How Do You Destroy Turret Farms?
Boy_Wonder
Join Date: 2002-11-11 Member: 8226Members
<div class="IPBDescription">Whats your strategy?</div> Hey! I played so far about 20 games each about 3 hours long. So, i know what strategies the commanders have adapted along with the aliens... im not saying ALL of them but im saying i see a few. This isnt a "my opinion" thread so dont flame me im just wondering. The most used commander strategy i see is Turret Farming, and i was wondering what do YOU use to stop it?
Ill set the boundaries for you:
1. There are 40 turrets.
2.They are all massed around the phase gate, tf, recource cap, and obervatory.
3. The TF is electrified.
4. There occasional marines who spawn in and out of the phase gate, you may see 3 HA with HMG and 1 with a GL, while you see some regular marines with hmg or lmg.
5. They all have welders, motion tracking, and seiges.
Now the aliens boundaries:
1. Just about none except they dont have 3rd hive, since the marines have the 3rd locked down.
So there are the rules you must play by.
The usual strategies i use never work and i would like to know a way of getting around it. So, far i tried being Onos and i would redemption/devour a HA, but usually the marines have enough recources to resuply. I tried being a gorge and bile bombing but my range is limited and the HA would shoot the crap out of me. I also tried building but they have seiges and an observatory so nothing can be cloaked. I tried being a lerk and umbra the fades and onos but they have gren launchers. I tried being skulk but that was just plain pointless. I tried being fade but i was only able to do a couple of hits on the turrets then i got chewed up the turrets and the HA welded it anyways.
So, please! Tell what strategy do you use?
Ill set the boundaries for you:
1. There are 40 turrets.
2.They are all massed around the phase gate, tf, recource cap, and obervatory.
3. The TF is electrified.
4. There occasional marines who spawn in and out of the phase gate, you may see 3 HA with HMG and 1 with a GL, while you see some regular marines with hmg or lmg.
5. They all have welders, motion tracking, and seiges.
Now the aliens boundaries:
1. Just about none except they dont have 3rd hive, since the marines have the 3rd locked down.
So there are the rules you must play by.
The usual strategies i use never work and i would like to know a way of getting around it. So, far i tried being Onos and i would redemption/devour a HA, but usually the marines have enough recources to resuply. I tried being a gorge and bile bombing but my range is limited and the HA would shoot the crap out of me. I also tried building but they have seiges and an observatory so nothing can be cloaked. I tried being a lerk and umbra the fades and onos but they have gren launchers. I tried being skulk but that was just plain pointless. I tried being fade but i was only able to do a couple of hits on the turrets then i got chewed up the turrets and the HA welded it anyways.
So, please! Tell what strategy do you use?
Comments
Definitally a tough nut to crack.
of course if there are any ledges/ platforms, you could go for bile bomb
otherwise ide say stick to the onos, i recon you could take out anywhere between 3 and 7 turrets with just 3 onos...
thats about say 5 or 6 runs to take down ( unless they start building more turrets ).
maybe if its not too hard to get to the TF you can send in the celerity/ redemption oni straight for the TF, then it might go down on the first or second run (with 3).
of course youd do this in a gap where no marines are guarding, else youd not get there half as fast/ and may die.
Kharaa will die, but hopefully erode the defenses faster than marines can repair.
If it's the marine base, it will take a very, very long time. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I too have been on a marine team where we were doomed but we decided to lock down 3rd hive. The game lasted as long as the marine had patience really. I mean we were down to bare bones but we still held off. We would kill guys and the turrets would kill guys we would gain recources surely but slowely and the recource node too. So eventually little by little we were giving out welders, hmgs, HA, or GL. We were honestly unstoppable by the onos or the fades or anything the only thing that kept us on our seats was the fact that a gorge and a lerk were sitting in a vent shooting bile boms and spines but we welded our selves and the recource nosle up quick...
Really, if we waited long enough we would have won but the lock down was holding for about 2 hours under constant attack by aliens and slowly but surely we were getting stronger... It was lame!
Now that lerk projectiles are invisible, I was able to halfway-hide behind a pillar and shoot my spikes at turrets one by one to kill them. If a marine came searching for me, I step back, cloak, and wait for him to walk away. WHILE I am doing this , I have my friends distract the marines at their base.
Usually once I manage to take out the TF, I get one friend to help with the Phase, then it's all ours.
There's two important things to keep in mind :
1) Stay out of the room the marines are in. If they use the minimap to spot you you're toast.
2) Make sure you have adrenaline and cloak. With adrenaline level 3, you can shoot out and endless number of spikes, and with cloak when a marine DOES start scouting for you, they'll be unable to find and stop you.
It took me ~90 seconds of constant spiking but I took out the TF. A couple times a marine did try to weld it but spikes in his face stopped that fast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If the comm had started to scan I would have been done for, hence the big distraction at the main base.
everyone should read this post and nothing else .
gj egg <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
of course if there are any ledges/ platforms, you could go for bile bomb
otherwise ide say stick to the onos, i recon you could take out anywhere between 3 and 7 turrets with just 3 onos...
thats about say 5 or 6 runs to take down ( unless they start building more turrets ).
maybe if its not too hard to get to the TF you can send in the celerity/ redemption oni straight for the TF, then it might go down on the first or second run (with 3).
of course youd do this in a gap where no marines are guarding, else youd not get there half as fast/ and may die. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
We held off easily from 3 oni VERY easily. What we did was we had 2 HA guys with GL shooting two grens into the hall and then reload with the armory and do that constantly. Any living creature that could live through the grenade mess was left for the HMGs in our base and we easily wasted them especially with lvl 3 weapons.
Also we had the gung ho vanilla marines stand in front so the onos would devour them first instead of the HA marines... I was one of them =)
Now that lerk projectiles are invisible, I was able to halfway-hide behind a pillar and shoot my spikes at turrets one by one to kill them. If a marine came searching for me, I step back, cloak, and wait for him to walk away. WHILE I am doing this , I have my friends distract the marines at their base.
Usually once I manage to take out the TF, I get one friend to help with the Phase, then it's all ours.
There's two important things to keep in mind :
1) Stay out of the room the marines are in. If they use the minimap to spot you you're toast.
2) Make sure you have adrenaline and cloak. With adrenaline level 3, you can shoot out and endless number of spikes, and with cloak when a marine DOES start scouting for you, they'll be unable to find and stop you.
It took me ~90 seconds of constant spiking but I took out the TF. A couple times a marine did try to weld it but spikes in his face stopped that fast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If the comm had started to scan I would have been done for, hence the big distraction at the main base. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Only problem is they have an observatory... i tried that too but the marines knew what i was damaging and they would weld it faster then my needles would do.... pluss most of the maps the MArines build turret farms are in closed off spaces where the lerks arent far enough from them...
team one 3 Oni + umbra lerk
team two 3 gorgs + umbra lerk
and finally 1 lerk shooting spikes at welders (make sure TF isnt repaired)
have the oni run in first to take most of the damage, with the gorgs bile bomb backing them up, supposing the oni and gorges have redemption they can just storm in and if covered well enough by the umbra, should all get back out ready for the next run.
a few runs of this should work?
main problem with this plan is the 2 hives you need for it..
everyone should read this post and nothing else .
gj egg <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That is a real good plan, except the gorges range never really even hits the turrets and the HA GL have longer range and usually kill the gorges before they can get near. While the vanilla marines weld and the HA.
Pluss you would have to trick your entire team to go gorge and kamikazi like that. Most of them want to be "UB3|2 "elite" ONOS" or fades. Pluss its a big recource waste if you keep doing gorge, carapace kamikazi =).
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Get an admin and kick COMM for turret spam. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Get an admin and kick COMM for turret spam. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yea i did get pretty close to doing that but most the servers i go to are public and the admins are almost never there, niether do i have a way of contacting one.
I was on a server where they had a limit of about 10 turrets per lock down but even then we could fend off pretty well.
Xenocide really works, and is probably one of the best ways... but like i said marines have 3rd hive locked down...
ns_hera
the marines backed into their farmed spawn..
alien upgrades are sens. and def.
i went onos - scent of fear and regeneration - had a gorg around the corner building def. towers and offence chambers for me to run back to..
i was just taking one turret at a time finally the front turrets we gone and all i was doing was the same hit n' run tactics only now taking out key structures, their HA didn't last long .. just ate/devoured them the only thing that was holding the marines on was their Heavy Armoured grenaders spammin from the top but the attacking gorg soon moved up some offence chambers, pushed them back - into oblivion
while myself and this lowly gorg were attacking marine spawn the rest of the team was taking ventilation hive back..
NOTE: Whatever strat you use it will probably take your entire team working together to pull it off. (This is the major problem with doing it in pub play)
1) Have 2-3 Onos rush the marines main base and kill the phase gate so that no more marines can phase in to the hive. While the marines are cut off have everyone Bile Bomb the hell outta those stockpiled turrets. Exept for maybe 1 or 2 Onos to fend off any marines who might make it to the hive.
2) A Better Solution in my opinion is to pick a better first chamber. Most of the time Aliens pick Sensory first. This may seem like a good idea but when your trying to beat a hive lock down your going to wish you had that adrenaline to BileBomb More or Redemption for that Onos.
Oh, here's another strategy. Build a sensory close to the turret farm so that a skulk could sneak in to the TF. The skulk can take it down easily, due to some bugs. I've also heard that getting on top of a TF works wonders as well. Small farms are usually best taken down by the lone skulk, big farms you'll need bilebomb, sensory, or onos support.
On mineshaft
They built up a base in Tram tunnle out side our hive and had everything you listed but even more.
They had redundant TFs, 3 of them! so even when one went down they had 2 more to keep things alive. It took almost 20 mins of hardcore, Onos, lerk, gorge and Skulk attacks to get them down.
What eneded it was the fact they started to stretch them selves too thin, and couldn't keep up with the amount of res they had to spend to keep us from taking it down. That and the fact I found an opening to the back of the area where the TFs didn't have enough protection and in 2 turns of exploting this oversite we had the TFs down and the outpost fell in seconds.
Also we would attack the double res room as we hit the tram tunnle outpost, so they had to be in 2 places at once and just couldn't keep up with the losses.
Its a hard thing situation and the best way to win it, is not let it happen in the first place!
On mineshaft
They built up a base in Tram tunnle out side our hive and had everything you listed but even more.
They had redundant TFs, 3 of them! so even when one went down they had 2 more to keep things alive. It took almost 20 mins of hardcore, Onos, lerk, gorge and Skulk attacks to get them down.
What eneded it was the fact they started to stretch them selves too thin, and couldn't keep up with the amount of res they had to spend to keep us from taking it down. That and the fact I found an opening to the back of the area where the TFs didn't have enough protection and in 2 turns of exploting this oversite we had the TFs down and the outpost fell in seconds.
Also we would attack the double res room as we hit the tram tunnle outpost, so they had to be in 2 places at once and just couldn't keep up with the losses.
Its a hard thing situation and the best way to win it, is not let it happen in the first place! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I might have been in the same server...
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after:
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gorges with redemt celerity even dan do it alone sometimes.
ns_hera
the marines backed into their farmed spawn..
alien upgrades are sens. and def.
i went onos - scent of fear and regeneration - had a gorg around the corner building def. towers and offence chambers for me to run back to..
i was just taking one turret at a time finally the front turrets we gone and all i was doing was the same hit n' run tactics only now taking out key structures, their HA didn't last long .. just ate/devoured them the only thing that was holding the marines on was their Heavy Armoured grenaders spammin from the top but the attacking gorg soon moved up some offence chambers, pushed them back - into oblivion
while myself and this lowly gorg were attacking marine spawn the rest of the team was taking ventilation hive back."
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Wow. Regen, digesting rines, DCs, <i>and</i> your own personal gorge. You must've had some crazy health. "Oh look, my legs blew of. Wait, nevermind, they grew back."
Like n4s7y said, carapace onos can take a beating. If you add in two lerks with constant umbra, even one onos is a hard thing to kill. Add in a digesting rine for regen, and you have an onos with a whole lot of potential.