Marien Out-posts

RueRue Join Date: 2002-10-21 Member: 1564Members
<div class="IPBDescription">There far2weak</div> I was playing on a random public server and me and one of my clan m8s built a base with 6 turrets and 1 seige , so we though that will last a while and went off , we came to a R tower taken by the aliens and there was 6-7 offy's and 3 defence towers there , cause it was near the start we only had LMG's and it took us all our ammo to get them down and took us ages and when we killed all the offy's we were killed by 1 skulk , but my commander sayed to us that the same skulk took 1 min to kill our whole out-post cause all it takes it to get rid of the factory.

i think thats one of the major faults with unblanced teams atm , it takes lods of ammo and time for the maries to kill out-posts but aliens take out 1 building and they can take out the rest with-out any trouble.

Comments

  • DarkseedDarkseed Join Date: 2002-07-02 Member: 870Members
    *sigh*

    Perhaps your commander shouldn't have placed the turret factory in a stupid way that allowed a skulk to hide behind it without being hit by the turrets? Don't blame the faults of a commander on the balance of the game.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    the turrest where all around the factory , the skulk just ran around it
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    edited November 2002
    I always place factorys in corners, trying to make it impossible to hide behind it..

    With 6 turrets you dont even need to place it in a corner..

    F = Turret Factory
    o = Sentry Turret

    Pace then like this:

    -o o
    o F o
    -o o

    and its impossible for 1 skulk to take it..
    If its a corner:

    ___
    |Fo
    |oo

    and you got 3 left to place in other strategic places
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    <!--QuoteBegin--Rue+Nov 25 2002, 03:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Nov 25 2002, 03:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the turrest where all around the factory , the skulk just ran around it<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ran around it in circle? I dont believe he could survive that,,,
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Best placement for TF, out in the open with one turret at each corner, close in to it. Placing the turrets that close makes it impossible to circlestrafe the factory (as you dont have this nice square to run around), and defends it from all sides. Placing it against a wall sometimes helps, but if you leave just the tiniest bit of room it helps the skulk out even more.

    One question: why in the world didn't the commander send any reinforcements to the outpost that was getting killed by the skulk??
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    Sorry to say but this is rediculous. The only chance aliens have to effectively destroy structures without 3 hives is if the commander is placing defenses badly. And even with 3 hives it is still much harder to destroy marine structures than for marines (bilebomb bug).

    Aliens:

    1 Hive:

    All you can do is hoping some of the tf are bad placed, then you have a chance with skulk or (much slower cause spikes do nearly no dmg and you have no adrenaline) lerk.


    2 Hives:

    Now you get fades... but vs structures it really does not help much. Acid rocket does not enough dmg/timeframe since after 4 ar you have to wait for energy again which even with adrenaline takes to long to dish out the huge amounts of dmg you need for taking down marine structures.


    3 Hives:

    Finally aliens have a good possibility to destroy structures. Bile bomb will do good once (or if? :o) it gets fixed and an other possibility are onos assaults (which have the major drawback that onos only have melee attack which means a lot of pain even for them).



    Marines:

    Well, they have plenty of options against structures. The by far easiest of course is siege gun. I still fear the moment commanders will finally learn how to use them effectively. Then of course gren launchers. With these you can bring down alien structures much more quickly than even a fade with a fixed bilebomb. And all this with minimal risk. Last but not least the good old hmg. Still much better than anything an alien has against structures right now and a very nice weapon as well.
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    <!--QuoteBegin--Rue+Nov 25 2002, 04:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Nov 25 2002, 04:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but my commander sayed to us that the same skulk took 1 min to kill our whole out-post cause all it takes it to get rid of the factory.

    i think thats one of the major faults with unblanced teams atm , it takes lods of ammo and time for the maries to kill out-posts but aliens take out 1 building and they can take out the rest with-out any trouble.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    are you forgetting the little items called a seige turret and a grenade launcher? Marines can make an alien base implode on itself in 30 seconds flat with these utilities. The only chance the aliens have is to respond and kill the offending marine/base.

    The commander should have sent you in as backup for the base as soon as it was being attacked, if it was a lone skulk avoiding turrets it would have taken at least 2 runs (provided good base defences) to kill the TF. That's plenty of time to get a welder in place to repair by the time he comes back.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    One lerk with umbra can take out almost any marine base. One lerk + One fade can.
  • PeddaPedda Join Date: 2002-02-05 Member: 164Members
    edited November 2002
    I agree with Minstrel there.

    And with one hive, one skulk hangs under the ceiling to distract the turrets and one (or more) lerk snipes the turret factory. Works well as long as theres no marines defending around in that case you need more skulks to kill them first.

    I don't think they are too easy to take out though. A corner turret factory + 3 or more turrets usually gives marines all the tactical advantage they need to defend a position. And that's what defenses are supposed to be, tactical advantages not fully-automated strongholds.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    edited November 2002
    The best way to place turrets is all around the factory as above. However if you can put them in places where a circle strafing skulk will get stuck on them. This relly annoys me, you get stuck for a moment and your toast
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Before turrets required a factory to operate (i.e. destroying the factory didn't disable the turrets), as a skulk with movement or defense upgrades I could take out as many as 3 turrets by myself. It takes time, but it's far from impossible. And with turrets requiring a factory now, you really only need to take out one, usually, to expose a blind side of the factory.
  • DemerzelDemerzel Join Date: 2002-11-18 Member: 9181Members
    the above placement is a good solid way to go with defences. as a skulk if i cant get into a blindspot on the tf, then i'll more often than often work on killing off turrets until I've created a blinspot myself. normally using circlestrafe I can kill off a turret each time before needing to get a heal. this means that a few skulks can normally reduce a small marine mini-base to tatters very quickly indeed.

    as a marine I sometimes get frustated in that in the early game a few o chambers will hold up a marine advance with ease because by the time they've wiped them out, any skulk nearby worth his salt will have used the fact they are pre-occupied with firing and blindsided them for a couple of easy kills. Skulks fast speed mean they can defend outposts far easier in the early game.

    Of course by the end game marines are just walking o chamber killers, hmg's do the job if the comm won't place a siege. It all balances out but the number of times that I've nervously tried to take down a single o chamber alone whilst watching my back will probably give me an ulcer <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Dauntless
    If its a corner:

    ___
    |Fo
    |oo

    -----------------
    That is still ez to take over and i've done it before. For that setup, you will just want to pop on the top-left corner of the TF. I play as aliens and it's hardly even a challenge for me to take out a turret factory. It's really ez with a Fade w/ regeneration too.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Beetlejuice you couldnt be more wrong.....
    Make some research about strategies and then you will see that you can do a lot of damage with a single skulk....
  • Flak50CFlak50C Join Date: 2002-11-06 Member: 7247Members
    With turrets dependent on the factory, marines need an active defense to survive. Having a single marine on each frontier point covered by turrets is what keeps them safe. Abandoning any marine structures is asking for them to be eaten.
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