These Turret Farms Need To Go!
sgtboost
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
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.)
remember onos gore does blast dmg(dbl to structures)
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
Dont complain about the two hive farms, because if they do have em, they have too much res, GG..
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.
Whine whine whinge. Have you ever heard of bile bomb?
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.
I think you die before you see them (!!)
admin_map <map>
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.
'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
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-->
Edit: And I'm on a machine that blows HL's and NS's system specs out the water.