Siege Turrets, Really Reliable?
Tomten
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-->
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
Why don't you note the locations where you see a "bug"?
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.
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.
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.
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.
Zuh? I know about the engine hive being seigebait, but another four resource nodes just from the start base? How?
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 :/
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...
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.
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.
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Photcron
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-->
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Photcron
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.