Turret Farming
CheesyPeteza
Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
<div class="IPBDescription">In relation to thread in beta forum</div> Umm just had to say that Sirus touched on the perfect solution to turret farming.
Make it so that you can have 4 turrets max. If you want more then click on the tf and upgrade to lvl1 (10 res)and have 4 more turrets. Upgrade again to lvl 2 (20 res) and have a total of 8 turrets. Upgrade lvl 3 (30 res) 12 turrets.
With a delay it stops the almost instant turret farming stopping any hope of a come back.
Only problem I can see is that comms might just build another TF to avoid the turret limit which just makes things worse. So it would have to eb setup to only allow 4 turrets per area.
Probably not enough time for this in 2.0 though. :/
Make it so that you can have 4 turrets max. If you want more then click on the tf and upgrade to lvl1 (10 res)and have 4 more turrets. Upgrade again to lvl 2 (20 res) and have a total of 8 turrets. Upgrade lvl 3 (30 res) 12 turrets.
With a delay it stops the almost instant turret farming stopping any hope of a come back.
Only problem I can see is that comms might just build another TF to avoid the turret limit which just makes things worse. So it would have to eb setup to only allow 4 turrets per area.
Probably not enough time for this in 2.0 though. :/
Comments
NS 2.0 will be so different I dont think you can really compare it to your expirience playing 1.04, lets jets wait and see what Flayra does.
In the current build of 2.0 turrents only cost 5 res each. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
as the next progressive step in your own logic, there should be no build limits on chambers for aliens because they have to pay for them. The point of the PTs in the beta thread is that marines can farm so much that it's impossible to do anything about it. I know Draconis mentioned the double onos damage vs structures, but that doesn't help in games that were mentioned in which an onos lost 1/4 of his health the instant he walked into the room.
I have my own reason for backing a turret limit in a certain area. I don't like the huge upgrade thing, I think it would be better to just have the regular TF support 8 turrets, and the advanced TF being able to support 4 more plus siege. I just want to point out what the Vets always say "static defenses weren't meant to be the end all." They almost always say that when related to kharaa. "If you don't have a lerk or 4 sitting on your hive to go along with the maxed out OCs around the hive, then you deserve to loose your hive." I propose that if you don't have a marine or 4 sitting around the locked down hive or marine start go go along with the turrets, you deserve to loose that base. The best way to do this without making turrets totally useless is to not nerf the turret itself, but rather nerf the number of deadly turrets you find in an area. I don't really see a con here. If I'm wrong, someone let me know.
In the current build of 2.0 turrents only cost 5 res each. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
And also in 2.0, they are nor weak or slow. Infact they are quite deadly. (A PT said it, not me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
You forget the range on Bile Bomb. It requires the gorge to get at least in range of the tf/turrets.
(edit, clarified the "it" to "bile bomb")
heh
I never really liked S&I, but I loved the Votes for the weps and hardwear!
I think the T-Farming could be a problem in 2.0 making areas locked down until 2 hives go up. It would cost alot to do, so it wouldn't be done often, but maybe once its out on the 31st if a problem is found, go with this idea from Sheezy:
<!--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-->I think it would be better to just have the regular TF support 8 turrets, and the advanced TF being able to support 4 more plus siege. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
12 turrets is more than enough, for any area, if you need more, drop a second TF and then you have the added advantage of a redundant turret system, where if one TF goes down, you still have a second.
besides T-Farms are only really good when you add a Phase gate to the area, that way, you can have a Hive or key locations locked down, and still be able to reenforce it at a moment notice!
that having been said, I don't support multiple TFs supporting more turrets, I think it should be a mixture between TF and area limitations. one area can only support x number of turrets, and the x is determined by the tf (reg or advanced). I would put no limitations on # of sieges, as I don't see a point.
I still want to know everyone's thoughts, I feel it's unrighteous that this was off the first page due to "OMG THIS IS GUNA BEE LOKED SUN" thread.