Turrets ...not So Tough?

90PoundWuss90PoundWuss Join Date: 2003-03-16 Member: 14592Members
edited March 2003 in Kharaa Strategy
<div class="IPBDescription">something that works</div> I recently have found myself taking out more and more turret deffended positoins lately as a skulk, and this is how :

If there is no rine/pg/ip : This one is easy. Your goal is to take out the room so your team can use it(or just so the other team cant). First, try and para every structure in the room you are trying to de-fortify. This will help you, and your team if you screw up. You have to find out where the TF is. Also see if there are any spaces in the room (vent/hole/crevace) that you can hide in without having to leave the room. Very rarely (on PUBs anyway) will a comm correctly place EVERY stucture to prevent blockage. Find this spot!!! You can usually find a spot that blocks 80-100% of the turret fire(Res's are big and block very well:D ). Now run to your hiding spot in the room, make sure you dont hear any rines, then charge to the spot you found near the TF. Hit it as much as you can without going below 20 hp (you need that to get back to your hiding spot). Run back and forth (waiting to regen if you have it, or run to the nearest d chamber if you have carpace) between your hiding spot and your attack spot. Once you take the TF out, the turrets are lunch meat to you. Finish takin out all structures starting with turrets, then res, then whatever. Then dance the dance of happiness. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

If there is a rine/pg/ip : This one is alot tougher. Your goal now is to harrass the marines and try to get rid of the pg/ip before the TF. As above, try and para everything in the room you can. Rines and structures. Then, wait until you can get into the room undetected by the rines, or atleast confuse them into thinking you came in, ran around , then left in fear. Do this by running around them until you confuse the hell out of them (biting if you can, killing even better) then find your hiding spot (make sure no rine sees you hide, cause that wont work well). Now, you can hear when a rine spawns or PG's in , wait for them to come into view and para them. Wait for them to leave/start building. Run out , kill them, and run back to your spot of sneakyness. Wait for regen to kick in. Then , if the rine coast is clear, run for the IP/PG and try your hardest to take it out using the blocking tactics above. Then , go for the TF next. This one is very hard to pull off and takes alot of time practicing how to properly harass the marines. Remember that the Kharaa's biggest plus is there ability to harass like no other. You must play with there heads and make them think nothing is safe.

Both of these tactics work well if your team is distacting the comm and most of the rines somewhere else. That way there is less attention to your damage doing, and less marines to bother you.

Comments

  • CalldownCalldown Join Date: 2003-02-12 Member: 13478Members, Constellation
    Something else that works not too bad is circle-strafing your target. Turrets are rather
    slow to lock on and shoot something, keep moving in and out of range and around them
    and you can rather easily take down whole farms. Never thought all that
    Quake would pay off eh?

    -calldown
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I always go for a swing left, swing right technique rather than doing a full circle strafe around a turret, I often get confused doing the circle technique.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    I agree with this post, its pretty good, it never occured to me to use regen to take out the farms, good idea. The only this about this that I don't like is that you should parasite only the important structures, mainly the tf, so your team knows where it is and doesn't have to spend 50% of their health finding which yellow dot is it.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    BTW, you can actually watch the turrets to see which way they are facing while you bite them, as they begin to swing round, you begin to move out of their sights.
  • PigPig Join Date: 2002-12-20 Member: 11205Members, Reinforced - Shadow
    i hate it when people para everything. With all those yellow circles all over the screen you can easly miss a crouching marine. Just getting a para on the TF or phase is enough to tell the team something is there.
    Also if i notice a week spot in the turrets defence, like only 1 turret covering one side of the tf, i can para the turret and tell the team to all attack!

    Circle strafe is by far the best way to clear lots of turrets, infact just running around chomping and constantly changing direction is enough for small farms.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    keep in mind even a gorge can circle strafe a turret faster than it can turn.
  • sushibugsushibug Join Date: 2003-01-26 Member: 12788Members
    i just found out yesterday turrets dont shoot you while your cloaked. did not know this.. and neither did anyone else on the server. to make sure, i stood right next to the TF in plain sight of 5 turrets and they stopped firing when i cloaked.
  • nnynny Join Date: 2002-11-06 Member: 7440Members
    <!--QuoteBegin--Error404:+Mar 17 2003, 10:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Error404: @ Mar 17 2003, 10:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I always go for a swing left, swing right technique rather than doing a full circle strafe around a turret, I often get confused doing the circle technique. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I like this idea - I've gotten a bit disoriented in relation to the rest of the room doing this, and have a more general difficulty rotating as fast as I strafe without picking up the mouse. Suppose I could bind a key just for circle-strafe turning. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--sushibug+Mar 17 2003, 09:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sushibug @ Mar 17 2003, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i just found out yesterday turrets dont shoot you while your cloaked. did not know this.. and neither did anyone else on the server. to make sure, i stood right next to the TF in plain sight of 5 turrets and they stopped firing when i cloaked. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yup, that is pretty cool, especially now in 1.04 when you can cloak much faster <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    hmm...then lemme put 2 and 2 together. if turrets dont shoot at cloaked aleins, that would remove the need for the 'hiding spot' add regen and you can hide in the open(-ish) and heal...making <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> teh uber <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> killa?!
  • TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
    assuming you have cloak and regen. at that point you prolly have all 3 hives since many dont like sensory till last. but yea, i found out about turrets not firing the first day of 1.04 testing out cloak. stood next to 2 and kept firing a parasite at a marine, and id cloak before theyd shoot again. lotsa fun. marine really had no clue where i was. and bam, middle of the room.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    turrets will fire a few more volleys at a cloaked alien, they will stop a second or so later. if you have regen you will probably get chewed to pieces.
  • NerosNeros Join Date: 2002-12-02 Member: 10398Members
    edited March 2003
    This is just something that happen.... more than ones...

    I was playing NS(DAAA)... and the marines had taken one of the hives(cant remember what map)... and i knew where the turrets, res was located at.

    Before i whent into the sight of the turrets, i walked up on the celing and entered the hive room, and walked right over the turrets without they fired ones...
    It could be cause i was moving to fast, but it could also be cause they cant shoot upwards...
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Turrets are also unable to shoot straight up. If, for some reason, you can get into a position where you can stand ontop of a turret and bite it without getting shot by others, that turret is gone. Just get onto the ceiling and drop onto it, or wallwalk right up the side of it.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    these aren't exactly new strategies...but they're the bread and butter basics. Yep, go after phase gates first, then the turret factory, and you've pretty much cleared the area. Don't expect this to be EASY though. You're going to need to keep at one place for a LONG time as a skulk because you need to heal lots, and that TF has a decent amount of HP. And you'll be shot at by marines and turrets while taking out the PG. ALso count on marine reinforcements to the area after you start attacking, and plan accordingly. Turrets + marines shooting you = a skulk that will soon be dead. Good teams will bring mines to cover any blindspots and hiding spots. Expert teams won't use turrets at all and use marines.
  • LeetVegeTaLeetVegeTa Join Date: 2003-02-27 Member: 14103Members
    <!--QuoteBegin--sushibug+Mar 17 2003, 02:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sushibug @ Mar 17 2003, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i just found out yesterday turrets dont shoot you while your cloaked. did not know this.. and neither did anyone else on the server. to make sure, i stood right next to the TF in plain sight of 5 turrets and they stopped firing when i cloaked.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that would work ok except that when u attack u uncloak so the only thing that is really good for is hangin out at turret farms or regen-ing
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Nothing new - Turrets are rubbish, theyre merely there to deter skulks and delay them , rather than provide a succesful defence.
  • cybranglcybrangl Join Date: 2002-12-30 Member: 11605Members
    regen and cloak is a nasty combination for killing turrents. Walk up to the TF and start chewing.. The first time you enter you may want to simply walk up and cloak.
    Let the regen heal you.
    Chomp 2-3 times, cloak and heal. Do this a few times and you can take out an entire farm with little trouble.

    If rines phase in, stop biting and sit still. If you are on the other side of the TF, you are almost impossible to see.
Sign In or Register to comment.