fast and the turret spam take ahive and win you need only take one hive and the game is over you can take any hive you want sometimes you get noobs on the <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> so they lose <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    <!--QuoteBegin--mndeg+Nov 18 2002, 04:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mndeg @ Nov 18 2002, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--GreyPaws+Nov 18 2002, 05:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Nov 18 2002, 05:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its pretty obvious, turret limits are not needed because of the blink ability of fades. You can Blink past any ammount of turrets to attack a factory or the CC or the Inf Portal, or any number of things, and if you think marines can just spam the floor with 50 turrets youre wrong. 19 resources per turret if you let the marines get that many resource nodes your gunna lose anyway<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    someone ban this newbie, blink to the turret factory.
    Then what?
    YOU DIE

    OMG OMG YOU LACK COMMON SENSE!!!!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    dont you love lazy morons that just read the first and last post in a thread?
  • WolfWolf Join Date: 2002-08-07 Member: 1100Members
    The problem isn't just the balance, it's the fact that when being an onos, I see 30 turrets, my FPS goes to zero. I *should* be able to get out with at least some health left, but no, I can't move because my computer is too busy trying to draw the frame with about 100,000 polygons visible.
  • hydr0xyhydr0xy Join Date: 2002-11-13 Member: 8480Members
    <!--QuoteBegin--coil+Nov 18 2002, 02:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Nov 18 2002, 02:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--hydr0xy+Nov 18 2002, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hydr0xy @ Nov 18 2002, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->put movement chambers by them.. they shoot faster ;p<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is NOT true. Please do not spread rumors.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    wow.. this isnt true??

    When i am gorge i find they shoot faster, sorry bout that..

    ...

    and MeOnCrack.. i know about using umbra and fades and gorges behind to build defense chambers for them to come back to and get health BUT..

    sometimes when resources arent too high.. or u only got 2 hives and they mass turreted the 3rd hive... its really hard to get the job done.. and YES! I know it CAN be done.. BUT!! spending like an hour or two trying to win..

    and yeah.. u can be fade and blink past turrets and try and go for CC but a good commander will prevent that
    a) build turrets around it
    b) build a second CC

    ...

    ALSO.. i think max sieges should be put in place...
    i just played a game.. they went just outside our base w/ 6 guys (all HA and HMG)
    built mass turrets and topped it off with about 10 sieges
    Destroyed all our offense chambers and defense chambers and just strolled in and killed one of our hives <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    <!--QuoteBegin--hydr0xy+Nov 18 2002, 04:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hydr0xy @ Nov 18 2002, 04:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    ...

    ALSO.. i think max sieges should be put in place...
    i just played a game.. they went just outside our base w/ 6 guys (all HA and HMG)
    built mass turrets and topped it off with about 10 sieges
    Destroyed all our offense chambers and defense chambers and just strolled in and killed one of our hives <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Umm.. hehe isnt that what they supposed to do? take more resource nodes next time and it will be good
  • hydr0xyhydr0xy Join Date: 2002-11-13 Member: 8480Members
    edited November 2002
    hehe greypaws.. i know thats what they are supposed to do.. just a little cheap imo.. great to use when ur marine.. but a **obscenity** to kill as alien..

    maybe sieges only allowed at base or something? i dunno..

    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> < blah

    [edit] ALSO!! I hate the damn shaking of the when like 10 sieges are shooting...
    /me pats his 400mhz

    (yes i know its time for a new computer.. getting one soon..)
    [/edit]
  • 0see30see3 Join Date: 2002-11-02 Member: 4388Members
    With the way things are, seiges really only do 3 things.

    1. Prevent aliens from setting up a bunch of crap close to the marine base, thus negating quick hit and runs, as they'll need to regen instead of just get healed.
    2. Killing a hive and it's base, by placing a seige close as an offensive turret.
    3. Making a spot hard to get through for aliens because of a "wall of lame" which even 5 seiges can't take down.

    Even with these, aliens still can do great, they have great potential, even with bile bomb and xeno bugged. Lately, after marines learned they pretty much need seige to win, especially in longer games, things have been half and half with wins. Right after the patch, aliens cleaned up, because they knew the tactics, and marines didn't. Now aliens are still crying because marines have gotten smarter, because of the stress they were put under from the constant alien wins.

    Alien OCs are GREAT if used properly. You can't expect to put 10 at the end of a hallway and have them kill things. Marines don't even do that... You build them where they can get suprise on the enemy, and deal dmg in close, not from down a hallway. Bast is a great example of this.

    The rotating door is always covered on the other side by a wall of DCs and OCs by aliens. Once this happens, marines get 2 or 3 seiges up but they'll never come close to killing those chambers, it just makes that area no use for aliens to use, which helps marines a little. Even without webbing on the door, marines will get slaughtered CONSTANTLY by those chambers, even with ha and hmgs, that's just how the OCs and DCs need to be used. Where the marines first come face to face with them, they're up close and personal with them, unable to advance and then get killed. It works wonders, and good gorges know this. I can't tell you how many times 1 single gorge has shut off a hive from marines who DON'T have a seige. Even with seige, it's no easy task to break into the hive room, especially with fades and lerks always attacking you.

    Every weapon, as it is now, works perfectly (cept for actual bugged things like bilebomb and xeno). The limits that are in place are there for reasons and there are reasons there AREN'T limits on some things. Like coil said, marines can't build a million turrets without sacrificing expansions, taking over a hive, leaving their main base empty, no ha, no upgrades, etc... Aliens don't seem to have a problem like this, it's just most commanders I've seen seem to prefer the easy and tried and tru route of a bunch of turrets instead of relying on marines to do the defensive work. When they do though, it makes for an interesting game, where resource nodes change hands every few minutes, and base assaults can be LARGE with very powerful guns and armor, and aliens then have a huge problem if they're too busy building a million OCs themselves...

    The game is balanced, you just need to find a good pub server where people know how to play (try my clan's, info is in my sig). We're there always, at least three of us, sometimes all 16 spots are filled from us, just depends, and we play long fun games. Stop by, we try to help as well...
  • SonicTronSonicTron Join Date: 2002-11-14 Member: 8613Members
    <!--QuoteBegin--TenSix+Nov 18 2002, 02:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TenSix @ Nov 18 2002, 02:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yesterday was playing on the map with the un-named Hive, Marines had setup about 20 turrets there. I sat there launching Acid Rockets at these things for 5 minutes, then a Marien comes along spends 5 seconds repairing them to full health, and builds 2 more. Considering we need a low offense/defense class in order to build/repair structures I think the OC limit is dumb.

    Of course if Marines had a turret limit too, it would actually force them to use skill and strategy rather then making as many turrets as possible. Which would be good for Marines as well, no more n00b commanders spending all the resources on turrets when you <b>really</b> need that medpack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    oc cannon idea isnt dumb, imagine aliens filling a room top to bottom (remember, you can stack an entire STAIRWAY of offense chambers on top of each other!! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->)

    now, a marine walks in......................and 50 offensive chambers fire. He would be dead........

    and by the time they could try to nade all those chambers, defenses could come and take out a guy with nade.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--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-->Actually I play aliens mostly, I play marines only when they suck and need a good COMM, and a properly placed alien defence is better then any ammount of innacurate **obscenity** turrets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If you play alien so often you should know that blink nearly never works and especially not if you try to blink thorugh a field of turrets.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin--mndeg+Nov 18 2002, 04:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mndeg @ Nov 18 2002, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--GreyPaws+Nov 18 2002, 05:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Nov 18 2002, 05:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its pretty obvious, turret limits are not needed because of the blink ability of fades. You can Blink past any ammount of turrets to attack a factory or the CC or the Inf Portal, or any number of things, and if you think marines can just spam the floor with 50 turrets youre wrong. 19 resources per turret if you let the marines get that many resource nodes your gunna lose anyway<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    someone ban this newbie, blink to the turret factory.
    Then what?
    YOU DIE

    OMG OMG YOU LACK COMMON SENSE!!!!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You should read your own QUOTE before you say stuff like that.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    As for my thoughts on the senterys i think they are fine with the limits but i think there starts are not good, they are little tripods that look like they whould get knocked over by a skulk and not being able to get hit by a UNO and still be at like half life, i thinkthey should be weak but pakc alot more fire power, as it is if you don't build like 20 senterys at your HQ a fade/lerk/skulk just runs by and makes a mad dash for your TF or CC and i know people said "well you need marines to defend your base" well some times you just don't have the man power, like in smaller games like 4v4 so if you only keep 1 guy at base they still is only 2 guys out and about and the 4 bugs can swarm them and kick there **obscenity** every time they step out side. But if the senterys packed more power they whould kill anything before it chould run past but with there lowwer HP's it whould make SUPER CAMPING not worth it as a few long range peek-a-boo attacks from a fade or lerk will kill them.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    There's like 50 different turret posts. Can you guys please search for your topic first to see if there's already a post on it, and then use that one? It makes lives much easier, thanks.
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