Siege Turrets, Really Reliable?

TomtenTomten Join Date: 2002-11-10 Member: 8138Members
Do you guys really think Siege Turrets are realiable right now? I mean, they are *supposed* to do ALOT of damage, but almost everytime I build them, they don't even damage enemy structures. Today my clan played a practice game, and we placed several siege turrets next to a hive, and had them standing there for a LONG time, probably ten minutes or even more. When they never destroyed anything, we panicked and built even more turrets, in the end I think we had 7 turrets constantly firing, but they didn't damage anything.

This happened on several locations on the map ns_eclipse. It was really annoying cause we ended up loosing the game, and we had a HUGE advantage from the start, and would have decimated our enemies if it wasn't for that damn bug <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

Comments

  • EidalEidal Join Date: 2002-11-18 Member: 9229Members
    I haven't seen a bug involving siege turrets yet. They're probably what I fear most when playing an alien (hard to establish a hive), and one of the strongest marine assets.

    Why don't you note the locations where you see a "bug"?
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    The siege turret bug is already known, and will be fixed in an upcoming patch.
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    edited November 2002
    siege turrets are crazy.. very annoying as an alien.

    edit: as long as you are close to th ehive it will work fine and quick. I too think siege turrets are the worst thing an alien can run into.. screw a bunch of normal turrets, screwthe HA marines... a siege gets right to what you need, your hive. and once you lose hive's you lose offense... Then it's game over.


    then again I guess it's only fair because an Onos is so powerfull, but I wish that it would take longer to build, because right now it sucks.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    Marines without siege turrets are marines without teeth. In fact today on eclipse, the siege turret bug hit us and cost us a successful hive attack. We got beat back all the way to our base and the aliens got their third hive. It was only thanks to a great commander (GO Tyrsis) and obedient marines that we were able to push and take the triad. The siege bug went away and we were able to set up sieges just outside the triad that allowed us to take back a hive. From there we kept sieging until only maintenance was left and we actually had a siege beating on the last hive. It was great!
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    Even if the siege bug occurs, you basically cordon off a small area to alien players, which denies them right of way in many cases and possibly right of life if their timing is bad. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • LagDemonLagDemon Join Date: 2002-11-18 Member: 9269Members
    edited November 2002
    sometimes, the siege bug is a really **obscenity** pain in the **obscenity** for aliens. As many alines know, standing near a siege blast is usually an instant death. the problem arises when a building is build in a chokepoint, and 3 or 4 siege turrets are continously pounding on it. This makes it impossible for any alines to pass it, as they are most likely to die from a blast. I had this problem on ns_bast (i think, it's the one where there is an airlock leaving the marines base), and there was an offense tower (just one) covering the exit from the airlock. No one could get into the airlock, because the siege towers were decimating all who tried. This forced us to use the elevator, which is a much worse way to enter the base because the turrets look down on it, hurting aliens before they could fire back.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    I use seige turrets all the time they are the marines greatest weapon. You don't even have to build up in a hive if you have 5 siege guns in a mini base in the next room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> makes me cry with laughter to see the gorgs try to build a chamber within range of a siege and get blown to bits by the blast.

    Siege turrets are also the most cost effective way of clearing a hive room just set em up place turrets round them and have the marines baby sit them while they go to work.
  • BravoBravo Join Date: 2002-11-11 Member: 8149Members
    Actually Bast is the most hilarious map for Sieges, as your primary spawn is within siege range of the engine room resource site.

    Lol, I still get a kick out of nuking most of their early buildings (and their only rez site) when they are unlucky enough to spawn there. Seems kind of unfair, actually.
  • DestroDestro Join Date: 2002-11-12 Member: 8336Members
    All maps I command its mass expand to first hive, then siege the next hive they are setting up. If the marines are good and can aim at the aliens, and hold their own we win. Why, because the siege turret can take out that hive without ha and hmg, then after that hive is down its over.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Bravo+Nov 21 2002, 12:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bravo @ Nov 21 2002, 12:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually Bast is the most hilarious map for Sieges, as your primary spawn is within siege range of the engine room resource site.

    Lol, I still get a kick out of nuking most of their early buildings (and their only rez site) when they are unlucky enough to spawn there. Seems kind of unfair, actually.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Bast was designed at a time when siege guns had much shorter range - no resource points were reachable from the marine starting area. Either bast or the extended siege range has to go - you can cover 5(!) resource points by siege guns from the start base, and with a bit of vent creeping, you can build siege guns powered by start base turret factories in range of the engine hive.
  • KizKiz Join Date: 2002-11-06 Member: 7236Members
    <!--QuoteBegin--matso42+Nov 21 2002, 12:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Nov 21 2002, 12:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bast was designed at a time when siege guns had much shorter range - no resource points were reachable from the marine starting area. Either bast or the extended siege range has to go - you can cover 5(!) resource points by siege guns from the start base, and with a bit of vent creeping, you can build siege guns powered by start base turret factories in range of the engine hive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Zuh? I know about the engine hive being seigebait, but another four resource nodes just from the start base? How?
  • FrickenMoronFrickenMoron Join Date: 2002-11-21 Member: 9498Members
    Easy
    With the sieges in your base you'll cover:
    -your own ressource node
    -the resource node at the engine
    -the resource node at the airlock
    -the double ressource nodes

    But most times I play that map the marines don't even get that far, they just get smitten to death
    right at the start because of the three entryways the marine start has :/
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    edited November 2002
    Siege damage (double damage to buildings) currently has a bug in it. The four siege damage weapons : Siege Cannons, Grenades, Bilebombs, and Xenocide don't get double damage at all, and around half the time, they don't do any damage at all. (to buildings) The damage against units is fine, so siege cannons firing at an Offensive Chamber and not doing any damage to it will still kill any nearby aliens.

    This means that siege cannons are MUCH less powerful than they should be. A siege cannon has a listed damage of 700, which becomes 910 with 3 weapons upgrades. 910 damage will kill a Defensive Chamber in one hit and an Offense Chamber in two hits... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->

    I could live with much shorter-ranged siege cannons if they did damage like that...
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    edited November 2002
    I couldn't, I'd be splattered all over the place!

    Even though the sieges may not do accurate damage now, aliens will typically avoid a sieged area, so there is an upside in this bug. But honestly, I still feel once siege weapons are fixed, perhaps the cannon range could be dropped a bit.
  • PhotcronPhotcron Join Date: 2002-11-03 Member: 5768Members
    -==-

    Seems marines want a quick win.
    You know, sit back and let machines ( <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> ) play for you.

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

    -==-
    --
    Photcron
  • LLJKVerlocLLJKVerloc Join Date: 2002-11-14 Member: 8601Members
    Sieges are great for punching a hole in defenses, but I like to have plenty of well armed marines on hand for when things need killin. Don't get me wrong, nothing punches through a Wall of Lame quicker than some well placed siege turrets, but if you are relying too heavily on siege for your building smashin needs, your offensive pace is going to slow to a crawl. Sieges are great for punching through the hard candy shell so your marines with HMG's and GL's can get into the chewy filling <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • PhotcronPhotcron Join Date: 2002-11-03 Member: 5768Members
    -==-

    Everyone seens to talk negitive about "walls of lame". But what about the turret farms marines are capable of setting up all around a turret factory. Trully its harder to set them up, but once done they are God like. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    -==-
    --
    Photcron
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    I can't count on one hand the number of times I've taken down a 4-8 turret farm solo... as a SKULK (and I'm not THAT good really). Sure, I might die a couple of times in the process, but the net result is the marines wasted 180+ resources on something I took down using maybe 4-6 resources myself (for upgrades of carapace or celerity after death). Neither the marine nor the alien automated defenses are really THAT impressive. They buy you time to respond with warm bodies to a threat... that's it. Things change a bit with Siege cannons as they are an offensive unit, but Sentries and Offense chambers do not a defense make by themselves... not by a long shot.

    Sure, if there are 20 turrets you can't use Skulk tactics to do it as easily... but what the heck were you doing while they set up that many turrets somewhere? And is it somewhere you really NEED to go? If not, come back later as an Onos/Lerk team or something and worry about it then.
  • XiaoXiaoXiaoXiao Join Date: 2002-11-21 Member: 9543Members
    How bout seige rushes? Like have 2 marines defend base then 2 marines defend the TF and get <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> up. Against bots.....it works...very well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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