Sentries
AcdFRe
Join Date: 2002-12-02 Member: 10356Members
<div class="IPBDescription">their abilities</div> Ok this has happened more than once before in alot of the games i play. Marines set up a base with around 10-12 sentries spread around. One skulk comes in a takes out the whole base. Now the sentries reaction time is pitiful, yes i know it gives the aliens a chacne but it's ridiculous when one skulk takes out a whole base with those many sentries. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Comments
EDIT: YEah, I'll say something about that too... New comms think tigher sentries = better defense, but really the best defense is to spread a few of them out, there's a splash damage issue as well, etc...Eg I don't feel like typing anymore haha. Yeah I hear ya brother.
EDIT: YEah, I'll say something about that too... New comms think tigher sentries = better defense, but really the best defense is to spread a few of them out, there's a splash damage issue as well, etc...Eg I don't feel like typing anymore haha. Yeah I hear ya brother.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Haha thanks, but ya im just sick of one skulk coming in killing every marine while the sentries can't hit anything.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tell me: How often are you ever killed by a turret? At most, I'm just winged by them: The only threat they present is to either:
1) Stupid advanced aliens
or
2) Skulks
I dont' even think of them as turrets: They're more like anti-tank obstructions: All they'll do is temporarily slow the enemy down, at least until the fade comes by and easily wipes them all out.
Hell, the only time I ever fear a turret is as a skulk. I can't think of ONE TIME I've ever had second thoughts of attacking a heavilly defended base as anything BUT a skulk (Or gorge).
They're slow to react to anything in the area, they're easy to hear, they're expensive, they have a severe disadvatage with the turret factory, they don't do much damage, they have a **obscenity**-slow rate of fire, and they have horribly short ranges.
Offensive chambers: Cheap, can be easilly healed with D Towers, are lethal when combined with webbing, can be stacked, can't be heard (Unless being healed), and don't need some silly 'master control building' that, when taken out, disables them all.
A sort of HMG (Or just Heavy Turret) would just be a Turret x 2. If we're going to be restricted with all that crap ^ there, then why can't we at least waste our money on something that MAY actually SCARE A FADE?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
On both sides, call them warning devices more than defense!
On both sides, call them warning devices more than defense!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah, amen. Marine turrets kill skulks and occasionally a lerk. Nothing else dies to them unless stuck in the map from an un-successful Blink. Alien turrets are the same way. Unless some web is hidden quite well, marines probably won't die to them. But they'll probably hit a marine if there's a lot, and if they don't have HA, then that's one skulk bite away from eternal darkness, assuming no upgrades.
Neither are meant to be end-all defence mechanisms for a base. They're both too powerful as is in my opinion, and waaaayy too many can be built in a single area. It makes the game boring, as most combat is done between players and buildings, not marines v. aliens as is was meant to be.
Hopefully 1.4 will end the "turret" issues once and for all.
And if youve got a Gorge on Static defense (Near offence chambers) He is not out capping res towers or building a new hive, hes simply a waste of space, just web the floor and hope that the marines are too dumb to look. and for good measure web the roof against Jetbo's.
Honestly turrets arent the issue here, its Turret PLACEMENT. Thats right kiddies, put turret where they are more effective and can cover each other and the Turret factory. So long as they can stand long enough for the comm to notice and send a mrine to the area, it shouldnt be a problem, if the marine sees that he needs more backup, by all means call for some, and wipe out them fades/lerks/skulks. Ive seen so many comms neglect a minibase (even a hive) when we started to take out turrets, either he was so sure that the turrets would hold or his marines were too dumb to realise that holding the hive is paramount to victory, that even with a phase gate up and a good sentry placement, our nutball gorg just dropped down; threw up an offence chamber then another then another while healspraying and we took out the sentries and turret factory unmolested. Granted it was a bad comm or one too preoccupied.
Sure the sentries are weak, their supposed to be, Marines are 1000% more effeective than turrets. Turrets only act as an early warning system/deterrant so that it gives Marines time to get there and kill any opposition. Sure a single skulk can run in and take them all down, if the marines dont give a toss about losing their base and their placement is questionable, but if the marines would wake up and realise that turrets are not there to do their job, there there to help alleviate thier presence, and that turrets DO need backup in the form of a big gooey fleshy human, then maybe, JUST maybe we wont see so many minibases fall due to lazy/stupid/ignorant Marine teams.
As for alien off chambers, they are only speedhumps, and small at that, seeing as it can take a good while for any alien to respond to an attack on one, even then usually the attacker runs away when out of ammo, or is in a group of HA/HMG marines who a skulk has no chance against, and fades travel abit too slow to deal with em while their occupied, so in effect Offense chambers are only Speedhumps and damage absorbers for Siege turrets (Giving the aleins time to get close and take out the siege before it clears all buildings and starts on the hive)
Whereas sentry turrets, are far more effective speedhumps, marines can respond faster (given the comm tells em where to go AND they arent too bloody scared to use the phase gate, and dont sit in base whining for HMG and HA), they can hold a good area. (Unless a lerk gets in umbras and eats a turret, then umbras, eats another turret, then when a marine appears has his buddy fade now shoot acid with impunity from an unguarded/non sentry fire area and then remove the Phase gate cos the comm was too slow and marine too dumb (should always have at least 1 scan all areas through phase gates every 5 mins)
Sentries arent flawed its the marines who dont back them up.
And thats what they're supposed to do.
1) Turrets are not the be-all end-all. NS is about troop battles, not fortifications. Would you rather fight a human opponent or a stationary (fairly stupid) AI?
2) Turrets are about delaying the enemy so your troops can respond. See (1).
3) A base with 10 turrets taken out by a single skulk is an example of poor turret placement; there are only 2 ways that could have happened. A) the skulk had a LOT of time and nearby DCs. B) the turret factory had a blind spot.
4) Turrets and OCs can be set up intelligently and effectively. Place turrets so that if an alien can see one, two can see him. Place OCs with DCs to heal them and webs to hold their targets still.
I really dislike the whole projectile-sets-off-mines thing <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
(I.E, I shoot a mine with Acid, and kill a marine with it)
I got accused of exploiting for that YESTERDAY! I nearly cried at the chimpanzees currently allowed to own PC's, I swear.
All Fortifications are speed-bumps at best. Which is why you should ALWAYS set up phases nearby to any large fort's, and 2 turrets around RP's just to slow rambo skulks.