You Don't Need A Siege Cannon, **obscenity**!

Rolling_RockRolling_Rock Join Date: 2002-11-15 Member: 8677Members
<div class="IPBDescription">Use a bloody grenade launcher!</div> With 1.03 the grenade launcher is surprisingly effective at taking out walls of lame. One clip will usually level a good one - and in faster time than a siege cannon. Plus you don't have to upgrade it.

Gls cost 33 resources. TF + upgrade + siege cannon costs a helluva lot more. Not to mention the aliens can have a banquet while the marines build it.

Has a gorge walled in freight elevator access? Just give a trustworthy marine a grenade launcher, and have him escorted by 2-3 other marines. Problem solved.



That said, save up your money and try to outfit 4 marines with HA, 3 hmgs, and 1 grenade launcher.

Even against fades and umbra, this combo will be a pain in the **obscenity** to the aliens. These 4 men (make sure they all have welders except the GL man - he needs his pistol for close-range encounters) can plow through whatever the aliens have.

Instead of building walls of turrets when I once took over comm on eclipse after the aliens got 3 hives, I armored up 5-6 guys, gave them HMGs and dished out 2 grenade launchers. I told them all to stay in base and wait for the others, then gave them a waypoint for horseshoe.

They plowed through wall after wall of lame. I didn't throw down turrets. I just dropped them an armory at horsehoe and a resource node. Then they pushed on to Maintenance hive.

At the keyhole they plowed through more walls of lame and then decided to ignore my waypoint and split up. Most got owned all by themselves, but a few that did listen STILL managed to start opening up on the hive itself.

Had they stayed together we could have destroyed it and made one hell of a comeback.

So commanders, dont' go turret crazy, and don't get a siege for every wall of lame your men come across. Just give them a grenade launcher. It's a much cheaper solution.

And don't kid yourself. A 2:1 or 3:1 ratio works well of HMG to Grenade launchers. I prefer the 2:1, if the marines know what they're doing.

So quit dicking around with turrets and just plow through the aliens.

Doesn't matter if they have fades. If they get close, the fades get owned by HMG. If they try their Hit-and-Run **obscenity** they get owned by the grenade launchers.

No fear.

Comments

  • MagneusMagneus Join Date: 2002-11-21 Member: 9551Members
    After doing a of playing recently (including a decent slice of time in the chair), I have to agree. Think about it. Siege is 25 for the TF, 25 for the upgrade, and 25 per cannon. That's a minimum of 75 resources to place a siege turret. Ouch. A 33 RP Grenade launcher is a much more cost-effective way of taking out a wall. But, of course, siege has its place. Think about it. Maybe grabbing a key location and making sure that they don't expand too close. Maybe you want to siege right by their hive and clear out heavy defenses and the hive as you sit back and sip lemonade. Siege isn't a weapon for any anti-structure situation. It has its place, but taking out 1 or 2 walls of lame is a task for a GL.

    The only problem is that the GL requires the Advanced armory and the arms lab... Armory placement costing 25 and the upgrade costing 35 RP and the arms lab costing 50. So, if you add that in, it comes to 110 for the prerequisite buildings, and 33 for the GL. That's 143 RP. Early game, if you only have an armory and light armor/LMG, siege is a more reasonable option.

    Also, sieging usually ends up being a commitment. You end up with sentries and sieges and a phasegate. Sometimes even an armory. This gets expensive fast, but once it's up, that base is going to stand for awhile. The GL, on the other hand will end up as another assault weapon with your marine squad, moving its way up to the frontlines with the marines, with a possibility of taking out more Walls of Lame. The siege, on the other hand, is stationary and it'll spend eternity guarding the same spot.

    It all boils down to situation. Siege is a great option for securing a central location or leading the charge into the second alien hive. The GL helps round out the marines and can be used repeatedly and effectively. Both have their uses.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Good tactics, thanks for posting them, I'll give it a go sometime..
  • SparrowSparrow Join Date: 2002-11-27 Member: 10062Members
    Grenade launchers can't shoot through walls, auto-target, or never run out of ammo, but I see your point. =)
  • TakelTakel Join Date: 2002-11-07 Member: 7496Members
    Siege is becomming more or less the 'primary' weapon to take out fortifications but you have to remember the one MAJOR advantage siege has over any weapons carried by a player


    It shoots through walls within a sphere of influence


    Depending on the map and geographical location, a siege is infinately more effective than a squad of gren launchers due to the fact the siege could have been located in a easy to defend spot/chokepoint and/or the defense for that set of fortifications rips apart even HA marines like nothing on earth....and given that you couldn't bounce grens off walls towards the defenses...

    Granted, initially, siege appears to be a very specialised weapon/tool that has gained high levels of respect and use and for good reason. However, as it appears, it is specialised and in some situations as many pointed out beforehand, a few grens could be more effective in the same situation....

    Major difference though: You can have siege as you rush the hive in the beginning of the game...you can't do that with grens


    Grenades are multipurpose tools that help exterminate packs of those kharaa, flush out walkways, act as mobile mortars against buildings and best of all, can in theory last indefinately if recovered. As powerful as they are, their disadvantages is that there is VERY little ammo avaliable for it and it only works well in the hands of an experianced marine
    Siege are specialist equipment with a single purpose in mind: Denial of Territory. Nothing more, nothing less.

    Pick what you use for what you need
  • dumbodumbo Join Date: 2002-11-13 Member: 8373Members
    Apples and oranges.

    #1 The siege is more powerful, but stationary. It requires defence.

    #2 The GL is less powerful, but more versatile and mobile. It also requires defence [typically HA for the user, and HA/HMG for 2 other marines].

    IMHO...

    Siege:
    - Use it for taking a hive.
    - Use it as an extra form of hive defence.
    - Use it for last-gasp defence of your base.
    - Use it for sneaky & confusing hive attacks.
    - Use it to prevent the aliens building hives that are hard to defend from within.

    GL:
    - Use it against lerk+fade combos.
    - Use it against 'walls' blocking corridors.
    - Use it as a weapon.
  • KFMKFM Join Date: 2002-12-05 Member: 10490Members, Constellation
    Siege should be used for taking out hives, not offence structures. GL's will be more effective in that area then siege. What comms need to do is use siege as a defencive weapon. Place the siege in key areas on the map to keep passages open. This way aliens can't build out and expand. The team who can expand the fastest and deny the other team expansions will win the game. If you build up siege in areas you know the aliens will go, you deny them that area to expand. Mass amounts of players are the key to winning, whoever has the most people attacking an area will win it. As Rock said, you get guys with hmgs and gls and you'll kill whatever is in your way.
  • Rolling_RockRolling_Rock Join Date: 2002-11-15 Member: 8677Members
    One shotgun, fully loaded, can kill a hive with a fair amount of ammunition to spare.

    They only have 6000 hp. Time spent setting up seige could be spent punching through the defenses and just shooting the damn thing.

    Nothing quite as amusing as watching a group of marines stand outside a hive that has like 4 OC's protecting it waiting for siege.

    Whole purpose of this thread is to cut back on all the siege reliance so many marines have grown accustomed to. Like they can't shoot an OC to kill it. Like babies they need to be pampered with siege guns, when that money could be spent in other more beneficial places, such as weapon upgrades or little toys like grenade launchers.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Fire and move...Normal tactics for anything. A siege cannon has a limited range and needs turrets and in most cases other marines to defend it. I would deop GL's to my marines with a suit of HA and another crew of HMG and HA marines to mow down anything before them. With one or two with wielders and a good supply of med packs they can usually walk over anything. All it requires is teamwork and attentiveness.

    The problem with siege cannons is that they are static. Marines with GL's are mobile and can move anywhere. All they need is a supply of ammo. Siege cannons can be used to deny areas to aliens...or seige a hive from a distance to reduce casualties...but don't use them to clean a random point of the map unless it is absolutly nesseccary.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    seige is more useful for STOPPING the aliens from building within its sphere of influence...

    its annoying for a gl guy to run around to check for new walls of lame popping up etc..
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    GL takes a skilled marine to be effective, a Siege Turret doesn't. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    Once up, the ST will also deny aliens the ability to build within its' (rather large) area.

    The most common version however is of course to start building a siege turret and then see your marines wasting all their ammo shooting at structures that would be taken out by the turret, only to then be chomped by skulks while they are reloading.

    But is the GL really capable of taking down walls of lame that quick? Don't they just do 90pts per shot or so? I usually only deploy GL's to spam an area or agains fade/lerk combos, so I am not knowledgable about it's anti-wall-of-lame capabilities <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • InsanityInsanity Join Date: 2002-11-15 Member: 8660Members
    One problem with this GL idea is that most marines aren't as smart as a siege cannon.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--Insanity+Dec 11 2002, 05:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insanity @ Dec 11 2002, 05:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One problem with this GL idea is that most marines aren't as smart as a siege cannon.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Altogether too true. Give me a GL, and I'll make up for their inadaquecy in no time.
  • GirDraxonGirDraxon Join Date: 2002-12-11 Member: 10536Members, Constellation
    I continue to harp on this. If you are in a clan/guild/org/etc, knowing you can trust your comrades is of incredible use. In tight teams with my clan, I know I can count on Bonzo or Helly to not go Rambo with a GL, therefore I will have a higher GL to siege turret ratio.

    On public servers its a different ballgame, especially when soldiers are whining for weapons and armor that they are just going to lose. On public servers I try to give everyone waypoints and make forced moves and see who is listening and who is just running around like a spaz. The people that are listening, following orders, and generally have some kind of aim will get the first GLs, HA, and HMGs.

    Siege turrets also play a great role in defence, especially if you are into the 2 Hive rush (ignore main base, take a hive, barely defend it (rely on Marines), take second hive, then turtle up with sentries and siege turrets until strong enough to take other points and the final hive.
  • ArchIzualArchIzual Join Date: 2002-11-11 Member: 8246Members
    When you use a Grenade Launcher, you are putting yourself in a threatening position. Success with the Grenade Launcher is not always possible as well. You have to remember, if you try to go attack with the Grenade Launcher and fail, the whole alien team will be focused on defending the hive temporarily. This can be good in a sense and bad in a sense. If you wanted to siege the hive and a guy with the GL goes making a lot of attraction, you will probably fail. If you want to purposely make noise while you make siege cannons at their OTHER hive, this tactic will be quite effective.
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    has anyone found the map yet where you can siege two hives from the one room? it's the map with the holo-room with two res nodes in it.


    seems fairly obvious that the general opinion is that gren launchers are sometimes ok, which is fair enough, but they aren't cheaper than sieges, with the amount of pre-req buildings you need for them the time upgrading, then the limited space you can drop them in i'd say they are more of a hastle than sieges. of course i haven't played in 1.03 yet so things may have changed with sieges back to reasonable cost
  • DestroDestro Join Date: 2002-11-12 Member: 8336Members
    <!--QuoteBegin--Rolling Rock+Dec 5 2002, 02:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rolling Rock @ Dec 5 2002, 02:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Nothing quite as amusing as watching a group of marines stand outside a hive that has like 4 OC's protecting it waiting for siege.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There is also nothing more humiliating than watching your four marines die as they all fire on the hive and don't save ammo to kill the one or two skulks that come and defend the hive, point being siege will take it out for sure because sometimes despite orders the marines will get trigger happy and all shoot the hive. But if you build siege and can afford to which you probably can since you took the time to build an arms lab, upgraded armory, and grenade launcher, then just use the siege and get a 'for sure' takeover of the friggin hive, don't try and elevate grenade launchers beyond what they are and that is a late game tool, as a couple skulks can still own your light armor marines with hmgs and gl's. And if you got heavy armor you probably already control two hives so it doesn't matter if you siege or GL the last hive. Siege are more usefull for taking the hives in the early game.
  • ImaNewbieImaNewbie Join Date: 2002-11-29 Member: 10207Members
    Or you use both GL and Siege.

    At the endgame sometimes its best to use the GL to keep the aliens away from you while ur building the siege.
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    Seiges are nice when they can cover a Hive from a room not connected to the Hive room. Example, you can cover the Eclipse Command Hive from Triad Generator if you put a Seige gun down. Nothing better than having a Gorge go to Eclipse, see no Marines and waste 80 Resources on a Hive that explodes the second he puts it down.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    Probelm arises finding someone who can use the GL properly instead of playing rambo with it.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Sieges have an extra advantage that no one seemed to have mentioned: sneak attack of death. Say you have all of your marines but 2 keeping the bugs busy at a hive location. While everyone is distracted, those two marines can sneak their way to within siege distance of a hive quietly. I've seen some nice jetpack assualts go this way. Quickly set up a fact, drop a phase and 2-4 turrets while you upgrade the tfact. As long as your marines don't shoot anything, the aliens often won't even notice the base going up. Once the siege is built, it's too late. That, and it's always so satisfying to pop a gorge this way.

    On the other hand, grenade marines don't sneak anywhere. Silence just isn't an option for explosives.

    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> the <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Sign In or Register to comment.