Marien Out-posts
Rue
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.
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
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.
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
Ran around it in circle? I dont believe he could survive that,,,
One question: why in the world didn't the commander send any reinforcements to the outpost that was getting killed by the skulk??
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.
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.
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.
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-->
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.
Make some research about strategies and then you will see that you can do a lot of damage with a single skulk....