Taking Out Turret Farms

KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
<div class="IPBDescription">uncle KingKupo's tips for noobs</div> as an alien,you may have stumbled on the marines turret farm and altough i am not a pro on it i will give you a few tips to take them out.

1).a turret farm without farmer is a dead farm.any turret factory without any marine overseeing is easyer because you won't alert immediatly a marine.make advantage of this.

2). the turret shack.all turrets need factory's to survive,without them,they will just shutdow.

now the real stuff.

SKULK:crawl behind the turret factory and start biting,bad placement mostly means that you can take them out without any sweat.if the factory is placed good,then evolve carapace Lv3,this helps alot,cirkle strafe around the factory,you will probably die but take alot of the factory's HP with you.repeat this and you will victor.

GORGE:hide behind a wall and build an OC,turrets don't attack OC's(offence chamber) but the OC awill attack the turret,watch out for siege tough.

LERK:use spikes,it takes long but it works,fly behind if possible and bite it.

FADE:use acid rocket or bilebomb.or if there are alot of defense chambers nearby,evolve carapace and destroy one turret with claws,retreat,get healt and armour at def chamber and repeat this.

ONOS:just charge or bite,haven't figured something out for them but retreat at low HP.

that's it.probably not so good as all the other Faq's but i just wanted to do this.

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Good points, but I have a few to add

    <!--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-->LERK:use spikes,it takes long but it works,fly behind if possible and bite it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If you have 2 hives just fly near a turret unmbra and chomp away (helps if you have regen) then when you have cleared a blind spot (where the turrets can't reach) chomp away at the tf.

    <!--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-->GORGE:hide behind a wall and build an OC,turrets don't attack OC's(offence chamber) but the OC awill attack the turret,watch out for siege tough.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They do attack your oc's but if you set up a few dc's and heal aswell you can destroy the turrets quite fast. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    thanks for your constructive help.
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    As a fade dont use bilebomb on buildings, its abysmally weak compared to acid rocket. Simple guide is acid rockets = dead buildings, bile bomb = dead marines. For onos before you rush the turrets, blast off a primal scream then wait a second or 2 for your energy to go up then rush, when primal scream runs out run away, if you still got over 400hp, repeat. As for skulk, if you got 3 hives, run in, xenocide, repeat, your score goes down the drain but no-one cares about that anyway (your team winning is more important than a pretty frag count)
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Pugsley+Dec 19 2002, 07:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pugsley @ Dec 19 2002, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As a fade dont use bilebomb on buildings, its abysmally weak compared to acid rocket. Simple guide is acid rockets = dead buildings, bile bomb = dead marines. For onos before you rush the turrets, blast off a primal scream then wait a second or 2 for your energy to go up then rush, when primal scream runs out run away, if you still got over 400hp, repeat. As for skulk, if you got 3 hives, run in, xenocide, repeat, your score goes down the drain but no-one cares about that anyway (your team winning is more important than a pretty frag count)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Living in the past?
    Bilebomb OWNS structures, while acid rocket works, but still sucks.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    Bile bomb now works properly, doing double damage to buildings i believe
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--KingKupo+Dec 19 2002, 01:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KingKupo @ Dec 19 2002, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->SKULK:crawl behind the turret factory and start biting,bad placement mostly means that you can take them out without any sweat.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've had good luck with the "Lambada of Death" strategy. Basically, one skulk dances around the sentry turrets, keeping them occupied, while another eats on the factory. Works best when the farm is spread out a bit.
  • lochnesslochness Join Date: 2002-12-13 Member: 10753Members
    if your fast and quick, you can circle starff around a turret as a skulk and take it all the way out, only getting hit by it once or twice. hide, regen, and repeat
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    thanks to you all for posting your tips and opinions.I hope we once wil play together.
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    A note on this is that in alltips you have always the basic requirements to evolve in that alien.
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    The most effective way is to have 2 skulks attack together. 1 does the mentioned "dancing" to distract the turrets while the other circlestrafes and eats the turret that´s covering the "safe" spot. When that turret is down, you can both start chomping on the factory.

    It´s all about teamwork.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    A carapaced skulk can last quite long with only 1 turret attacking it.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    <!--QuoteBegin--KingKupo+Dec 19 2002, 01:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KingKupo @ Dec 19 2002, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->LERK:use spikes,it takes long but it works,fly behind if possible and bite it.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Lerk is my favourite alien to take out tf's.

    Fly up to a perch thats above the TF and spike it. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> 's only have an elevation of about 30% so in a lot of places you can get above their range and just cnut the TF. Take out phase gates in the same way. Take out phases before you take out TF if the <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> can't get you
  • MirshaMirsha Join Date: 2002-12-20 Member: 11233Members
    <!--QuoteBegin--Canadianmonk3y+Dec 19 2002, 09:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Dec 19 2002, 09:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Pugsley+Dec 19 2002, 07:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pugsley @ Dec 19 2002, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As a fade dont use bilebomb on buildings, its abysmally weak compared to acid rocket. Simple guide is acid rockets = dead buildings, bile bomb = dead marines. For onos before you rush the turrets, blast off a primal scream then wait a second or 2 for your energy to go up then rush, when primal scream runs out run away, if you still got over 400hp, repeat. As for skulk, if you got 3 hives, run in, xenocide, repeat, your score goes down the drain but no-one cares about that anyway (your team winning is more important than a pretty frag count)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Living in the past?
    Bilebomb OWNS structures, while acid rocket works, but still sucks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Far too many fades are complete and utter **obscenity**. My prefered way to kill turret farms as a fade is to run in, crouch behind the tf (so less guns can shoot you) and rend that oily piece of kit into nuts and bolts with my claws. Sure acid rocket works but it takes a long time during which marines tend to show up and shoot then weld stuff. This gets especialy tedious if there are multiple fades at a location and I try this. I'm the first one in, I'm taking the fire so get in there and use your claws and we'll kill it in one go with no need to retreat rather than me having to blink off to heal.
  • GuardianGuardian Join Date: 2002-11-01 Member: 2335Members
    I don't know if this is frowned upon, but as a skulk you can sortof crawl halfway inside the TF. It only works on one side of the TF, and if you do it right, you will take less damage from SG's. You can tell when you are in when u can sortof see throught the turrets sides.
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    edited December 2002
    Yes, good tips here.

    Most commanders repeat the same placement mistakes over and over again, i've been spectating some games today and noticed something..odd even.

    TF = Turret factory
    TT = turret
    - = space, to keep the look as i intended.

    TT-TT
    - TF
    TT-TT

    They usually place the turrets in square formation and i could even say, way too close to the TF. They should put them futher out or in another more effective formation.

    Another example,

    TT TT TT
    TT TF TT
    TT TT TT

    Now this might be a problem to take down if they have a strategic location for it, but! Turrets didnt seem to fire directly above them, witnessed it today. One Fade jumped top of the Turret and took it down, without taking many hits from that turret, the others would still fire on you. This formation would still have the blind spot.

    TT----------TT
    ---TT-----TT
    ---TT-TF-TT
    ---TT-----TT
    TT----------TT

    This one took the longest to take down, with skulks alone but with skulks & lerks working together it went down but with casualties though. Most commanders are trying to squeeze everything in a small square area between the turrets, use that mistake as your advantage because the other buildings will be your armor.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->, and most commanders place one there and something over here..without giving any thought.
  • Vicentegrad_IIVicentegrad_II Join Date: 2002-12-21 Member: 11275Members
    I've just finished playing a few games where 2-3 Fades and 1-2 Lerks (I'm one of them) would assault an outpost or turret farm

    The Fades would bombard the turrets and I would keep up an Umbra. This works, ofcourse, but it got tedious when they kept on sending in HA-Marines through a gate. So I moved next to the turrets, cast Umbra (thankfully my smart Fade teammates moved into my new cloud), and then I chomped on the turrets

    It works great, try it

    PS: Lerks rule!
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    With two hive the best way to take down a turret farm (IMO) is to be lerk, fly right next to one of the turrets, umbra and then bite it. It goes down a lot faster than just spiking it. A lot of people seriosly underestimate the lerks and fade's melee attacks.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    The best way to remove turret farms, with a melee class (ie, a skulk or melee fade) is to create a blindspot so that you can crouch behind the TF and take it out. These days, commanders are smart enough to not leave blindspots, but not smart enough to close these spots with more than one turret. A fade can take out a turret very, very fast. Circle strafe them, keep moving, and take them out. Stand still next to a turret and attack it while it shoots you and I will beat you with a large, heavy fish. Likewise for the turret factory. Keep moving at all times. It doesn't MATTER if you have the health\armour to destroy this kind of hardware merely by going head-to-head and seeing who dies first; you need as much health\armour as you can at all times. What happens if a LA\HMG pops through the 'gate? What about a HA\HMG? What about the group of marines you'll run into around the corner after you've finished with the turret farm? Stay as close to full health as you can at all times. Fades are expensive.
  • WastedWasted Join Date: 2002-12-14 Member: 10795Members
    <!--QuoteBegin--Mirsha+Dec 20 2002, 06:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mirsha @ Dec 20 2002, 06:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My prefered way to kill turret farms as a fade is to run in, crouch behind the tf (so less guns can shoot you) and rend that oily piece of kit into nuts and bolts with my claws.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That works brilliantly, unless there are an obscene number of turrets which means you'll more likely waste 44 RP instead of taking out that outpost.

    If I'm a hive-retaking Fade and employ this tactic I pick Redemption instead of Carapace. Since Fades have a lot of life and turrets only take away chunks of it at rather long intervals it's very effective. I'll run in, hack away at a turret, and just when my life hits 60 I'm back at a hive.

    Heal, return, repeat. Next thing you know, the turrets are gone and the factory's all mine to hack at my leisure. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--Wasted+Dec 22 2002, 07:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wasted @ Dec 22 2002, 07:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Mirsha+Dec 20 2002, 06:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mirsha @ Dec 20 2002, 06:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My prefered way to kill turret farms as a fade is to run in, crouch behind the tf (so less guns can shoot you) and rend that oily piece of kit into nuts and bolts with my claws.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That works brilliantly, unless there are an obscene number of turrets which means you'll more likely waste 44 RP instead of taking out that outpost.

    If I'm a hive-retaking Fade and employ this tactic I pick Redemption instead of Carapace. Since Fades have a lot of life and turrets only take away chunks of it at rather long intervals it's very effective. I'll run in, hack away at a turret, and just when my life hits 60 I'm back at a hive.

    Heal, return, repeat. Next thing you know, the turrets are gone and the factory's all mine to hack at my leisure. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    theres a bug wif redemption.. wif skulks..

    sometimes.. when im running.. it auto redeems me... when im trying to chomp on a turret farm.... it gets to be really annoying... and im not actually takin any damage... its weird
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    o and for COs that like to use turrets for intimidation and not their ONLY defense.... heres another formation




    TF
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    edited December 2002
    o and for COs that like to use turrets for intimidation and not their ONLY defense.... heres another formation



    WALL
    _____________________
    TT TF TT

    TT


    a triangle works too.. its quite effective...
    bascially i use turrets for indimdation and it also does damage.... becuase ilike to dispatch marines.... they are normaly better than turrets .... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> NORMALLY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> heheh

    a triangle saves at least 38 resrouces... one less turret in each hive... not to mention i normally have 1-3 outposts.... which is another potential 19-57 ... i can save a max of 95 resources <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> hhehe

    yes u HAVE to place it properly... and well... bascially the triangle is affective.. i cant find a way to blind spot ti.. and i cannot stress it enough. ALWAYS BUILD TFs AGAINST A WALL.. as i frequently play CO this is extremely important... also.... a lot of COs dont know how important it is

    NOTE: i notice the TF doesn't ALWAYS go parallel wif da wall.. is there anyway to choosee wut angle ur TF is placed?? somtiems if even goes diagonal.. and can make a potential blind spot : / ... any suggestions or similar experiences?? pls post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    o and another question...

    the abbreviation SG...

    does it stand for sentry gun or Seige Cannon...

    serisuly... poeple ALWAYS mix that up.. and im not sure what is the real meaning <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> hahah thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    <!--QuoteBegin--Archzai+Dec 22 2002, 11:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Archzai @ Dec 22 2002, 11:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->o and for COs that like to use turrets for intimidation and not their ONLY defense.... heres another formation



    WALL
    _____________________
    TT TF TT

    TT


    a triangle works too.. its quite effective...
    bascially i use turrets for indimdation and it also does damage.... becuase ilike to dispatch marines.... they are normaly better than turrets .... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> NORMALLY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> heheh

    a triangle saves at least 38 resrouces... one less turret in each hive... not to mention i normally have 1-3 outposts.... which is another potential 19-57 ... i can save a max of 95 resources <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> hhehe

    yes u HAVE to place it properly... and well... bascially the triangle is affective.. i cant find a way to blind spot ti.. and i cannot stress it enough. ALWAYS BUILD TFs AGAINST A WALL.. as i frequently play CO this is extremely important... also.... a lot of COs dont know how important it is

    NOTE: i notice the TF doesn't ALWAYS go parallel wif da wall.. is there anyway to choosee wut angle ur TF is placed?? somtiems if even goes diagonal.. and can make a potential blind spot : / ... any suggestions or similar experiences?? pls post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    o and another question...

    the abbreviation SG...

    does it stand for sentry gun or Seige Cannon...

    serisuly... poeple ALWAYS mix that up.. and im not sure what is the real meaning <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> hahah thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    this is not really a invincible placement,it depends if there is a phase gate.
    with fade this is easy


    __________________
    SG TF(--2.SG ( ----------------1



    SG


    destroy marked SG,then retreat and heal,thencrawl in corner created by TF and wall
    and SG stands for sentry gun,it's one of my old TFC terms.
    if the marines have a phase gate,retreat,heal,lure him out of SGs range,and butcher,this buys you a little time,oh and lerks are underrated i think,umbra is reason enough to be one.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    "SG" is "Sentry Gun" and it's a TFC term, not an NS term. "ST" is "Siege Turret", which <i>is</i> an NS term.
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