Turret Farms And Fades
bongfarmer
Join Date: 2003-02-04 Member: 13119Members
<div class="IPBDescription">the two gripes</div> Turret farm stalemates are the worst part of a game. I hate it when a good came becomes an unbearable dull 2 hour campout. One problem is that the marines dont need any res towers, they can camp their base, and get res from turret kills, and after a few hours come out as HA/HMG's
How about putting a limit on turrets in an area, like you can only have 7-8. Thats enough for a well organized alien team to fight and challenge and make it fun for both sides. and also, right now you get points for turret kills. If marines didn't get res from those kills it might discourage the tactic.Or maybe replace an aliens(fade or lerk most likely) 3rd hive ability to a colud like acid spore, but opposite. It only does damage to machines(includes heavy armour, and puts them on the frits for a few seconds
how about adding a very strong swipe at the end of blink that does like 160 damage(would only activate when infront of an enemy, just let go of blink and if yor in range of an enemy it would do it automatically). tap blink, let go, get kill instantly, blink away
I find it takes to long to actually hit and kill a marine once you get in range. In a group of upgraded marines, what you meet by the time you have res for fade, event he few seconds to end blink, take out swipe, get 2 hits, switch to blink, blink away to safety will getcha
with this way you dont even have to change direction. Just let go of blink,and press it again, going through the corpse
How about putting a limit on turrets in an area, like you can only have 7-8. Thats enough for a well organized alien team to fight and challenge and make it fun for both sides. and also, right now you get points for turret kills. If marines didn't get res from those kills it might discourage the tactic.Or maybe replace an aliens(fade or lerk most likely) 3rd hive ability to a colud like acid spore, but opposite. It only does damage to machines(includes heavy armour, and puts them on the frits for a few seconds
how about adding a very strong swipe at the end of blink that does like 160 damage(would only activate when infront of an enemy, just let go of blink and if yor in range of an enemy it would do it automatically). tap blink, let go, get kill instantly, blink away
I find it takes to long to actually hit and kill a marine once you get in range. In a group of upgraded marines, what you meet by the time you have res for fade, event he few seconds to end blink, take out swipe, get 2 hits, switch to blink, blink away to safety will getcha
with this way you dont even have to change direction. Just let go of blink,and press it again, going through the corpse
Comments
It works against smaller uncoveret farms but not in big outposts.
Gorges with lerk support and fade/onos guard are meant to kill turret farms of all sizes.
A turret limit is only needed at more than 50 turrets in one area for performance and overflow problems.
How about putting a limit on turrets in an area, like you can only have 7-8. Thats enough for a well organized alien team to fight and challenge and make it fun for both sides. and also, right now you get points for turret kills. If marines didn't get res from those kills it might discourage the tactic.Or maybe replace an aliens(fade or lerk most likely) 3rd hive ability to a colud like acid spore, but opposite. It only does damage to machines(includes heavy armour, and puts them on the frits for a few seconds
how about adding a very strong swipe at the end of blink that does like 160 damage(would only activate when infront of an enemy, just let go of blink and if yor in range of an enemy it would do it automatically). tap blink, let go, get kill instantly, blink away
I find it takes to long to actually hit and kill a marine once you get in range. In a group of upgraded marines, what you meet by the time you have res for fade, event he few seconds to end blink, take out swipe, get 2 hits, switch to blink, blink away to safety will getcha
with this way you dont even have to change direction. Just let go of blink,and press it again, going through the corpse <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree that turrets on the marine side desperately need a cap, for the benefit of more tactical, fulfilling games and my fps <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Your fade blink-kill can already be done, it's fairly similar to the leap-bite! They don't need to add an uber slash to the end of blink, you can bloody swap to slash and do it yourself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Skulks can't get in to xenocide, and even if they did marines can pick up their gun again.
Onos are too big and slow to get close.
Fades can acid rocket but will probably get bombed as soon as they pop around a corner
Lerks can't gas HAs.
Gorges are, well, gorges. Webs get destroyed by grenades.
When you think about it things have been unfair from the very begining with aliens limited to 8 per area and the marines free to place as many as they want. They are a quater the size of a OC aswell meaning even more can be packed in.
then u must get near enough, and your crew must survive long enough, and your base has to be able to withstand a substantial amount of pressure with minimum support <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->