These Turret Farms Need To Go!

sgtboostsgtboost Join Date: 2002-12-06 Member: 10509Members
Turrets in NS2.0 are way to strong for Marines. It make it IMPOSSIBLE to take out turret farms. Fades are the only thing have a chance. Onos will go in and get redeemed in a second without doing anything, gorge cant get close enough, and lerks are worthless. You can't xeno half of them because you dye on the way there. It's riduclous having 3 hive lockdown, all the res nodes practically and you cant get the last bit because of turret farms

Comments

  • Scorpion571Scorpion571 Join Date: 2002-11-24 Member: 9800Members
    Actually earlier today I was in a game (9v9) where the aliens used <i>teamwork</i> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> to take out a farm of turrets. We had 4-5 onos, 2 gorges healing (and using bile bomb), and a lerk using umbra on us.

    We managed to take out all their res nodes (they all had at <i>least</i> 12 turrets at each one + some of the rts were electrified), their main base (just a few turrets here, but some marines as well), and the hive they had locked down (had to have been no less than 30 turrets here as well as marines, and a few heavies.)
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited August 2003
    umbra + regen onos + bilebomb gorge ^_^

    remember onos gore does blast dmg(dbl to structures)
  • DougDoug Join Date: 2003-08-02 Member: 18723Members
    haven't seen some of the farms i've made then :P
    i thought aliens were overpowered before but marines can win pretty easily without rushing.. turret farm your main base and one hive.. and by farm i mean like 30 or more turrets, just sit on res for full upgrades and push out, this is where i see a lot of stalemates / 2 hour games coming from.

    not sure on 9v9 or more people but it works pretty well 3v3 to 6v6

    doug
  • briDgebriDge Join Date: 2003-06-21 Member: 17583Members
    I have only ONE problem with turrets in their current state, and that quite simply is that at only 1 hive, there are ZERO solutions to mass turrets. The Kharaa should have at least one solution to mass turrets at 1 hive. Otherwise, the 2 hive lockdown is still incredibly effective, and even worse with just 1 hive turrets can be placed in a location not even too far from the kharaa's lone hive and then do a "turret crawl" involving a kind of leapfrogging with turrets and turret factories that is nearly unstoppable until the marines are withing siege range.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    If they have two hives locked down with enough turrets to be called a farm, they had too much res, and it wouldnt matter if they didnt lock down that hive, that would have been enough for two HA trains.

    Dont complain about the two hive farms, because if they do have em, they have too much res, GG..
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--briDge+Aug 6 2003, 10:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briDge @ Aug 6 2003, 10:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have only ONE problem with turrets in their current state, and that quite simply is that at only 1 hive, there are ZERO solutions to mass turrets. The Kharaa should have at least one solution to mass turrets at 1 hive. Otherwise, the 2 hive lockdown is still incredibly effective, and even worse with just 1 hive turrets can be placed in a location not even too far from the kharaa's lone hive and then do a "turret crawl" involving a kind of leapfrogging with turrets and turret factories that is nearly unstoppable until the marines are withing siege range. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wrong. The largest turret farm in the world can be anniliated with proper onos + gorge support at hive 1.

    Gore deals 180 to structures. Pwnage.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--sgtboost+Aug 7 2003, 10:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sgtboost @ Aug 7 2003, 10:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Turrets in NS2.0 are way to strong for Marines. It make it IMPOSSIBLE to take out turret farms. Fades are the only thing have a chance. Onos will go in and get redeemed in a second without doing anything, gorge cant get close enough, and lerks are worthless. You can't xeno half of them because you dye on the way there. It's riduclous having 3 hive lockdown, all the res nodes practically and you cant get the last bit because of turret farms <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Whine whine whinge. Have you ever heard of bile bomb?
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    Umbra owns turrets. If marines have enough res to farm it up, let em.
  • cheesehoundcheesehound Join Date: 2003-08-03 Member: 18826Members
    aye, the only time I can see turret farms being real bothersome would be in smaller games, but then again all it'd take is more time.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    a. Onoses and proper use of Bile Bomb/Umbra/Primal Scream will break any turret farm, period. No problem here, gg alien teamwork.
    b. If the marines get a strong turret farm at both hives, they earned the win. Blame the alien team and next time don't let it happen.
  • strangepIMPINstrangepIMPIN Join Date: 2003-03-30 Member: 15045Members
    If you let marines secure 2 hives before building the second hive you suck like britney spears and are not allowed to whine.
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    erm, how do you take down turret farm of 60 turrets again?
    I think you die before you see them (!!)
    admin_map <map>
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    onos kill Turrets in ~5-6 gores
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited August 2003
    Build 3 MC, and 3 DC if you can
    1 adren lerk spams umbra at turrets
    2 regen onos draws fire by running around in and goring the turrets
    2 adren gorges stand behind the onos spam bile at the turrets

    I don't care how big your turret farm is, it will get owned with team work. With umbra blocking 4/5 hits, your 60 turrets effectively become 12 turrets. While 12 turrets might be troublesome for a single onos, a couple backed up with gorges shouldnt be a problem.

    And that is why more people should go lerk. Umbra an onos attacking 3 HA, and you've effectively got less than one HA there... And ANY onos can take that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    One full lmg clip does 500 damage. Any creature inside an umbra will only receive 100 damage. Even a skulk can take 100 damage and live.
  • DougDoug Join Date: 2003-08-02 Member: 18723Members
    heh its not like the marines aren't going to be using teamwork against you too... and seriously you won't see that much "4 onos gorges n lerks" teamwork all that much on pubs.

    'Build 3 MC, and 3 DC if you can'

    if you let them build structures remotely near your farm it deserves to fall :P


    also its handy to put turrets near ledges or over high places, so the onos has to come up stairs before hitting anything.
    and with maybe 1 or 2 good GL'ers its gonna be a struggle.

    fact is Farms are much easier to put up then to take down.

    doug
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    If anything I'd like to see turret limits so the comm can't blow his res on a last stand in the base on 10-15 lag causing turrets. Limits by type so you can have X normal turrets and x (or y is balance puproses dictate) siege turrets.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    I've taken down, put up many turret farms to discover that a gorge, lerk, onos and skulk have completely demolished it in a matter of seconds..

    1) find a fairly weak spot where you can take down a turret or two easily to gain hurt-free access to TF
    2) Gorge bilebomb and onos gore the turret(s) until you have an open side to the TF
    3) gorge does his magic with lerk umbra, spores to keep away rines, skulk destroy PG if it there
    4) when onos takes it down enjoy your slightly hardened steel meal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    edited August 2003
    I have tore down large turret farms my self (Only it was two oni and a lerk spamming umbra and primal.) However having so many turrets on screen has caused my ping and choke to skyrocket.


    Edit: And I'm on a machine that blows HL's and NS's system specs out the water.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    Turrets are fine just the way they are. Any sort of teamwork on the part of the aliens will blow away turret farms. In 1.04, they were a novelty. You only put them somewhere that you wanted to mark as belonging to the marines with extremely large amounts of pingy sounds. They did near nothing in 1.04, and I'm glad that they're much more accurate now.
Sign In or Register to comment.