Turret Farms And Fades

bongfarmerbongfarmer 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

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Fades are not meant to kill turrets.
    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.
  • ZorikZorik Join Date: 2003-08-09 Member: 19253Members
    edited August 2003
    <!--QuoteBegin--bongfarmer+Aug 9 2003, 11:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bongfarmer @ Aug 9 2003, 11:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--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-->
  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    How about giving fade swipe double damage against structures?
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Fades already do double damage versus structures. IMO turrents should be capped at 10 in an area, just as OC's are capped at 8 in an area.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    I agree on a limit, but mainly because my ping leaps through the roof when there's more than 6 in an area.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    No no no. The game was 2 hours because of grenade spam. There's NOTHING aliens can do against that:

    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.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    You forgot that bilebomb has the range of a thrown onos, and 'nades go through umbra.
  • GandalfGandalf Join Date: 2003-01-20 Member: 12500Members, Constellation
    Yeah its really time for a limit to be placed on turrets.

    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.
  • bongfarmerbongfarmer Join Date: 2003-02-04 Member: 13119Members
    I never got that? why would you want to stop aliens from wasting money on offence towers? If theirs more than 4 or 5 GL or a quickly built siege takes them out almost instantly
  • grafgraverkegrafgraverke Join Date: 2003-08-09 Member: 19246Members
    siege eh?

    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-->
  • SpobSpob Join Date: 2003-04-03 Member: 15166Members
    i like the no res for turret kills idia, and maby a cap to stop pure stupidity on 50+ turrets <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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